Jump to content

Search the Community

Showing results for tags 'Tier 6'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Community Volunteer Programs
  • Feedback and Support
    • Game Support and Bug Reporting
    • Player Feature and Gameplay Suggestions
    • Game Guides and Tutorials
  • General WoWs Discussion
    • General Game Discussion
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Twitter


Website URL


Instagram


YouTube


Twitch


Skype


Location


Interests

Found 10 results

  1. Dunkerque overtaking Strasbourg. The following is a review of Dunkerque & Strasbourg, the tier VI & VII French battleships. They were both provided to me by Wargaming for review purposes at no cost to me. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.12. Please be aware that their performance may change in the future. I couldn't help myself. I saw an opportunity to not only review a new ship but to update an older one too. Maybe I'll make this a regular thing going into the future whenever Wargaming releases a comparable sister-ship -- review the new addition and touch base on an older one. It seems a bit ambitious to declare it as the new norm, but we'll see what happens. At any rate, this is a review of both Dunkerque-class battleships: Dunkerque at tier VI and her new sister-ship, Strasbourg at tier VII. The two ships are almost identical which raises concerns on balance. Strasbourg is Dunkerque in almost every metric that matters short of tiering and access to the Main Battery Reload Consumable. One can't help but ask the following questions: Is Dunkerque so good at tier VI that she can be effectively cloned and placed at tier VII with little issue? Just how influential are the small changes made between the two ships? Is Main Battery Reload Booster that powerful on a 330m armed platform? Is Strasbourg worth the grind or should you just stick with Dunkerque? Let's find some answers! Quick Summary: Fast, lightly armoured battlecruisers with all eight of it's quick-firing 330mm guns mounted in two quad-turrets on their bows. Strasbourg has access to the Main Battery Reload Booster consumable. PROS All forward gun arrangement simplifies maximizing firepower. Fast reload (26s Dunkerque, 25s Strasbourg) Good HE shell performance and fire setting. Comfortable gun handling. Long ranged with good ballistics over distance. Solid agility with a good top speed and rate of turn. Strasbourg Specific: Has access to the Main Battery Reload Booster consumable. CONS Unable to fire her main battery guns directly rearward (for some inexplicable reason!) Lightly armoured, highly vulnerable to AP overmatch and HE shells. Exposed, high-water citadel with thin belt armour. Terrible anti-aircraft firepower. Large surface detection range. Strasbourg Specific: Small hit point pool for a tier VII battleship. Summary of Differences If you're a crusty ol' veteran with playing Dunkerque, so experienced in Marine Nationale ways battlecruiser ways that you serenade baguettes, you don't need me to tell you what she's like. To expedite things for these players, here's a list of all of the differences between the two battleships, from the significant to the inane. These are listed Dunkerque vs Strasbourg: Tier: VI vs VII (duh) Economy: VI vs VII (higher tiered ships earn more credits and experience for the same actions) Fire Resistance Coefficient: 23.31% vs 29.97% Superstructure HP: 1,800 vs 1,700 Belt Armour: 225mm vs 283mm Rear Upper Athwartship: 198mm vs 210mm Turtleback: 40mm vs 50mm Turret Faces: 330mm vs 360mm Turret Backs: 335mm vs 352mm Turret Floor: 150mm vs 160mm Sigma: 1.7 vs 1.8 Main Battery Reload: 26s vs 25s Main Battery Range: 18.21km vs 19.1km A-Turret's Fire Arcs: 310º vs 294º Number of 37mm twin AA mounts: 5 (18dps) vs 4 (16dps) Flak Explosion Damage: 1,330 vs 1,400 Main Battery Reload Booster: no vs yes Tonnage: 35,500 vs 36,308 Permanent Camos: 4 vs 2 Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Difficult Both ships are wonderfully uncomplicated to use. The all-forward gun arrangement helps keep new-players safe, mitigating the need to expose the ship's broadside in order to maximize firepower. Their long range also helps keep new players safe. The ship's speed is also a blessing -- fast enough to get the ship where it needs to go but not being so fast that she can easily out-strip support as new players are wont to do. Were the ship easier to hide or if it had a better protection scheme, it might have warranted a "Simple" rating. There's a lot of strong carry potential with these ships. The combination of good speed and a relatively fast reload allows these ships to wreak all kinds of mayhem. Strasbourg's Main Battery Reload Booster is particularly delicious for punishing exposed enemies, be they a briefly lit lolibote or a high-tier battleship that needs to be burned. Unfortunately, they are painfully soft-skinned and very difficult to hide which are both strong limiting factors. The lack of overmatch potential on their 330mm guns is also a bit frustrating, though proper ammunition use can help mitigate this drawback. Options Both ships share similar customization principles. The marked difference between the two is in their consumables (naturally), but otherwise they can be built the same. Consumables Both ships have the same, standard Damage Control Party for French battleships. This has a 15 second active period, an 80 second reset timer and unlimited charges. Similarly, they share the same Repair Party which heals back up to 14% of the ship's starting hit points per charge. It queues 50% of all penetration damage, 10% of citadel damage and 100% of everything else. It has an 80 second reset timer. Their last shared consumables are the option between a Catapult Fighter and Spotter Aircraft. Dunkerque mounts these in her third slot and Strasbourg her fourth. The latter consumable increases their range by 20% for 100 seconds with a 240 second reset timer. Both ships begin with 4 charges. The former consumable starts with only three charges, deploying a pair of fighters which orbit the ship for 60 seconds. It has a 90 second reset timer. What sets Strasbourg apart is her access to Main Battery Reload Booster in her third slot. This reduces the reload time of her main battery guns by half for 20 seconds. She comes with four charges to start and it has an 180 second reset timer. Upgrades Both ships use the same build. In your first slot, Main Armaments Modification 1 is arguably optimal given the relative fragility of the Dunkerque-class's main weapons. Nothing sucks more than losing one of only two turrets! Otherwise, the two special upgrades, Spotter Aircraft Modification 1 and Damage Control Party Modification 1 may be used instead. They can be purchased for 17,000 from the Armory . Damage Control System Modification 1 is the only upgrade worth considering in slot 2. In slot three, Aiming System Modification 1 is optimal. But if you want, you can trade that out for faster turret traverse with Main Battery Modification 2 but this has much less benefit than decreasing the dispersion area. There are interesting choices for these ships in the fourth slot. Damage Control System Modification 2 is the most straight-forward and optimal, reducing fire and flooding damage. You can naturally opt to improve their handling by taking Steering Gears Modification 1 -- their high rate of turn and long range does lend them well to active dodging. However, given the disposition of these ships and their love of hugging islands, there's some worth in taking Propulsion Modification 1 for better acceleration from a dead stop. It's up to you based on your preferred style of play. When in doubt, though, default to Damage Control System Modification 2. Commander Skills Both ships can easily make use of the same commander. The ideal build differs somewhat from the default boring ol' battleship build in that Dunkerque and Strasbourg both benefit considerably from the Expert Loader skill. Making room for it can leave you with a skill point leftover which isn't as optimal as other builds. Oh well. Start with choosing between Priority Target and Incoming Fire Alert. I much prefer the former, but it's up to you. Grab the skills circled in green next to complete your 10pt build: Adrenaline Rush, Basics of Survivability and Fire Prevention. Next double-back and grab the skills in the red squares: Concealment Expert, Superintendent and Expert Loader. The skills in blue squares are nice to have but you may struggle to fit them in with the above recommendations. Mix and match to your tastes. Camouflage There are multiple camouflage options between the two ships. Dunkerque has Type 10, Fleur d'Acier (Steel Flower), Azur Lane and Mid-Autumn Festival camouflage patterns. Strasbourg has Type 10 and Winter Holiday camouflage patterns. All of the differences are cosmetic, providing the identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. As an older (and popular) ship, Dunkerque has had a large number of premium camouflage types -- which is hella fun. I really like her Azur Lane camo. It's nice and sharp with the red and white contrast. Strasbourg's camo options are much more subdued. I'm not a fan of her Holiday camo. Firepower Main Battery: Eight 330mm/52 guns in 2x4 turrets mounted on the bow in a A-B superfiring configuration. Secondary Battery: Twenty 130mm guns in 5x4 turrets with two turrets per side and one mounted on the centre line facing the stern. Lemme preface this by saying that I'm not going to talk about the secondaries off the Dunkerque-class. They're not worth specializing into at the moment with their limited fire arcs, to say nothing of how poorly these ships fare in a brawl. Onto the main event! Big Guns, Bad Habits & Bae Bote I admit I have a bit of a bias against smaller-caliber battleship guns at the mid-tiers. This stems from my early days in World of Warships, having fallen in love with the overmatch potential of Warspite's 381mm guns tier VI. Bae bote's artillery, while not idiot proof, certainly lent itself well to firing nothing but a homogeneous loadout of AP shells. With all of the heavy lifting those Royal Navy 15" guns could do, I still remember being disdainful of Dunkerque's paltry 330mm guns when I first reviewed her back in late summer of 2016. They had no overmatch potential so they were OBVIOUSLY garbage, right? I'm somewhat less naive than I was way back when. Only somewhat, mind you. I still have a bit of a blind spot with bae-bote and battleship caliber guns with large-swathes of overmatch potential. That's something these guns lack but that doesn't make them bad by any means. There's a lot of good things about the combat performance of these weapons. They have excellent ballistics over range. They have a fast reload. They're decent fire starters. They have good AP penetration. AP penetration values drawn from Wargaming's Armada 2 video on Dunkerque from August 2016. Dunkerque and Strasbourg have some very respectable AP penetration values for guns of their caliber. There are two drawbacks with these weapons to keep in mind: They have French (and Italian) gunnery dispersion. They lack overmatch potential with their AP rounds. There's not much to be said about the first flaw. French battleship dispersion is the worst in the game currently, being slightly worse than that of American, British and German battleships. This leads to wonky shell groupings from these guns, especially at the long ranges Strasbourg is so often forced to engage. Having both guns on the bow in quad mounts does make them feel a little more accurate, at least in terms of the initial outbound shell clusters. However, this is more of an illusion than a practical advantage. Still, they have average sigma values, so within their dispersion elipse (larger as it is) their shell fall is pretty standard, though the difference between the two ships in this regard is largely indistinguishable. The best players in the game struggle to discern the difference between 0.2 sigma in standard game play, to say nothing of the 0.1 sigma difference between Strasbourg (1.8 sigma) and Dunkerque (1.7 sigma). Overall, the guns feel reasonable with their accuracy though they will troll you. Thankfully, their rate of fire helps alieviate the feeling of being cheated. One of the best fixes for bad dispersion is to reload often. When individual salvos don't feel like they matter as much, it's easier to forgive a few stray shells. Dunkerque's 26 second reload feels very comfortable -- more than making up for low individual shell damage. The extra second shaved off Strasbourg's guns is nicer still, though like her dispersion you might not feel the difference. Short reload times on battleships is a hella powerful advantage, even with the slightly lower alpha-strike from their hits. Battleship gunnery is incredibly opportunist, with citadel hit "money shots" making or breaking their play experience. Dunkerque's guns are more likely to be reloaded (or almost reloaded) when an opportunity presents itself. Strasbourg's are all but guaranteed. Like Jean Bart before her, Strasbourg's access to the Main Battery Reload Booster consumable is a game-changer. She will have her guns reloaded when it matters most, ensuring she can put shells downrange at vulnerable targets and best capitalize on the opportunities presented -- whether this be blowing out the citadel of a Christmas-Makarov or stacking fires back onto a Hizen that just blew its Damage Control Party. If Strasbourg's guns had better overmatch potential, they'd be downright oveprowered. The lack of overmatch potential is a problem shared by all battleship rounds between 283mm and 356mm in caliber. While the Dunkerque-class can overmatch 23mm of armour with their AP rounds, in practical terms, 19mm plate is the last effective armour value they can best at any angle. This makes most tier V, VI and VII cruisers vulnerable to being overmatched by these AP shells, but only the very-light cruisers at tiers VIII+. Like with dispersion, this is more of an issue for Strasbourg as a consequence of her higher tiering. It's only the extremities of tier V battleships that these AP rounds can overmatch and only then if the ships in question don't have dispersed armour schemes which gets a little more common at lower tiers. Against any other target, both Dunkerque and Strasbourg will want to reach for the HE rounds instead. To this end, I've found having the Expert Loader skill very handy if you can spare the single skill point for it. Outside of issues where they might ricochet from striking a plate they cannot overmatch at too steep an angle, Dunkerque and Strasbourg's AP shells perform well, with very respectable AP penetration values across all engagement ranges, with even better penetration than New Mexico's 356mm AP rounds. It's not quite high enough to contest higher-tiered battleship citadels at ranges of 15km or beyond, but it's good enough. Dunkerque may not appear to have impressive DPM, but she is more likely to be able to fire all of her guns than most other battleships -- especially while under fire herself. Her all-forward gun arrangement allows her to maximize her firepower while still maintaining a defensive nose-in aspect. Strasbourg is listed twice. The one with the asterix denotes her using her Main Battery Reload Booster for 20s. Strasbourg's faster rate of fire gives her comparable DPM placement to Dunkerque, tier-for-tier. However, her Main Battery Reload Booster takes things to a whole other level, allowing her to punish opponents when they give her an opportunistic shot. Both ships are decent fire starters. Strasbourg flirts with Royal Navy levels when she activates her consumable (again, denoted by an asterix). Gun Layout Dunkerque's A-turret fire arcs are gorgeous. Her B-turret are much less so. This makes her B-turret a good indicator for over-angling with Dunkerque when firing to the rear. So long as A-turret can engage but B-turret cannot, she's still in auto-ricochet territory -- you know, provided that the incoming AP shells don't simply overmatch her hull. The all-bow mounted gun arrangement of the Dunkerque-class is their most striking feature. In World of Warships, this has more advantages than drawbacks. Dunkerque was not the first battleship in the game with this layout. However she was the first battleship in the game to have all of her guns capable of firing directly forward. Thus she was the first battleship in the game that could "bow tank" while still maximizing her firepower. At the time of her release, it was easy to underestimate just how effective this was and how effective it remains in World of Warships. It is very easy to maximize firepower with Dunkerque and Strasbourg. Barring kiting situations, it is easier to bring all of their guns to bear than on any other battleship. This is further facilitated by their fast (for a battleship) traverse rate of 5º/s (36s for 180º). Even in situations where Dunkerque is being chased, her "over the shoulder" firing arcs are respectable with her A-turret being capable of hucking shells 25º off her stern, still maintaining a perfect auto-ricochet target with her belt. Obviously the drawback here is that she cannot engage enemies directly to her rear. What's more, this all-forward gun arrangement makes her slow to switch sides when firing backwards as her guns have to come all of the way around. Still, the all-forward gun arrangement greatly facilitates bringing all guns on targets for much of the battle. It's this ease of bringing guns on target -- all of their guns on target -- which makes these ships dangerous and it's one of their many strengths. Strasbourg doesn't have Dunkerque's delicious A-turret's fire arcs. Summary "Always ready" -- this defines the gunnery on Dunkerque and Strasbourg, and Strasbourg more than her sister. When facing off against these ships, their faster rate of fire, good fire arcs and gun handling is what makes them dangerous. As gunnery platforms, they're super comfy and fun to play. Their individual salvos may not hit as big as other ships; a consequence of both shell size and trollish dispersion, but they don't feel at a deficit in either regard. VERDICT: Their guns perform better than their smaller caliber would suggest. Beware Strasbourg's Main Battery Reload Booster -- used correctly, it can devastate vulnerable enemies. Durability Hit Points: 52,600 Bow & stern/superstructure/upper-hull/deck: 26mm / 16mm / 26mm / 26mm Dunkerque Maximum Citadel Protection: 26mm anti-torpedo bulge + 225mm belt + 40mm turtleback + 40mm/50mm citadel wall Strasbourg Maximum Citadel Protection: 26mm anti-torpedo bulge + 283mm belt + 50mm turtleback + 40mm/50mm citadel wall Torpedo Damage Reduction: 25% The durability fortunes of these two battlecruisers flips between their hit point totals and their armour profiles. While I would not call either ship blessed in either category, it's more that one or the other is "less-worse" in a given area than its sister ship. Overall, Strasbourg loses out wholesale to her sister, if only because she sits a full tier higher and contends with bigger threats. Health Pool Strasboug is the big loser here when it comes to comparing hit points. Dunkerque wins no prizes either, but as a tier VI vessel, she's she doesn't stand out in any negative or positive way. Strasbourg's woes come in two areas: She has a small (tier VI-sized) hit point pool. Her Repair Party is normal. The former kind of surprises me -- not that she has a small hit point pool, but that it's unchanged from Dunkerque's own despite the (slight) increase in tonnage. Best estimates should put Strasbourg's hit point total almost 1,000hp higher than Dunkerque. That's not enough to rescue her from the doldrums of tier VII health totals, but every scrap certainly helps and it would let her overtake Lyon at the very least. Moreover, the issue Strasbourg faces at tier VII comes from her plain-Jane Repair Party consumable. The glut of Royal Navy ships at tier VII along with Colorado makes Strasbourg's bare-bones Repair Party seem weak by comparison, especially on a ship with a hit point deficit. I suppose it's a blessing that she's not stuck with one fewer charges the way the Soviet ships and Florida are neutered, so that's something. Dunkerque's effective hit point pool is on the low side of average for a tier VI battleship. Now you can imagine what happens when you bring a "low side of average" effective health pool to a tier VII match-up. This is especially noteworthy as tier VII is where health regeneration gets super weird and powerful. Armour Profile When it comes to repelling HE shells, the two Dunkerque-sisters are functionally identical. While there exists some minor differences in their protection schemes, these are a non-issue when it comes to repelling HE shells. Dunkerque and Strasbourg are exceedingly soft-skinned and highly vulnerable to HE fire. Their near-homogeneous 26mm external plate makes them easy prey, not only for light cruisers but for 127mm+ armed destroyers. While the Inertial Fuse for HE Shells skill may be necessary, her opponents all have the potential to farm damage off the soft-skinned profiles of the Dunkerque-class battleships. Both battleships bleed a lot of hit points to small and medium caliber HE shells. Things don't get better when it comes to repelling AP rounds. Strasbourg attempts to correct some of the defence issues of her sister-ship with improved turret, belt and citadel protection profiles. Dunkerque is notoriously vulnerable to citadel hits, going so far as to have her machine spaces colour-coded through one of her camouflage patterns (thank you, Yuro, for pointing that out!). The thinness of her citadel protection means that with very few exceptions (Oklahoma, I'm looking at you), Dunkerque is vulnerable to battleship calibre AP shells at all ranges. This goes double for any AP rounds from guns of 380mm or larger as they are fully capable of overmatching her external armour plate and can land citadel hits at nearly any angle. Though Strasbourg's protection is improved, it's never so good that I would trust flashing her sides or snoot to incoming battleship rounds. Both Dunkerque-sisters take citadel hits frequently. They are both at risk of losing their turrets when they attempt to tank battleship fire. The best that could be said about Strasbourg is that she is largely immune to citadel hits from cruiser-calibre weapons, though again there are exceptions, especially at close range. Their armour profiles are almost identical but Strasbourg has the thicker belt, turtleback and turret faces. While the extra ~60mm of armour on Strasbourg's belt looks significant, the higher penetration gun she faces makes this improvement kinda moot. Summary These are ships that don't want to get hit -- like at all. Nearly every HE shell can hurt. Nearly every battleship-calibre AP round is a potential citadel hit. Having only two turrets makes the loss of one (even temporarily) a disaster. The best play with these ships is to not get hit in the first place; exercising their long range to make themselves a less appealing target. Anchoring one side against a piece of island cover is also a good practice, if only to mitigate flanking fire from enemy battleships from across the map. Limiting the angles of attack against these vessels is paramount to keeping them safe. They don't have a lot of armour. They don't have a lot of health. They don't have improved Repair Parties. VERDICT: Get hit, take cit. Agility Top Speed: 29.5kts Turning Radius: 730m Rudder Shift Time: 14s 4/4 Engine Speed Rate of Turn: 4.7º/s at 22kts (Dunkerque) or 22.2kts (Strasbourg). What a difference a tier makes. Strasbourg and Dunkerque both have excellent agility for a battleship. Not only do they have a respectable top speed -- nearly reaching 30 knots -- but unlike higher-tiered battleships, they are not shackled with a punitive turning circle radius. No matter how you look at it, both battleships handle beautifully. This combines with their very nice gun traverse rates to make keeping guns on target a very comfortable experience. The only real fault for these two battleships is that they flirt with but never quite achieve cruiser-levels of agility. This flaw mostly resides with their rudder shift time which, while not punitive, is definitely too sluggish to affect reasonable dodging metrics. Active dodging is really only ever possible at the extremes of their range. It's a bit of a tease that way, but by any other measuire, their agility is solid. Dunkerque is very fast for a tier VI battleship which helps translate to a good rate of turn despite her larger-than-average turning radius at that tier. If it weren't for ships like Warspite (bae! ♥) and Normandie, she'd be the clear winner. Once you start comparing Strasbourg and Dunkerque to tier VII battleships, it's no longer a contest. Strasbourg is THE most agile tier VII battleship, bar none. Lyon and Gneisenau provide some competition, but Strasbourg is the hands down winner. VERDICT: Some of the best mid-tier battleship agility you'll find out there. Both ships handle beautifully and are very comfortable to drive. Anti-Aircraft Defence Flak Bursts: 3 explosions for 1,330 damage per blast (Dunkerque) or 1,400 per blast (Strasbourg) at 3.5km to 6.0km. Long Ranged (up to 6.0km): 84dps at 75% accuracy Medium Ranged (up to 3.0km): 24.5dps (Dunkerque) or 21dps (Strasbourg) at 75% accuracy Short Ranged (up to 1.5km): 105dps at 70% accuracy I'm going to let the graphics do the talking here. Kay, so this looks like a hot mess and there's value in this chaos too. There are so many disparate AA range values at tier VI, it's hard to keep track. "Why so much negative space?" you might ask. Well, I scaled this to match the AA values of the tier VII battleships as both tier VI and VII battleships have to contend with tier VI and VIII aircraft carriers. The ships here are arranged in approximate level of effective personal defense, sorted by the formula [ AA DPS * ( range - 1km) ], thus putting more value on longer ranged damage output. None of the tier VI battleships could be said to have "good" or "effective" AA firepower, even against tier VI carriers. While Dunkerque sits in the middle of the pack here, she's in the bottom half of the incompetent. The best thing about her, really, are those 6km ranged guns which can help a friend out with overlapping fields of fire. Strasbourg has worse personal AA firepower than Nagato. It's only when battleships get to California or Florida levels of AA firepower that they can start looking towards their own defense. And it's not like these ships can prevent CVs from dropping on them -- oh no, they simply make it expensive (and then only if they haven't had most of their medium and small caliber guns shorn off by a spray of HE fire). Strasbourg stands little chance and is an easy mark for carriers. VERDICT: Hilariously bad on both counts. Vision Control Base/Minimum Surface Detection: 16.92km / 14.77km Base/Minimum Air Detection Range: 9.58km / 8.62km Detection Range When Firing in Smoke: 14.2km Dunkerque Maximum Firing Range: 18.21km to 21.85km Strasbourg Maximum Firing Range: 19.1km to 22.92km The stealth of these two battleships is crap. I don't know what really needs to be said beyond that. Their surface detection range is atrocious for a ship of their size and you can never truly get it under control. For Dunkerque, this is a more pronounced problem given the smaller maps she end up on at lower tiers. The only way you're surprising anyone in these ships is with long-range fire. While this may end a cruiser in short order, you're only going to annoy battleships unless their citadel protection is very (very!) soft skinned. In practical terms, everything will spot you first. Due to her fragility, this will so often relegate you to play defensively, hugging islands to protect a flank or deny vision lest you get crossfired from unseen enemy. VERDICT: Downright terrible. Final Evaluation Let's go back to those questions that started this review: Is Dunkerque so good at tier VI that she can be effectively cloned and placed at tier VII with little issue? Just how influential are the small changes made between the two ships? Is Main Battery Reload Booster that powerful on a 330m armed platform? Is Strasbourg worth the grind or should you just stick with Dunkerque? The answers to those questions are: Hells no. Largely irrelevant, though the extra second shaved off her reload and the extra armour is nice. I'm kinda miffed about her A-turret losing out on those firing angles, though. Yes. It's a disgustingly powerful consumable and it's what carries this ship at tier VII. Well, that depends. How much do you love Dunkerque? Dunkerque is a good tier VI battleship. This is largely owing to two factors: She has good guns and she has good agility. Dunkerque is fast enough to bring her firepower where it will do the most good and her guns are reliable enough to stack steady amounts of damage. Her fast reload makes her particularly good at picking on cruisers and stacking fires. Yes, her stealth sucks. Yes, her AA power sucks. Yes, defensively she's a bit of a joke. But those, like Tempest Keep, are merely a setback. Stealth and AA rarely define the battleship meta. Better armour would be nice, but it's not like Dunkerque is incapable of face-tanking a whole range of battleship opponents provided they're not armed with 380mm+ guns. Dunkerque is a whole bunch of "good enough" packaged behind comfortable gunnery. As one of the oldest premium battleships in the game Dunkerque doesn't have a gimmick to make her stand out anymore. Being French was her gimmick back in 2016. Since the release of the French battleship line, she lost not only that distinction but also the uniqueness of her all-forward gun arrangement. Players can simply unlock Richelieu from the tech tree if they want to have a taste of that game play, albeit two tiers higher. There's not a lot of 'wow-factor' baked into Dunkerque. She's good, don't get me wrong, but she's not amazing. She's not meta-defining or great. She wasn't a solid pick in tier VI Ranked Battles, sitting behind battleships that brought that oh-so covetted overmatch like Warspite and West Virginia and beyond consideration in team-based competitive (though admittedly everything played second fiddle to Admiral Graf Spee). Strasbourg will be rightly compared to Jean Bart and there is a reason Jean Bart isn't commonly available anymore (I'm still shocked she reappered for Black Friday, but whatevs, clearly WG likes money). If you love Dunkerque's game play, Strasbourg is so worth it, it's not even funny. I cannot stress enough how much the Main Battery Reload Booster consumable improves on what was already some damn fine gunnery. That's really the whole summation of Strasbourg. Yes, there's a bunch of other little changes here and there, but they feel so inconsequential compared to those twenty-seconds of fast-firing guns when her consumable is active. During development, Wargaming seemed oh-so careful not to repeat the misteps of Jean Bart's overpowered self. Strasbourg had her rate of fire nerfed from an initial 21 seconds (yes, really) to 24 seconds and then eventually down to 25 seconds with a slight sigma buff (from Dunkerque's 1.7 to the current 1.8). That should be enough to keep her in line, but I admit I enjoyed myself a lot playing Strasbourg. Such enjoyment on a test ship usually means that the ship is a little too strong. This speaks a lot to what battleship gameplay fundamentally boils down to: delivering big hits. The difference between good performance and bad in a match can so often be separated by a single Devastating Strike. Even if you lose, if you erased one ship outright, it's hard to call that a bad showing. Strasbourg's consumable makes it easier to do that and that's hella powerful. If I had to choose between the two, Strasbourg is (to me) the obvious choice. Dunkerque doesn't have anything novel going for her, in my opinion. Her best selling feature now is her tiering. Strasbourg at least has that gunnery gimmick; something a lot of players may not have access to in the future given the increased rarity of Jean Bart. Strasbourg is a GUDBOTE -- or more accurately, she's a MEHBOTE with a good consumable.
  2. LittleWhiteMouse

    Premium Ship Review - Mysore

    The following is a review of Mysore, the tier VI British Commonwealth cruiser. This ship was provided to me by Wargaming for review purposes at no cost to myself. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.1. Please be aware that her performance may change in the future. Mysore is a curious ship. She competes directly with not only HMAS Perth, the other tier VI British Commonwealth light cruiser but also Huanghe, the Pan Asian tier VI light cruiser. All three ships are of British design and incorporate, to varying degrees, elements of the British tech tree light cruiser game play while adding on a Crawling Smoke Generator. Mysore keeps to the "AP only" element of British gunnery, for example, while Perth and Huanghe more closely match the British energy retention. Throughout this review, I'll be touching base back to how Mysore matches up against these other two premiums while using Leander, the tier VI British tech-tree light cruiser as a baseline measurement. Quick Summary: A slow-firing, nine-gun armed British light cruiser with excellent handling and agility and a Crawling Smoke Generator. She has no torpedoes or HE shells, using only modified AP rounds. PROS Improved auto-ricochet angles on her AP rounds AP shells have shortened fuses with improved sensitivity to limit over-penetrations Excellent acceleration and agility Stealthy Has a Repair Party Has a Crawling Smoke Generator CONS Short range Slow reload on her main battery, greatly reducing her DPM No access to HE shells or torpedoes Struggles to damage severely angled targets Short fuses makes it difficult to land hits on internal citadel spaces No access to Defensive AA Fire. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Mysore looks new-player friendly on the surface -- sneak around, park in smoke, apply pew-pews. Her fragility and short-range make this risky though. It's not the firing in smoke that presents any kind of challenge; it's surviving in between those smoke clouds which is difficult. There are other challenges too, but they're relatively minor compared to managing her consumable use properly. It's her low damage output which limits her performance in the hands of an expert, however. Her inability to deal large alpha strikes or even output damage reliably holds back her carry potential. Options Consumables Mysore's Damage Control Party is standard for a cruiser with a 5 second active period, a 60 second reset timer and unlimited charges. She has a standard Repair Party. It heals back up to 14% of her starting health over 28 seconds. It queues up 10% of citadel damage, 50% of shell, bomb, rocket or torpedo penetration damage and 100% of everything else. Her Hydroacoustic Search is also standard for a tier VI cruiser. Active for 100 seconds and with a 120 second reset timer, it comes with three charges to start. It detects ships at 4km and torpedoes at 3km. Finally, she uses a Crawling Smoke Generator. It belches out smoke continuously for 90 seconds with each cloud only lasting 10 seconds. It starts with three charges and has a 160 second reset timer. Upgrades Start with Main Armaments Modification 1. The special upgrade Hydroacoustic Search Modification 1 is the best choice in slot two if you can afford it. It costs 17,000 from the Armory. If you cannot afford that, default to Engine Room Protection. Also for 17,000 (and best in slot) is the Smoke Generator Modification 1 special upgrade. If you can't afford that, default to Aiming System Modification 1. And finally, take Steering Gears Modification 1 in slot four. Captain Skills For testing, this was the build I settled upon for Mysore. I started with Last Stand. Though ships can still crawl when their engines are knocked out and still turn (kinda) with their rudders damaged, this gives a bit more speed and agility which is life for a cruiser under fire. Priority Target is too good of a skill to pass up at tier 2 and was my go-to choice there. I grabbed Superintendent at tier 3 as my first pick for more smokes and heals. And finally Concealment Expert just makes the most sense at tier 4. That doesn't leave a whole lot of viable skills beyond that for Mysore to take. Adrenaline Rush is easily the most advantageous, but after that, the pickings get pretty slim. I eventually settled upon skills that would help Mysore play keep-away, namely Radio Location and Outnumbered. Camouflage Mysore has access to Type 10 Camouflage providing the usual tier VI bonuses of: 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 experience earned.  Mysore's simple, uniform colour scheme is kinda nice. She comes with the default blue, but you can unlock the tan-colour by completing the "Naval Aviation" collection. Firepower Main Battery: Nine 152mm/50 guns in 3x3 turrets in an A-B-X superfiring configuration. Secondary Battery: Eight 102mm/45 guns in 4x2 turrets, with two turrets per side, mounted behind the rear funnel facing forward and back. Only having one ammunition type sure simplifies this data dump. Mysore pays dearly for her access to her consumables. Her firepower is downright terrible, owing to the staying power of this ship. Between her Repair Party and her Crawling Smoke Generator, Mysore has a good survivability toolkit -- better than Leander, Perth or Huanghe. Thus, Wargaming has paired her with bad damage output, probably figuring that given she'll be around longer (on average), her numbers over time will win out. Given that I prefer glass-cannons to cast-iron squirt-guns, you can guess why this disappoints me. The problem here is three-fold. Mysore does not have access to HE shells. Mysore does not have access to torpedoes. Mysore's reloads more slowly than my 2021 update schedule. A lack of any one of these isn't damning in of itself (though it does bear investigating). But having all three shoves Mysore into the doldrums of damage-output. Let's look at why. A More-Different Perth The lack of HE shells on Mysore immediately sets her apart from Huanghe & Perth. Like Leander, short of (somehow) managing to pepper targets with her secondary batteries, Mysore cannot start fires. She cannot take advantage of skills like Inertial Fuse for HE Shells, Pyrotechnician or Heavy HE and SAP Shells. Mysore is restricted to firing AP shells, slightly modified versions to those tossed out by Leander herself. These behave like normal 152mm AP shells with the following differences: They have improved auto-ricochet angles. Mysore's AP shells do not check for ricochet until they strike at an angle of 60º to the perpendicular as opposed to the nominal 45º. The do not auto-ricochet until they strike at an angle of 75º as opposed to the nominal 60º. Thus Mysore's AP shells are much less likely to ricochet off an angled target, making them more viable against enemies that aren't offering up their flat broadside. Note that this does not come with increased penetration values. These shells have the same normalization as other 152mm armed guns (8.5º) and must contend with the increased relative armour thickness the same was any other AP round. Thus, Mysore's shells may be less likely to ricochet, they may still shatter if the sloped plate of steel has a relative thickness too great for her to punch into. Furthermore, it is still possible to ricochet these shells by angling aggressively against incoming fire from Mysore. They have improved fuse sensitivity. Mysore's AP shells arm upon impact with thinner steel than other 152mm rounds. Normally, a 152mm AP shells needs to strike steel 25mm thick (relative thickness due to angling counts). Without this, the shells will not arm and you will only see overpenetrations. For Mysore, her fuses are much more sensitive and need only 12mm to activate. Thus penetrating hits are more likely. They have shortened fuse timers. On top of their increased sensitivity, Mysore's AP shells explode more quickly when the fuse is armed. This again reduces the chances of the shells overpenetrating. In this case, they are more likely to blow immediately after entering a ship. In Mysore's case, her fuse timers are a mere 0.005s -- translating into a maximum distance crossed at muzzle velocity of 4.4m. Had she normal fuse timers, this would have translated to as much as 21.8m (though keep in mind, no shell will arrive inside a ship travelling anywhere close to muzzle-velocity; air friction and punching through steel slows them down appreciably). The reduced fuse timer is bit of a double edged sword, however. While it does mean that Mysore's shells are more likely to deliver penetrating hits, they cannot punch deep into a ship to strike buried citadels. Thus against ships with fully internalized citadels or with anti-torpedo protection, it's entirely possible that Mysore is patently incapable of landing citadel hits. Mysore's shells have a bit more punch than Leander's, grace of increased damage, shell mass and muzzle velocity, though this comes at the expense of less Krupp. So Mysore's AP shells are good, but they're not so great that they replace HE (or SAP) shells entirely. To this end, it's Huanghe and Perth that take the lead here when it comes to gunnery and I'm inclined to give it overall to the Pan Asian ship simply because she can make best use of both ammunition types with her high-velocity Soviet AP shells that make her a little more capable of landing citadel hits at range. Mysore comes dead last, of course. Mysore's not too far behind Huanghe in terms of penetration values over distance. While she is capable of landing citadel hits against soft-skinned cruisers that have their machine spaces abutting against the exterior of the hull (such as the Omaha-class for example), her ability to do so against other cruisers largely falls away after 10km. This isn't a problem unique to her but she feels it more with AP being her only ammunition choice. No Country For No-Fish Cruisers Why are torpedoes good? Well, three reasons. They can be used to aid in gunnery. No, really. When in doubt about the direction or velocity of a given target, switch over to your torpedo launchers and take a look at the lead indicator. This can tell you if a bow-on ship is reversing or not. It can also show you when a ship is slowing down, speeding up or changing direction. This is easily the most minor bonus having torpedoes provides, but it's handy and Mysore misses out. Obviously, they can be used to deal big alpha strikes. Individual torpedoes easily deal damage equivalent to a battleship-calibre citadel hit (or greater!). Land multiple fish at once and print those Devastating Strike medals. Mysore obviously doesn't get this and what's more, she's largely left without an ability to rack up damage quickly save for against specific cruisers and a few aircraft carriers that have their citadels abutting against the exterior of their hulls. It takes her time to chew through an opponent's hit point pool and she's generally incapable of dealing singular knockout blows. Torpedoes are a deterrent. You have to be stupid-confident (or just stupid) to close with an enemy ship with loaded torpedoes. Closing with an enemy ship that has torpedoes is always a gamble and this can be enough to deter people from trying to sniff out your ship in smoke, for example. Similarly, torpedoes can be used offensively to prevent people from camping their own smoke cover or for pushing them away from a strong-point such as an island. Short of supporting fire, there's nothing to deter an enemy from charging Mysore when she's sitting in smoke. Especially coming at her bow-on, they can largely mitigate any damage she can do them as they charge in. Leander and Perth have the best torpedo armaments of the four (naturally). Huanghe sits well behind them, not only for having triple launchers instead of the quadruples boasted by the Leander-sisters, but because she cannot single-fire her torpedoes as they can and is stuck with only a narrow-band when launching. Mysore really feels her complete lack of torpedoes, particularly when enemy ships come sniffing her out in her crawling smoke. Heavy Cruiser Reload The lack of alpha-strike potential on Mysore gets even worse when you consider her poor damage output. Her 10.7 second reload is just downright painful and greatly hurts her damage output. You can't count on Mysore to be able to out-trade some destroyers, particularly in close-range knife fights where they might be able to land the occasional citadel hit. Just look at this shoddy DPM: Mysore's slow reload gives her less potential DPM than Huanghe, despite having 50% more guns than the Pan Asian cruiser! Granted, it's easier to damage with Mysore's AP shells than it is Huanghe's. Now down to brass-tacks. Mysore's AP DPM is so low that some of the better HE DPM at tier VI rivals her. HE has the benefit of being much easier to use and it stacks some tasty fires as well. The only drawback to HE is that it's very skill-hungry in order to optimize. And even then, for a tier VI cruiser, it doesn't optimize well. Odds and Never-Ends-Well Overall, Mysore does not put out damage quickly, but she does do so steadily provided she's picking the right target. To this end, close-range fights are invariably a disaster with all but the most fragile of targets. Instead she's best served by keeping at a distance and peppering shells annoyingly at exposed enemies. She can use her Crawling Smoke Generator to do so for long periods (largely) uninterrupted, and really, the strength of this shouldn't understated. With her smoke deployed, Mysore's gunnery switches over to easy-mode and she can cycle her guns with near impunity for nearly two minutes (fully buffed). It's what comes after that's more difficult. When her smoke is on cooldown, she's reliant on either firing from open water (bad idea) or using island cover to keep bombarding targets. Otherwise, she'll have to go dark and redeploy. Mysore's range is on the short side -- just 14km, so the islands she uses has to be close to the front. This same lack of reach makes firing from open water stupid-dangerous. While she is an agile little boat, the shell flight time for incoming battleship rounds is much too short to be able to dodge effectively and her thin extremity plate and exposed citadel makes every hit hurt a lot. As for the rest of it? Her traverse rate is mediocre. Her gun fire angles are trash. Her ballistics are kinda floaty (though admittedly better than Leander's) and her her AP penetration sucks. Overall, Perth takes the big win here. Perth has both ammunition types. Perth has good torpedoes. Perth's reload rate doesn't suck and she has eight guns. Mysore is sadly at the bottom of the pile. This imposes limits on how Mysore can be played. It's too dangerous for her to be up on the front lines or to try and rush down targets because she simply cannot kill most enemies with any kind of alacrity. While the other three cruisers are not front-line brawlers, they can manage it in a pinch. Mysore's fire arcs are pretty terrible (most Royal Navy ships have poor fire arcs). Her 7º/s gun rotation rate is pretty meh too. Summary It's all about the AP spam. Her low DPM and lack of torpedoes makes her struggle to kill anything quickly. Play keep away and just keep spitting out shells. VERDICT: Pretty uncomfortable, I'm not going to lie. She's the worst of the four. What's worse, Mysore's gunnery isn't fun which is pretty damning for a premium. Durability Hit Points: 30,600 Bow & stern/superstructure/upper-hull/deck: 16mm/10mm/19mm/19mm Maximum Citadel Protection: 114mm Torpedo Damage Reduction: None Mysore is easily the best-protected of the tier VI British light-cruisers. Objectively, Mysore is the most resilient of the four cruisers. She has Leander's ability to heal coupled with better citadel protection than any of the other ships. Her armour profile is overall better too. It doesn't hurt that she comes with more hit points than any of the other ships either. For a cruiser, for a light cruiser especially, Mysore weighs in well. Her 114mm belt armour is very respectable at her tier. Her citadel placement, while peeking just over the waterline, isn't so high that it's a ready flaw. Furthermore, she doesn't have any "camel hump" shell traps that afflicts so many British cruisers (infamously damning some of the British heavies). The stepped section of her belt leading up to the 51mm portion of her deck doesn't count as part of the machine spaces the way it does on Perth and Leander. While admittedly her citadel is larger than her three competitors, it's hard to argue that she's more vulnerable than Perth or Leander due to their wonky citadel geometry. Huanghe arguably has the best citadel layout but hers has the worst protection. All four ships have an easily overmatched "hole" directly overtop of the machine spaces where any shells coming in high can easily dip into the citadel and generate big damage. Unlike Leander, all of the premium ships conform to normal, tier VI light-cruiser armour layouts, with 16mm extremities and 19mm upper hull and deck armour. Leander only has 13mm on her bow and 16mm on her upper-hull and deck, leaving her vulnerable to overmatching through her butt and snout by 203mm AP shells to which the premiums are thankfully immune. As for heals, only Leander and Mysore have them which puts them well above the others in terms of survivability. Combine this with Mysore's Crawling Smoke Generator and Hydroacoustic Search and she is easily the most survivable of the four. Her consumables remove many opportunities to easily pick her off with either torpedoes, aircraft or shells making her very annoying to deal with. The elephant in the room is, of course, that heals don't amount for much if you lose all of your hit points quickly. Mysore's horrible gun arcs means that any target she's engaging with all three turrets can damage her back and quite easily. The nightmare scenario for this poor ship is knife fighting with any other vessel. Even some destroyers are capable of out-trading her provided they keep angled to foil her AP rounds. And if Mysore is trying to protect her own citadel, this disparity in damage output only increases further. Her defence is far from perfect. While she is a tough little ship for a light cruiser, she is still a light cruiser. Keep her to the second line. Your best defence is to keep from being spotted in the first place. Mysore's base hit point values are pretty modest, but the presence of her heals makes her far more resilient. When you include how often her Exhaust Smoke Generator keeps her from being an easy target, she fast becomes one of the longest-lasting cruisers at tier VI. Her opponents really need to prioritize bringing her down in those rare occurrences where she's exposed or she'll keep coming back. Of the four British light-cruisers (highlighted in red) she has the most effective health to play with. VERDICT: Great survivability, especially for a light cruiser. She's the best of the four here and beyond that, she's one of the best cruisers at her tier for survivability. Very respectable. Agility Top Speed: 31.6 knots Turning Radius: 610m Rudder Shift Time: 8.6s 4/4 Engine Speed Rate of Turn: 6.5º/s When evaluating a ship's agility, there's a checklist of factors I consider. I tend to favour a high-top speed over most other factors, especially when paired with a quick rate of turn. But there are other things to weigh my decisions, including turning radius, rudder shift time, energy preservation and acceleration. Mysore is weird in this regard. Top Speed: Let's start off with how slow she is. Mysore's top speed is slow for a cruiser. She's not in the thunder-chunker, waddle-bert zone of Graf Spee, but make no mistake, she is not quick. She is one of the slowest of the tier VI cruisers. Unlike the slugga-butt La Galissonniere, she does not have access to an Engine Boost consumable to help pad her numbers. Equipping the Sierra Mike signal is a very good idea to help cover this mistake. Similarly, the captain skill Outnumbered can help, but generally speaking, if the enemies are in that close, you're in a whole lot of trouble anyway. Turning Radius: Mysore has a nice, tight turning radius. She'd be best in category if it weren't for Huanghe. So this is great. Rudder Shift Time: Mysore's rudder shift time is a bit chunky. It's not terrible, mind you, but it's on the slow-end for a tier VI cruiser. However, with her lack of access to Propulsion Modification 1 means that you will always have Steering Gears Modification 1 installed instead. Granted, most other cruisers will too, so Mysore's not gaining a leg up here, but the raw value isn't as bad as it looks. Acceleration: Mysore has ridiculously-good acceleration. She reaches 30 knots in almost no time at all with a similar kind of rocket-butt acceleration Propulsion Modification 1 applies to the first get-up and go from a dead stop. This is all but identical to the same acceleration found on Royal Navy tech tree cruisers like Leander. Energy Preservation: Mysore does not have any special energy preservation. The Royal Navy tech tree ships are famous for bleeding little to no speed in a turn (they maintain upwards of 98% of their 4/4 speed setting while turning). Mysore is decidedly normal in this regard, keeping the usual 80% of her 4/4 engine speed while turning. Rate of Turn: Her lack of improved energy preservation means that her rate of turn is normal for cruiser with her speed and turning radius. Though she is slow for a tier VI cruiser, it's not by such a large margin that her tighter turning radius doesn't end up being the deciding factor here. Mysore's rate of turn is better than average, but far from the top competitors at her tier, behind the likes of Hangue, Perth, Leander and Trento. Altogether, Mysore is a very responsive cruiser with good handling but a slow top speed. She has much more in common with Huanghe than Perth or Leander in this regard. While none of these four ships could be considered fast, Mysore is definitely the slowest of them. On top of this, due to the improved energy retention on Perth and Leander, they can at least maintain their top speed for longer (on average) than Huanghe or Mysore. Mysore really struggles to control engagement distances, subject to its whims rather than being able to comfortably dictate to it. For a cruiser that really doesn't like being up-close in a brawl, this is bad news. While she has a lot going for her, it's this lack of speed which bothers me the most. VERDICT: Good overall handling but she's not perfect, not with that slow top speed. Anti-Aircraft Defence Flak Bursts: 2 explosions for 1,120 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 52.5dps at 90% accuracy (47.3dps) Medium Ranged (up to 3.5km): 161dps at 90% accuracy (144.9dps) Lemme open with this graph: These are sorted roughly by effective AA DPS using the formula [DPS x (range -1km)] to value longer-ranged defences more. Mysore looks pretty good sorted like this. Mysore almost has good anti-aircraft firepower. Almost. The catch is that it's hard to claim that any tier VI cruiser has "good" AA defences, especially when they're regularly forced to contend with tier VIII aircraft carriers. I'm aware this is a bit of an unfair comparison; weighing the merits of a given system against ships two tiers higher. I didn't weight Mysore's DPM against tier VIII cruisers, for example, nor her durability. Maybe this says something towards my frustration with surface ship interactions with aircraft in general? Be aware of the author's bias, peoples! Mysore's numbers are 'okay'. With all of her guns intact, she has enough DPS to knock down a plane or two, but she's not going to prevent drops, never mind provide adequate defence for ships around her. Generally speaking, what tends to make or break whether or not these ships can deter same-tier carriers is their access to Defensive AA Fire. And most of these ships have to choose between taking that or Hydroacoustic Search. The latter usually wins out from a pure utility standpoint which weakens AA power as a whole in a given match. This said, Huanghe, Perth and Mysore definitely have it easier time protecting themselves from bombers, but not because of their AA firepower. Their crawling smoke really gives them an edge in frustrating carrier drops so it would be inaccurate to label any of them as 'useless' when it comes to seeing to their own protection. Mysore and Huanghe especially are particularly good at chewing up aircraft that make the mistake to linger over their smoke screens, but that's a rookie mistake you can't count on a CV to make. It's disappointing that the best AA feature of Mysore comes from her smoke. But it is what it is. VERDICT: Mysore and Huanghe are definitely the better of the four (with Huanghe being way at the top) but tier VI AA firepower just isn't good on the whole. Vision Control Base/Minimum Surface Detection: 10.98km/9.59km Base/Minimum Air Detection Range: 6.44km/5.8km Detection Range When Firing in Smoke: 5.04km Maximum Firing Range: 14km What Mysore does well (and what all of the tier VI British-designed cruisers do well) is her vision control. This is a stealthy ship that easily gets her surface detection down below a sub-10km range (which is great). On top of that, she has Hydroacoustic Search which is always a plus for sniffing out fish and the occasional ship hiding in smoke. But moreover, it's her access to her Crawling Smoke Generator which is the feather in the cap of this ship's design. Of the different varieties of Smoke Generators in the game presently, Crawling Smoke Generators are one of the more powerful for individual ship play (they have less value in team-based, competitive modes). The moving nature of the rolling smoke screen allows Mysore to take it with her. It helps frustrate torpedo salvos intent on combing her out of her cover and similarly, it provides some protection against counter-battery fire from people trying to blind-snipe Mysore from smoke. Finally, it's a very effective from of AA defence. While said smoke can be used offensively (as Haida has want to do), Mysore does not belong up on the front lines due to her poor damage output and alpha-strike potential. This all combines to make it a lot more difficult to take out one of these ships using Crawling Smoke. Perth, for example, is notorious for her longevity because of this. Mysore inherits this but couples it with her improved durability and heals, giving her even greater staying power. Short of charging this ship in point-blank encounters or scoring a lucky broadside's worth of battleship-calibre citadel hits, Mysore is a difficult ship to put down quickly. If she had a little more range, she'd be downright overpowered even with her horrible DPM, simply because it's such a nuisance to put her down permanently. Her points of vulnerability here come from the usual suspects: Surveillance Radar - There's not much you can do about this short of doing your best to keep out of range. Generally speaking, you should be far enough back that only Soviet Surveillance Radar should pose any kind of threat. While you may be picked up from other sources, you can usually count on there being an island being in the way. However, in those circumstances where Mysore is caught flat footed by a radar-flash, she gets wrecked in a hurry. Keep an eye on those team rosters and watch your minimap. Aircraft - There's not much you can do here. If you're in danger, you can try hiding in smoke. Destroyers - These present a much greater threat to Mysore than they do to many other cruisers. This is largely owing to her low-damage output which is easily foiled by aggressive angling on the part of the destroyer in question. While having some friends nearby should (SHOULD!) discourage a lolibote from sniffing around, if Mysore is caught alone, she's in for a lot of trouble -- especially if the destroyer knows what they're doing. Smoke on Cool Down - And here is perhaps the greatest challenge to playing Mysore well. With as much as two and a half minutes in between smoke charges, figuring out how to engage the enemy without getting blown up is just something you have to figure out for yourself. Take a page from the old light-cruiser playbook; make an island your waifu and rain fire as your ballistic arcs and range will allow until your smoke allows you to get a little more adventurous. The temptation with Mysore is to be overly reliant upon her smoke. Want to shoot someone? Blow smoke! Aircraft overhead? Blow smoke! Get spotted by some under-aged boat? Blow smoke! Battleships looking at you funny? Blow smoke! Sometimes it's definitely the right call, but using her smoke preemptively will greatly reduce her efficacy. This isn't easy to get right and it's dirt-simple to get wrong. VERDICT: Excellent vision control, easily on par with Huanghe and Perth. Final Evaluation Mysore feels like a British light cruiser that's been sprinkled with British heavy cruiser flavour crystals. She espouses the same game play from that whole line. To refresh people's memories (or to educated those who have wisely kept away from them), the British heavy cruisers have poor damage output but improved survivability. The premise is simple enough; these ships survive longer, ergo they will have similar damage output to more fragile, harder-hitting cruisers -- at least on average. The combination of consumables on Mysore makes her VERY likely to survive a long time (provided she's played reasonably) so her damage output really sucks butt. Is she BALANS™? Probably. I suspect Mysore's numbers will end up being pretty decent once they've had some time out in the wilds for a few months. She can be really slippery so there's plenty of opportunity to make even her modest guns put out some hurt. Is she fun? Not in my opinion. Mysore's game play is excessively passive. What's worse, she only deals one particular type of damage -- AP chip-damage, specifically. She doesn't have HE. She's not farming fires. There are no big alpha strikes from fish. And she's not even likely to be landing citadel hits either. You're just going to see penetrations, saturated penetrations and the rare over-penetration with Mysore. If you play in PVE modes, MAYBE you'll see a few citadel hits at point blank ranges. Her need to play constant keep-away in PVP modes really limits the variety of her game play. There's still enough to do, I suppose, in between managing her smokes, reset-timer and making best use of islands. But that lack of variety (and quality) in damage output really bugs me. The bad news for Mysore is that Perth is a thing that exists. These two ships directly compete with one another and Perth is, hands down, the more interesting ship to play. I would have much preferred to see Wargaming shove Mysore in at tier VII and maybe stuck their hand into their bag of gimmicks to make her more interesting. Honestly, if they had just given her a British dry-dock heal and/or massaged her reload time to 8 seconds, she would have made a great tier VII cruiser. I don't understand why she ended up at tier VI. It doesn't make sense to me, business wise. But I can't see the full picture there. As it is? Mysore's a hard pass for me. Perth's the better bote. It's not that I think Mysore is awful, perse. She's just not fun. Heck, I'd rather play Huanghe and I didn't enjoy her the first time around. I think that says a lot right there.
  3. LittleWhiteMouse

    Premium Ship Review: Huanghe

    The following is a review of Huanghe, a ship kindly provided to me by Wargaming. To the best of my knowledge, this is the release version of the ship and the stats are current as of November 30th, 2017. Red River, Yellow River, Red River, Yellow River, Red River, Yel -- ow, I just bit my tongue. Quick Summary: A British light cruiser with Soviet guns, a Japanese destroyer torpedo reload consumable and a Commonwealth cruiser's smoke generator. She's fragile, agile and tiny. Cost: $26.49 USD with a port slot. Patch and Date Written: 0.6.13.1 to 0.6.14.0 November 16th, 2017 to November 30th, 2017. Closest in-Game Contemporary Perth, Tier 6 British Commonwealth Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Huanghe is an Arethusa-class light cruiser -- a design that came immediately after the Leander-class. There are a lot of obvious similarities between the two, with the Arethusa being a less expensive alternative, allowing the Royal Navy to get more ships for the equivalent cost. In game, the ships appear similar but their performance values are vastly different. They don't share the same guns, torpedoes, armour, consumables or handling characteristics, with Perth being arguably better built in almost every case. PROs Excellent gunnery performance with great ballistics, high fire chance and good AP penetration. Accelerated rate of fire of 8.57 rounds per minute. Extremely agile with a faster rate of turn than some IJN Destroyers (!) Small surface detection, capable of being reduced to 8.14km. Powerful anti-aircraft firepower for her tier. Equipped with the equivalent of Propulsion Modification 2 for free. Has the option of taking a Torpedo Reload Booster. Comes with HMAS Perth's Smoke Generator, with a 90s emission time, allowing her to stay mobile while remaining concealed. CONs Exposed citadel over the waterline, capable of being penetrated by all German and British battleship HE. FUN AND ENGAGING! Her magazines are not housed in her citadel with as little as 32mm of armour protecting them. She has an absolutely tiny hit point pool for a cruiser at 24,100hp. Small main battery armament of only 6 guns. Terrible main battery range of 13.2km which cannot be extended. Torpedoes may only fire in a thin spread with no option for wide or single fire. No Defensive Fire consumable. No aircraft consumable to assist her in detecting enemies while hiding in her own smoke. This review is being published a little later than I would like. It's been a difficult testing period, frustrated by more limited access to this ship than I would like. The wait to publish hinged on confirming final release details -- looking for issues that were noted during the testing period and seeing whether or not they were corrected when she went live. These were tidbits that wouldn't be covered in patch notes or described on third party datamine sites, such as her handling, torpedo spreads or which modules she was compatible with. I didn't get access to the ship until after she had been put up for sale, which is why this is being published now instead of prior to release as I would prefer. Anyway, here we are a day late. Let's hope this review isn't a dollar short. Options Huanghe is weird when it comes to her options. This is, I think, symptomatic of her troubled development cycle as different gimmicks were tried and tested and a hodge-podge of abilities emerged in an effort to balance her. Let's go through them. First, Huanghe counts as a British cruiser for the purposes of her upgrades. As such, she cannot take Propulsion Modification 2 as it's already installed for free. Second, she may take a Torpedo Reload Booster. She's the first cruiser to have access to this traditionally Japanese destroyer consumable. This reduces the reload time of her torpedo tubes to 8 seconds. This has a six minute reset timer for the standard consumable and a four minute reset timer for the premium version. Third, her Smoke Generator is odd, mirroring that found on the tier VI British Commonwealth cruiser, HMAS Perth. This comes with three charges by default and has a 90 second emission time, with each cloud only lasting for 10 seconds. This allows Huanghe to continue to creep forward at 1/4 speed and remain concealed while she moves. The reset timer on her consumable is 240s / 160s depending on if you take the free or premium version. Consumables: Damage Control Party Hyroacoustic Search or Torpedo Reload Booster Smoke Generator Module Upgrades: Four slots. British cruiser upgrades. Premium Camouflage: Standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Huanghe's upgrade choices will deviate somewhat from standard Light Cruiser equipment. Take Magazine Modification 1 in your first slot. Huanghe's magazines are not located in her armoured citadel and they have as little as 32mm worth of armour protecting them. She's as vulnerable to detonations as Perth and Leander are to HE shells of 152mm caliber or larger. If you prefer to live dangerously, you can take Main Armaments Modification 1, but don't come crying to me when you get your ship blown out from under you by a stray 152mm HE shell. In your second slot, you have a choice. You should probably take Propulsion System Modification 1 to protect your engine. However, it's your rudder that will get knocked out most frequently. For that, take Steering Gears Modification 1. For your third slot, take AA Guns Modification 2 for the increased range. Huanghe is a very short ranged cruiser, so it's difficult to justify Aiming Systems Modification 1 as it only reduces her maximum dispersion by a mere 8.7m (from 124m to 115m). And in your fourth slot, take Steering Gears Modification 2. Special Upgrades Huanghe is compatible with the following Special Upgrades. Hydroacoustic Search Modification 1 replaces Propulsion System Modification 1 in your second slot. This increases the action time of your consumable to 110 seconds. Smoke Generator Modification 1 replaces AA Guns Modification 2. This increases the active time of your Smoke Generator from 90 seconds to 117 seconds, but shortens their duration from 10 seconds to 9.5 seconds. Both of these consumables are excellent choices for Huanghe. If you have access to them (and no better ships to place them upon), I would highly recommend installing each. Firepower Primary Battery: Six 152mm/57 in three turrets in an A-B-X superfiring configuration. Secondary Battery: Eight 100mm/70s in four turrets mounted behind the funnels Torpedo Armament: Six tubes in 2x3 launchers straddling the rear funnel. A lot of justified disdain will be aimed squarely at Huanghe's main battery. Let's get them out of the way. Huanghe has only six 152mm rifles at tier VI. This is appalling and regardless of what other merits I list here, there's no getting around just how terrible this is. Huanghe's lack of sufficient main battery firepower really holds her back. Are we all clear on this? I'm saying Huanghe's guns are bad. This "badness" is tempered by a few positive traits, that while welcome, they are insufficient to redeem the overall lack of firepower. These traits are: Huanghe uses Soviet 152mm/57 rifles instead of Royal Navy 152mm guns. These are the same guns found on Budyonny, Shchors, Mikhail Kutuzov & Chapayev. These guns have excellent ballistic arcs, great AP penetration and a high fire chance per shell hit which exceeds those found on the equivalent (premium) Royal Navy armament. Huanghe has an increased rate of fire with her guns to help offset her low DPM and overall fire-setting abilities. She reloads in 7.0 seconds flat as opposed to 7.5s of her Soviet counterparts. Yep, that's it. She's using Soviet guns instead of British and they have an increased rate of fire. In practical terms, this means Huanghe does more damage on a per-gun basis than Perth, Belfast or Leander which is definitely a plus. You'll set more fires, land more citadel hits, and generally be more accurate. However, this does not offset the disparity of losing out two rifles. Perth and Leander both struggle to kill even soft targets quickly and Huanghe amplifies this weakness. I wish I could say that was the end of the bad news, but it gets worse. Huanghe does not have access to the Spotter Aircraft consumable enjoyed by her British and British Commonwealth contemporaries. This means she's capped with an awful 13.2km main battery range with no way to fire beyond that. She also doesn't have very good fire arcs, with her C-turret only capable of engaging enemies 37º off her bow. Her rearward arcs are better, but still not great, with all three turrets capable of putting shells on targets 33º off her stern. If there's one area where Huanghe's guns are at least not-terrible, it's fire starting. She can be a respectable firebug -- almost on the same level as a nine-gun Galissonniere if she specializes for it (and I do stress "almost"). This will come at the expense of direct damage, though. Huanghe would need to sacrifice taking Inertial Fuse for HE Shells to do it which is almost a must have for all 152mm HE throwing cruisers. I'm repeating myself, but let me be absolutely clear: Huanghe's main battery firepower sucks moose-balls. Not just moose-balls, but hairy and sweaty moose balls. It all comes down to her not having enough guns. Good as they are individually, they can't make up for the fact they're overtaxed for damage output. You're welcome for that moose-visual. Huanghe, on paper, has better overall DPM and fire starting abilities than ships like Aoba and Molotov. What these graphs do not describe is the ease at which this firepower is put to use. Molotov can engage enemies at long distances. Aoba's 203mm guns aren't reliant upon commander skills to ensure her HE shells penetrate. Huanghe is best compared with HMAS Perth and Leander in regards to her damage output -- all three are painfully short ranged. However, all three are capable of maximizing their DPM for short periods of time when they can setup their smoke. Her torpedo armament doesn't make up for the faults of her guns. Huanghe has a pair of triple launchers off each side of her ship. If you're hoping she'll get some world-ending fish to compensate for the problems with her guns, Huanghe will let you down. The good news is that these aren't Deepwater torpedoes -- they can engage any target she faces. The bad news is that these aren't Deepwater torpedoes -- they don't hit especially hard, move particularly fast, have great range or good concealment. Huanghe can't even launch these torpedoes from stealth. What's more, Haunghe's torpedoes appear to have been implemented haphazardly. It's as if they copy and pasted the British torpedo launchers, removed the British single-fire option and then forgot to replace it with the wide spread after the fact. This means Huanghe is limited to a narrow spread and a narrow spread only. It becomes almost laughable that Wargaming baits players to take a Torpedo Reload Booster to prop up Huanghe's firepower. This is the first time this consumable has been made available outside of the Japanese destroyer line. In order to take it, a player must surrender access to her Hydroacousic Search consumable. This gimmick might have more weight and appeal if Huanghe had an impressive torpedo armament -- something with more launchers or more teeth. The ability to double dip with another helping from her triple launchers doesn't strike me as terribly appealing. I can imagine some scenarios where it might change the outcome of a given match, but on the whole it's highly situational for an armament that's already lacking in versatility. In my play testing, I never came across an opportunity where I could have made good use of it. In short, redemption isn't found in Huanghe's torpedo armament. Summary: Garbage-tier firepower. Yeah, there are some redeeming qualities. No one could argue otherwise. But on the whole? Garbage. With all of this poo-pooing of Huanghe's firepower, do not make the mistake of thinking she's utterly incapable of dealing damage. That's not the message I'm trying to deliver. She's not going to put out as much damage as comparable ships, or do so as reliably. More fool you if you underestimate her. Are you regretting purchasing her yet? DurabilityHit Points: 24,100Maximum Citadel Protection: 70mm Min Bow & Deck Armour: 16mmTorpedo Damage Reduction: None Everything here is also terrible. Huanghe puts on a whole new level of 'suck' when it comes to defining mid-tier cruiser durability. She makes Omaha look tough. Within her matchmaking spread, there is no cruiser with less hit points. The closest is Königsberg with 24,300hp -- a ship that's already known for capsizing and exploding violently when a loud noise occurs in the next grid-square over. Every other ship has a more significant advantage in health. It's well within the math for some tier VII and VIII battleships to delete Huanghe outright with no more than a pair of citadel hits. It's not like things get any better when you look at her armour scheme. Huanghe shares a similar protection scheme to the preceding Leander-class upon which the Arethusa-class was based, albeit having a weaker scheme overall. This comes with a few quirks: She has a small citadel, composed of only her engine spaces which sits slightly over the waterline. Her citadel wall extends to the exterior of the ship, making them potentially vulnerable to HE citadel hits. Her magazines lie outside of the armoured citadel directly beneath her guns and well submerged. So the only ray of sunshine is that people may miss your citadel when they think it extends further forward and back than it actually does. If you're lucky, you'll take some overpenetrating hits there which will keep you in the game just a little longer. As damning as this assessment is, let's be real: few light cruisers could ever make the claim of being reasonably protected. What's likely to kill an Arethusa-class would be just as traumatic and world-ending to a Nurnberg or Leander. Heavy cruisers will bully you. Battleships will savage you. And, even destroyer-caliber guns can be painful if you have to suffer their attentions for long. But this is worth looking into more closely. Yes, a Leander or Nurnberg may appear on the surface to be as fragile but Leander can heal. Nurnberg or Budyonny can sit back at 14km+ and use that extra range to give them more time to dodge. Huanghe can't. She has to tough it out and 'tough' is something she does not do well. Really, though -- don't expect to live long under fire. Death comes quickly and suddenly to Huanghe -- and it's your own damn fault for buying her. Shame on you. Though Huanghe's durability would have you wanting to hiding around friendly battleships in the second line, her range dictates that she must go forward into harm's way to score any damage. This is a common problem associated with all British cruisers. They get around this vulnerability by making use of a Smoke Generator and good concealment values -- traits Huanghe boasts as well. Manoeuvrability Top Speed: 33.0knotsTurning Radius: 570mRudder Shift: 6.7s Maximum Turn Rate: 7.1º per second. Alright, I can almost forgive you for forking out the cash for Huanghe for her agility. If she had a little more speed, she'd put many destroyers to shame. As it is, she out performs all other cruisers with her ability to dodge and twirl. She can even out turn several IJN destroyers. It's strange, but she does this without the funny turning-acceleration quirks found in the Royal Navy cruiser line. Huanghe doesn't preserve speed in a turn the way Leander, Belfast or Minotaur does. She does have the equivalent of Propulsion Modification 2 installed -- her initial acceleration from a dead stop is very comfortable. She just doesn't get all the Royal Navy manouevrability quirks. The only thing she really lacks is a little more grunt in her engine and I could ignore all of the miserable, eye-bleeding terrible aspects of her durability. She's just not fast enough to dictate engagement ranges against anything other than a standard-type battleship and that's a big fly in the ointment. At 33 knots, she's not terrible in this regard, but I would have been much more excited to see her exceed 34.5 knots. At least at this speed she could conceivably run down a destroyer she caught flat footed and out pace any battleships she might face without much issue. I dunno, maybe I'm just being greedy. But after the disappointment of her guns and torpedoes, can you really blame me? Manoeuvrability ratings of the tier 6 cruisers. Note that De Grasse and La Galissonniere have access to the Engine Boost consumable which increases their top speed by 15% for 3 minute intervals. Huanghe's ability to turn and throw herself about is on par with many destroyers she faces. She's only lacking in a good top speed to really allow her to enjoy the same level of flexibility. Concealment & Camouflage Base Surface Detection Range: 9.54km Air Detection Range: 5.97 km Minimum Surface Detection Range: 8.14km Main Battery Firing Range: 13.18km Detection Range when Firing from Smoke: 4.2km Surface Detection Rank within Tier: 1st among 14 cruisers. Surface Detection Rank within Matchmaking: 1st among 43 cruisers Huanghe's concealment also redeems her somewhat, but again it's not without its flaws. This is the sneakiest cruiser within her matchmaking spread and not by a small margin either. When fully specialized, she enjoys as 450m advantage over Perth and a 600m advantage over Leander and Belfast. The closest non-British cruiser comes in with New Orleans with nearly a 1km gap and everything else is considerably worse from there. As good as this looks, let's be realistic -- it's not enemy cruisers that you need to worry about spotting you; it's destroyers and aircraft carriers. We'll speak about the latter in the next section, but let's discuss destroyers for a moment. Huanghe is looking at needing to sprint across as much as a 2.7km gap in order to illuminate what's detecting her, all the while being under fire from the lolibote's big friends in the back. Given her 33 knot speed, it's just not feasible for her to cover this distance unless the destroyer makes a stupid mistake. As good as her concealment is, she can't perform the role of a forward scout even though her main battery range precludes her from skulking in the second line and firing from a distance. You're going to need to use cover to stay undetected to move into engagement ranges -- at least until the herd thins out. Thankfully, she brings her own concealment with her. Smoke Generator Huanghe has the same consumable found on HMAS Perth. While each smoke cloud lasts a mere 10 seconds, it continues to dispense smoke for a minute and a half. While Huanghe's Smoke Generator is in use, she may remain mobile and keep concealed while she does so, though she is normally limited to between 1/4 and 1/2 speed (12.5 knots). This allows her to foil the usual traps of air dropped and ship launched torpedoes aimed at smoke clouds as she slowly crawls away. Allied ships may also make use of this smoke, though doing so is much more difficult and it requires a conscious effort to match speed and heading. Huanghe has less tools to provide her vision beyond her smoke than HMAS Perth, though. While both use the same Hydroacoustic Search consumable, HMAS Perth has the extra advantage of a Spotter Aircraft to assist with detecting enemies. This lack would be damning were it not for the changes in smoke detection while firing. Any enemy battleships that opens fire within 10.5km of Huanghe is visible for twenty seconds and she can use that to give herself something to shoot at. This is a bit of a double edged sword, however, with Huanghe herself being visible within 4.2km within her own smoke when she shoots beyond it. This makes it risky to charge cap circles early on (a challenge she shares with Perth), especially if there are larger craft looming behind the lolibotes that have also rushed the control point. Even with these challenges, Huanghe's smoke is meant to redeem all of the other weaknesses so far described. She may have low DPM, but her smoke allows her to cycle her guns aggressively to take better advantage of their reload time for short periods. Her fragility may be masked behind concealment. Her difficulties in disengaging with her modest top speed can be corrected by hiding in smoke until she can put an island between her and her enemies. This is a huge burden for one consumable to bear, and I'm not certain it entirely corrects the deficiencies found so far within Huanghe. Still, it's not hard to see how powerful Huanghe can be in the right circumstances through clever use of her concealment and smoke. Opening moves on an Epicenter match. Though Huanghe shares a lot of traits in common with destroyers, it would be a mistake to play her as one. You're a support ship, not a front line scout or knife-fighter. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 78 / 73.6 / 28.8 Huanghe doesn't approve of your planes. One of this ship's most surprising characteristics is her anti-aircraft firepower. She uses a modern Soviet anti-aircraft suite -- a combination of dual purpose 100mm guns and 37mm automatic cannon to make the life of any planes within her sphere of influence miserable. It can be a rude shock for carriers that loiter around Huanghe's moving smoke cloud, hoping to spot her when the consumable wears off, only to have their air groups shredded. This is something HMAS Perth could never do. In terms of raw damage, Huanghe sits behind only Cleveland at tier VI in terms of her anti-aircraft firepower, which is no mean feat. Unfortunately, she does not get access to Defensive Fire. This was one of the casualties of Huanghe's long development cycle -- she used to have Defensive Fire and in this role, she could play an excellent support vessel. However, she had to surrender this for her Smoke Generator in one of the updates, so it was a fair trade off. Huanghe's anti-aircraft firepower will never truly be a dominating threat to enemy carriers and remains merely a nuisance that will cause them a few casualties, but it cannot stop attacks from being made. From HuangMeh to HuangGud Like all 152mm HE throwing cruisers at mid tiers, Huanghe's performance is really locked behind getting access to 14pt commander. While she can perform reasonably well before this, it's the ability to direct damage to all targets that makes her come into her own. Give the skills which optimizes her performance, she becomes a poor choice for training Pan Asian destroyer commanders, unfortunately. Here's what your first 10pts should look like: Take Priority Target. Follow this up with Adrenaline Rush. Your DPM needs all the help it can get. Next, take Demolition Expert. Setting fires is the only thing you're good at. And finally take Concealment Expert. The big skill you're racing towards is Inertial Fuse for HE Shells which should be your 14th skill point. This gives her the ability to directly damage large areas of any battleship she might face, along with some of the heavy cruisers when she's bottom tier. Your final 5pts should be placed between Vigilance (which stacks with Hydroacoustic Search to better spot torpedo threats while you're creeping along in smoke) and either Expert Marksman to buff your horrible turret traverse or Last Stand if you're sick of having your rudder shot out. An inefficient, entirely situational build for hilarity's sake is an anti-aircraft build. Drop Demolition Expert and take Basic Fire Training instead. Load up on Advanced Fire Training and Manual Fire Control for AA Guns and complete the set with Preventative Maintenance. This is hardly a good build, but at least you'll shoot down a lot of planes. Oh, it's going to be like that, is it? Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Huanghe isn't going to do novice players any favours. She's a British light cruiser without a Repair Party that has to sneak in even closer to do damage. That's a recipe for disaster. Skill Ceiling: Low / Moderate / High / Extreme Properly managed, Huanghe can pull her own weight -- you just need to really flex those carrying muscles to do it. This makes for an interesting challenge for those inclined. Getting those Soviet 152mm up close opens up the opportunity for all kinds of hilarity, especially against enemy cruisers that are probably not used to getting their citadels shot out from smoke 12km away. However, her overall lack of firepower holds her back. Mouse's Summary: Perth-lite. Same Perth flavour with half the effectiveness! I kid, Huanghe isn't that bad. She's just not as good as Perth. I can already tell there's going to be a counter-culture movement that absolutely loves this ship... Can destroyer-levels of agility, the smoke generator of HMAS Perth along with good values for her AA firepower and concealment make up for garbage levels of firepower and durability? I was full ready to slap a 'Garbage' label on Huanghe and wash my hands of her. I don't care if she has good AA firepower -- that's a window dressing; it doesn't define a ship as being good or bad. Destroyer levels of twirling are nice but without speed to dictate engagement distances, it's a half measure. Her stealth is good, but not good enough especially in light of her weapon ranges. These arguments all strongly point towards a wholesale condemnation of this ship, but there's one thing and only one thing giving me pause. It's her damned Smoke Generator. Without it, this would be cut and dry: slap a trashbote label and move on. But, I cannot ignore how powerful this is when played well. It allowed me in play testing to rip the throat out of several ships that, on paper, had me dead to rights based on firepower, speed and durability. Yet, I must remind myself that a bad ship is still fully capable of doing damage and even sinking another. This isn't a game like World of Tanks where a disparity in power levels can mean outright immunity to a lesser-vehicle's attacks. I cannot outright dismiss the successes I did enjoy with this ship, but I must weigh them in context. Perhaps it's simply best to separate the two. Huanghe is a trashbote with a good Smoke Generator. So ask yourself: What you want to play with? Is it the trashbote, or is it the Smoke Generator? Because if it's the latter, HMAS Perth will be back around in the shops sometime soon... Would I Recommend? I'm forced to ask myself: "Why would you buy this?" If you're looking for comparable game play, HMAS Perth is superior in almost every regard. For trainer for the Pan Asian destroyer line, there are better choices. Loyang is one of the most competitive destroyers at her tier and Anshan comes in at a similar price tag with added economic bonuses baked in to boot. Huanghe is a premium without a purpose... PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Also no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Very no. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Very no on toast. For Fun Factor: Bottom line: Is the ship fun to play? Actually, yes. Be advised: Mouse has a soft spot for lame-[edited]ships, like the pre-buff Atlanta, Albany and Prinz Eugen. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. Her Smoke Generator gets a Gudbote, though.
  4. Hello all, If WG wants to add a Tier 6 Premium Normal Aircraft Carrier for US Navy, USS Wasp would be a good idea. Ship Length - 225.9 meters ~ 226 meters Beam - 33.2 meters Draft - 6.1 meters Speed - 29.5 knots Cost - same as Ark Royal and Erich Loewenhardt (6,300 doubloons) Secondary Armament Eight 127mm guns Firing Range - 4.5km Rate of Fire - 13.33 shots/minute Reload Time - 4.5s HE shell - 127mm HE/HC Mk36 (Same as Ranger) Maximum HE shell Damage - 1,800 AA Defence 1 sixteen 28mm AA guns Average damage per second - between 24 - 34 Firing range - 3 - 4km AA Defence 2 twenty-four 12.7mm Browning Average damage per second - between 90 - 120 Firing Range - 1.2km Maneuverability Top Speed - 29.5 knots Turning radius... Rudder Shift time... Concealment Detectability by Sea Ranger - 14.22km Wasp - 14 - 15km Detectability by Air Ranger - 10.66km Wasp - 11 - 12km Aircraft Compliment Rocket Aircraft - F4U Corsair Rockets in payload - 8 Damage - 2,000 Fire chance - 7% Cruise speed - 130 - 150 Hit Point - 1460 Squadron size - 6, 3 per attack run/ 2 per attack run (Tell me what you rather) Number of Aircraft on deck - 9 Aircraft restoration time - 45 - 60 seconds Torpedo Bombers - TBF Avenger Torpedos in payload - 1 Range - 2.5km Damage - 6,467 Flooding chance - 52% Cruising speed - 110 - 130 Hit points - 1,800 Squadron size - 8, 2 per attack run Number of Aircraft on deck - 12 Aircraft restoration time - 50 - 65 seconds Dive Bombers - SBD Dauntless Bombs in payload - 1 Bomb type - AP(according to Enterprise, If a light cv is added, bomb type would be HE) Maximum damage - 8,000 - 10,000 Cruising speed - 90 - 110 Hit points - 1,890 Squadron Size - 6, 3 per attack run Number of Aircraft on deck - 9 Restoration time - 40 - 55 seconds
  5. LittleWhiteMouse

    Premium Ship Review: Aigle

    The following is a review of Aigle, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of January 24th, 2018. The Baker's Dozen Quick Summary: A massive destroyer with ridiculously powerful guns and hard hitting torpedoes. Cost: Undisclosed at the time of publishing. Patch & Date Written: Patch 0.6.14 to 0.7.01, November 30th, 2017 until January 24th, 2018. PROs Huge hit point pool for a tier VI destroyer at 17,000hp. Armed with five139mm guns -- the largest gun caliber that can still benefit from destroyer sized gun skills. Very long ranged for a destroyer with a 12.8km reach. Excellent fire chance per shell of 9% Enormous warhead charge on her torpedoes, dealing a massive 18,400 damage per hit. Engine Boost consumable lets her top 43 knots for two-minute stretches. Her horn sounds like a choo-choo train. CONs Horrible turret traverse. Low velocity shells with high ballistic arcs and long lead times at range. Appalling fire arcs on her guns and uninspiring ones on her torpedoes too. Large turning circle of 680m and sluggish handling for a destroyer. Punitive surface detection range and unable to stealth-fire torpedoes without Concealment Expert. Very reliant on commander skills to make her comfortable to play. Overview BAD - One of, if not the worst at its tier. This is a pronounced weakness. FAIR - Middle of the pack at its tier. Not terrible, but not terribly good either.GOOD - Has a significant advantage over her tier mates. A solid, competitive performer.BEST - No other ship at its tier does this as well as this ship. Aigle is enormous, with powerful artillery, ridiculously hard hitting torpedoes, a huge slug of hit points and the ability to do in excess of 43 knots. She pays for it with horrible anti-aircraft firepower and a terrible concealment values. Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme This isn't a destroyer with which you can easily hide and attack enemies. Inexperienced players will find her awkward and impossible to conceal. She has the striking power to impress veterans, provided they can stomach the limitations of her weapon systems. Knowing how to use and abuse island cover is one of the key skills needed to excel in this ship. Options Consumables: Aigle's Engine Boost consumable is worth taking a closer look. Aigle's Damage Control Party is standard for a destroyer with a 60 second / 40 second reset timer. Her Smoke Generator is also standard with a 20 second emission time. Each cloud lasts for 81 seconds and the consumable has either a 240 seconds or 160 second reset timer. Finally, her Engine Boost consumable increases the ship's speed by 20% instead of 8%. This lets Aigle reach theoretical maximums of 43.2 knots for up to two minutes with 180 second / 120 second reset timer. Premium Camouflage: Aigle has the tier VI Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to maintenance costs, 3% reduction in surface detection and 4% reduction in enemy accuracy. Module Upgrades: Four slots, standard destroyer options. In your first slot, take Magazine Modification 1. You may be huge. You may have a ton of hit points, but you're still a destroyer with squishy magazines. Next up, take Propulsion Modification 1 to help keep your engines from being disabled. If you have access to it, take Engine Boost Modification 1 instead -- it plays up to Aigle's strengths. Aiming Systems Modification 1 is optimal in your third slot, mostly because Aigle's AA guns are terrible. In your fourth slot, Propulsion Modification 2 to give you a little more acceleration from when you're hiding in smoke. Firepower Primary Battery: Five 139mm rifles in individual turrets in an A-B-P-X-Y superfiring configuration. P is rear facing. Torpedoes: Six tubes in 2x3 launchers Aigle has awesome weaponry. On paper, she's the knees of the bees. Unfortunately, this is largely undone by poor fire arcs, awful gun handling and the combined issues of range and concealment. How much these affect you largely depends on your tolerance for wonky fields of fire and how reliant you are upon being sneaky to succeed in a destroyer. Artillery Poor fire arcs on French destroyers is nothing new. Cyclone, released in July of 2017, gave us the first hint of the travesty that would be Aigle's fields of fire and I'm not terribly optimistic about future releases being exempt from similar issues. To fire all five of Aigle's guns, you need to present yourself at near a full broadside to your foe, with a 57º off your bow to fire forward and a 59º fire angle off your stern when firing backwards. This is largely untenable in the thick of fighting -- not unless you want to sail in a straight line and give your opponents an easy shot. It's more realistic to expect that Aigle will typically fire with three guns (ABX forward, PXY backwards) which undermines the fearsome damage-per-minute (DPM) numbers she should (in theory) be able to boast. Her sluggish turret traverse of 6.5º/s only further complicates matters, making Aigle's gunnery uncomfortable under any kind of manoeuvres. The last flaw to speak of in regards to Aigle's gun performance is her shell ballistics. Her guns are not the high-velocity rifles of the Soviet Navy which hurts her ability to bombard targets at range. They are comparable in shell flight time to Japanese destroyers at a distance, but with a lower initial muzzle velocity. This is exacerbated by Aigle's poor concealment characteristics where she's often forced to bombard targets from longer range. Nine and ten second lead times are not uncommon, and worse if you add on Advanced Fire Training. The plus side to her ballistics was that she could park behind some islands and lob shells at distant targets and hammer them over and over, undetected and safe from reprisals. This is just one extra challenge to unlock the awesome damage potential of these guns. You can undercut these traverse and fire angle flaws (though there's nothing to be done about floaty ballistics). Aigle's 139mm guns benefit fully from Basic Fire Training and Expert Marksman. The former will prop up your flagging DPM while the latter will increase her turret rotation speed to 9.0º per second -- more than enough to keep up with the manoeuvres you'll put Aigle through. You can also simply tank your way through return fire from enemy destroyers while keeping four or five guns trained on them, confident you can out trade their fire. Feel free to play with Advanced Fire Training if you'd like, but the ballistic arcs that far out are hilarious. You shouldn't worry too much about concealment issues, though -- Aigle is already one of the largest destroyers out there and hiding in open water just isn't something she does well. Seriously? Ew. In payment for the aforementioned flaws, you get a monster. Aigle feels like some Frankenstein's golem, combining facets from different destroyer gunnery and creating something entirely new. Her 139mm shells are huge. For a destroyer, they do great damage, penetrate well, start fires easily and all without sacrificing rate of fire. It's the little things which add up too. For example, Aigle's AP shells have the same longer fuse timer as American 127mm/38s found on their destroyers. This gives the shells more time to punch through the layers of armour that protect the machine spaces of some cruisers. This makes Aigle a greater threat to the citadels of cruisers than many of the other destroyers. You're more likely to see full damage citadel hits than just penetrations when you ambush an enemy cruiser at close range. Aigle's guns also boast similar penetration power to the high velocity 130mm of the Soviets, making her capable of besting up to 80mm at 11km and 100mm of steel at 8km -- values which echo the citadel protection around many tier VI and V light cruisers, incidentally. Her HE is also arguably the best at her tier. She inflicts high shell damage but she's also the best fire bug at her tier. With Inertial Fuse for HE Shells (IFHE), she's capable of damaging the extremities of all but the tier VIII battleships. As a destroyer, she only loses 1% fire chance for this skill, it still keeps her viable as a fire starter. Be advised that without IFHE, big as Aigle's guns are, they're not capable of damaging the extremities of tier VI and VII battleships and tier VIII heavy cruisers which will see a huge drop in your damage done. AP in blue, HE in violet. Aigle will often struggle to get all five guns on target. It's fair to say I have a love-hate relationship with Aigle's gunnery. Her damage potential is the siren's call which made me want to take her out time and again. For every game where I got into an ideal position and could rain Hell down on my enemies, there were games where I had to run and hide from enemy lolibotes and cruisers. This isn't a destroyer where knife fighting is comfortable -- even with Expert Marksman, your fire arcs are going to leave you way too vulnerable to broadsides of torpedoes if you want to trade DPM. If you can park and blaze away, you'll do well with Aigle. If you're asked to move and fight, these guns will trip you up every time. Torpedoes There's not much to say about Aigle's torpedoes. She doesn't get a lot of them, for one. This contrasts with the stupidly huge warheads grafted to them which hit harder than any other fish at her tier, including the Pan Asian and Japanese destroyers which typically have the monopoly on such things. Their chance for causing floods is second only to Fushun's at tier VI. There are two problems I have with Aigle's torpedoes and they compound. They're slow. They're very difficult to fire from concealment. Short of ambushes around islands or suicide-torp runs, landing torpedo hits with Aigle's torpedoes is difficult. Sure, they're hilarious as all get out when they smack something, but good luck setting that up. It's impossible to launch her torpedoes from stealth without a full concealment build on your ship and commander. What's more, her fire arcs aren't especially generous (they're not terrible, but they're not great), so whipping your ship around to dump fish against an enemy coming towards you can often give yourself away. And, once they've seen you, they're going to turn. The slow speed of Aigle's fish means even a minor course adjustment will see your fish swim past their target without biting. Overall, Aigle's torpedoes are a lot like her guns -- you want to use them but they'll fight you every step of the way. They're hilarious when they work though and that alone will keep you trying. Aigle's has narrow torpedo arcs directly off her sides, requiring you to expose her full broadside in order to launch. Summary: Hard hitting. Horrible fire arcs. Can you overlook the latter in order to enjoy the former? Evaluation: GOOD What it would have needed to be BEST: Aigle isn't a torpedo boat. She's a gunship, first and foremost with torpedoes as incidental backups. Thus her merits are largely weighed upon her gunnery. As good as Aigle's guns are, they aren't the best. Farragut's guns put out more damage and are better suited to knife fighting. Gaede's 150mm are better for punishing larger warships. Aigle is a generalist, and a good one, with guns that can make a destroyer balk with the first broadside and make a battleship player grind their teeth with frustration at the incessant 139mm bombs being dropped on their decks. And just wait until you read what T-61 can do... Manoeuvrability Top Speed: 36.0 knotsTurning Radius: 680mRudder Shift: 4.1s Maximum Turn Rate: 6.8º/s at 4/4 speed If there was one flaw upon which to set all of Aigle's manoeuvrability woes, it's her enormous turning circle which lets her down. It's not the worst we've ever seen among destroyers (Ernst Gaede is worse within the same tier), but it holds her back. Combined with her modest top speed, this leads to a sluggish rate of turn for a destroyer and makes her more akin in handling to a nimble light cruiser than her fellow lolibotes. However, with the touch of a button you can alleviate Aigle's woes. Her Engine Boost consumable is phenomenal. Aigle launches from a 36 knot top speed to over 43 knots for two-minute intervals (three minutes with Engine Boost Modification 1). This also spikes her rate of turn from 6.8º per second up to 7.4º per second allowing her to come about more quickly too. With her boost, Aigle transforms from a dumpybutt to a rocketbutt -- untouchable within her own tier and competitive with everything she may encounter. The only down side to her Engine Boost consumable is those two minutes in between (premium) reset timers where you have to go back to being terrible Evaluation: FAIR What it would have needed to be GOOD: Aigle is a long way off from "GOOD" and only spared a "BAD" label because of her Engine Boost consumable. Aigle is so fast with her Speed Boost active, even my screenshots of her have speed lines. Rate of Turn There are several factors which affect how quickly a ship comes about. The most significant are the ship's forward momentum and the size of her turning radius. As a ship slows down, her turning radius changes, but not always for the better. To make things more complicated, different ships also preserve speed better in a turn. When it comes to changing your heading, keep up your speed. If you want a tighter turning circle with Aigle, slow down to 3/4s or 1/2 engine power -- you'll shave off 100m of her turning radius which can help you avoid islands. Just be aware you will not come about as quickly. Steering Gears Modification 2 reduces Aigle's rudder shift time from 4.1s down to 3.3s. However, this does not noticeably affect her turning values. This upgrade is a placebo and not a practical bonus. When attempting to measure the gains made, some of the results fell within the margin of error of my reaction time and were impossible to tell apart. 360º Rotation Rate (Ship Maximums): 1/4 speed (8.8 knots): 2.0º/s rotation, ~688m turning radius 1/2 speed (16.9 knots): 4.5º/s rotation, ~581m turning radius 3/4 speed (23.6 knots): 6.2º/s rotation, ~592m turning radius 4/4 speed (30.3 knots): 6.8º/s rotation, ~687m turning radius BOOSTED (34.9 knots): 7.4º/s rotation, ~732m turning radius 90º Rotation Rate (Stock): 1/4 speed: 1.9º/s rotation for 46.8s 1/2 speed: 4.3º/s rotation for 20.8s 3/4 speed: 5.8º/s rotation for 15.6s 4/4 speed: 6.3º/s rotation for 14.2s BOOSTED: 6.9º/s rotation for 13.0s 90º Rotation Rate (Steering Gears Modification 2) 1/4 speed: 2.0º/s rotation for 46.1s 1/2 speed: 4.4º/s rotation for 20.5s 3/4 speed: 5.9º/s rotation for 15.4s 4/4 speed: 6.4º/s rotation for 14.0s BOOSTED: 7.0º/s rotation for 12.8s Durability Hit Points: 17,000 Maximum Protection: 16mm Ah, destroyer durability. So straightforward. Aigle has the most hit-points at tier VI -- even more than Ernst Gaede's 16,500hp. This makes her the defacto toughest destroyer. But, don't get complacent. Glue on Survivability Expert to top yourself up to 19,1000hp to keep your primacy. Remember to guard your magazines with Magazine Modification 1 and/or a Juliet Charlie signal lest you find yourself unseated. You're still a destroyer after all. The glut of hit points on Aigle will serve you well, provided you can spend them wisely. Use them to clinch knife fights -- just make sure you dodge those fish. Evaluation: BEST What it would have needed to be GOOD: Destroyer durability is pretty straight forward until you start to see weird bits of armour-plate capable of causing ricochet at higher tiers. None of that's present here, so barring her spawning multiple magazines running the length of the ship, Aigle is safely the best of the bunch with the largest hit point pool. Anti-Aircraft Defense AA Battery Calibers: 37mm / 13.2mm AA Umbrella Ranges: 3.0km / 1.2km AA DPS per Aura: 5 / 19 Aigle's anti-aircraft firepower is all kinds of terrible and there's not a lot you can do to improve the situation. Given her size and her large turning circle, enemy aircraft are particularly dangerous for this destroyer and they have every reason to glue themselves to you and keep you from sitting safely back and using your guns to your heart's content. Aigle is so large that aircraft can spot her without even slipping into her AA bubble. A CV could (in theory), keep her permanently lit without any risk to her own reserves whatsoever. Evaluation: BAD What it would have needed to be FAIR: AA guns that were actually a threat to enemy aircraft. Vision Control Base Surface Detection Range: 7.74km Air Detection Range: 4.35km Minimum Surface Detection Range: 6.76km Detection Range when Firing from Smoke: 3.11km Main Battery Firing Range: 12.78km This isn't a destroyer you want to use to scout early on in a match. Aigle's surface detection range is enormous -- the worst at her tier. While she doesn't also have the worst surface detection range for a destroyer within her matchmaking spread, but she's close. There are all of two (2) destroyers that she will normally meet that she can out-spot: Mahan and Kiev. That's it. Your only hope otherwise is to run into players that are not running full concealment builds on their destroyers. You're going to be spotted first -- it's best to accept that early and change your play style to reflect it. Contesting cap circles early on in a match is probably not a good idea; not unless you know what you're facing and that they're unsupported.. Aigle does not knife fight with enemy destroyers well -- between her clumsy handling, bad gun fire angles and slow turret traverse, getting in close is an unnecessary risk. Pushing early means you're going to hemorrhage that hit point advantage of yours without gain. Save them for when you isolate an enemy destroyer later in a match and can out trade her. The biggest casualty to Aigle's poor concealment is the use of her torpedoes. She can't fire them from stealth without a commander using Concealment Expert and even then, your margin of error is a mere 240m. You're really just limited to ambush scenarios or firing them at distracted enemies. It's possible (and not necessarily a bad idea) to dispense with using Concealment Expert altogether and play Aigle like a light cruiser with added speed flexibility and immunity to citadel hits. Evaluation: BAD What it would have needed to be FAIR: A good start would be getting that glaringly obvious red X13 off the side of the hull. Contesting cap circles early on in a match isn't what Aigle is designed for. Countdown to Blastoff: X Minus 13 You're going to want a dedicated French destroyer commander for Aigle. I tried playing with my French Light cruiser commander during play tesitng and quickly grew to regret it. Start with Priority Target for your first skill. If you're omniscient (or just reckless), you can take Preventative Maintenance instead. You're a destroyer, so Last Stand is a must -- especially if you took Engine Boost Modification 1. Follow this up with Survivability Expert to boost up your HP even further. And finally, allow yourself to stay hidden with Concealment Expert. For your next nine points, sink them into the following: Inertial Fuse for HE Shells, Basic Fire Training and Expert Marksman. This will give you the punch you need to directly damage battleships, the extra rate of fire to spike your DPM and improved gun handling to help mitigate her terrible fire arcs when you do have to fight another destroyer. Alternative builds are possible, especially where you drop any pretense of trying to hide this ship and don't take Concealment Expert. The four points could be freed up for skills like Demolition Expert, Adrenaline Rush or Superintendent. Final Evaluation Mouse's Summary: Aigle: Big guns. Big fish. Big butt. Most premium ships have a paywall. Some premium ships have a skill wall. Aigle has a patience wall. Without the right commander skills, this is a terrible ship. Aigle looks so much better than she is This is one of those ships that if you only saw her statistics, you could be forgiven for getting really excited. Playing her is much more mixed. Sure, she can do a lot of damage when everything works right but it's a lot of work. It's safe to say that I didn't enjoy Aigle overmuch, even if I recognize how potentially powerful she could be for someone who could get over the frustrations of her weapon handling. Aigle is a good ship hamstrung by poor fire arcs. She's not a traditional destroyer. She shares more in common with some of the late tier Soviet destroyers like Tashkent, Kiev and Khabarovsk but without the stupendous ballistics that makes long-range gunnery on said ships so comfortable. Still, Aigle is advantageous with the right setup. Having that commander build is key. I found she played best when you could park her behind a low island and hammer cruisers and battleships over and over and over again with her shellfire while they dueled with my team mates. The sting of Aigle's fish guaranteed that pushing around the islands was a bad choice for my enemies. This only worked when CVs left me alone, but that's a common lament for most destroyers. The catch is, I had to know where on each map I could abuse this and not all of them were accommodating. This is a support gunship -- a baby cruiser, as it were. Play her with these expectations and you should do alright. The lack of concealment doesn't damn Aigle, nor does awkward gun handling (though the latter is a close thing). However, the two together does sour me. I am a big advocate for concealment dominating games. When concealment isn't available, then a ship must out fight or outrun from threats. Aigle struggles to do the former without the right build (get those 19,100hp and bump up your rate of fire!). And the latter? Well, Aigle's Engine Boost is all kinds of phenomenal. If it feels like I'm holding back on singing Aigle's praises, it's because I am. I hate feeling like I'm fighting with the ship to make it perform and bad fire arcs really soured me to her. It didn't help that I was playing with my French Cruiser commander through much of the early play-test and I had a less than ideal build going, but that's on me. I was so twisted against Aigle, I nearly slapped her with a bad review because of the negative bias I was feeling. It took putting a 19pt commander on her with the right build and just sitting down and weighing all the paper data that I had to finally cement in my mind that Aigle was a better ship than I was initially giving credit. I still didn't enjoy her, per se, but that didn't prevent her from being a good ship. She's well-balanced. She has her flaws (flaws that rub me the wrong way especially) but she's not some overpowered monster, nor some gutterfluff piece of trash. At the end of the day, it was difficult to pin an Angry YouTuber label to her. What finally clinched it for me was defining the role that Aigle took. She was a support ship, that much was evident, and looking at the other destroyers in her tier, she had the most overlap with the German destroyer, Ernst Gaede. I had to ask myself, between the two ships, which was better? I kept reaching the conclusion that even with Aigle's advantages in speed and hit points, Gaede was better between them. When it came to hammering larger ships, Gaede did it better. When it came to using torpedoes, Gaede does it better. When it comes to supporting a cap circle, Gaede is simply more versatile with her Hydroacoustic Search consumable. Sorry, Aigle. You're good. You're damn good, even. You're just not the best at your given job. Made in German smug. Would I Recommend? On the whole, I say "non, merci" to Aigle. France isn't hurting for good premiums at the moment. Maybe Aigle will look a little more attractive when the French destroyer line is closer to finished. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Aigle will do just fine in Co-Op and Scenarios. Between her range, firepower, that huge chunk of hit points and her Engine Boost consumable, she's very versatile. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Not especially, no. At the same tier you could get De Grasse or, for a few bucks more, Dunkerque. They would serve you better as commander trainers with France having a cruiser and upcoming battleship line. De Grasse practically prints Arsonist medals. The necessity of an experience commander with a lot of skill points works against Aigle being a good trainer. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Wait for T-61. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I'd give her a pass. Aigle didn't have a very auspicious career (she was sunk twice). However, that could be said of most of the more modern French designs in World of Warships. At least she was built in steel For Fun Factor: Bottom line: Is the ship fun to play? Very nope. I did not enjoy this ship. If you have more patience than I for horrible gun arcs and bad turret traverse, have at her. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? 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. In Closing The Aigle has landed. Thank you to my patrons on Patreon for their support in January for helping get this review out. I actually managed to take some time for myself (gasp!) and enjoy the game over the last week. Much of this was spent playing Co-Op of all things, crunching through the High School Fleet event to grind out the flags and camouflages on offer. Musashi, Yamato and Harekaze got a lot of play time and I even poked out with HSF Graf Spee a couple of times to collect the boxes I needed. Meanwhile, I haven't really touched Roma at all since release. It's still early yet and I'm still in the middle of crunch time with content creation. When things get a little less hectic, maybe I'll have a better idea if any of these ships will become new favourites. Aigle's not likely to make the cut. As much fun as her choo-choo train horn is, I feel no inclination to add her to my roster. My current ten favourite premium ships. Top Row: Fujin, Atlanta, De Grasse, Prinz Eugen, Atago. Bottom Row: Scharnhorst, Nelson, Harekaze, König Albert, Warspite. Appendix A list of sites, programs and people I rely upon to create my reviews. Thanks go out to iChase, NoZoupForYou, the World of Warships Wiki staff and Pigeon_of_War for their assistance with research. Most of all, everyone's favourite box-bound kitty, Lert, gets a special thank you for being the first to volunteer whenever I need help. With every review, he's behind the scenes providing feedback, proofreading, monotonously twirling ships and assisting with screenshots. And last, and definitely not least, one final thank you to all of my patrons on Patreon who help make these insane research projects possible. If you enjoy my reviews, please consider offering your support. For the complete list of my reviews, please visit:
  6. I used to favor USS Arizona and HMS Warspite for competitive Tier 6, but I realize that their low speed handicaps what they can do, especially in uptiered battles against Tier 8s. Being able to rapidly reposition is the key to achieving objectives in the ever-changing match. Therefore, when it comes to fighting the big guys, which one of these Tier 6 BBs do you think is the best? Stats, ranked low to high using an approximation of WG's ship balancing formula win*kill*damage (source: WoWS Numbers): Stats, ranked low to high using relative strength formula win*kill*damage*KDR*ERof: Note: Formula for the rate of effective fire ("Effective RoF" or "ERoF"): ERoF = RoF * [NORM.S.DIST(0.3 * Sigma,TRUE)-NORM.S.DIST(-0.3 * Sigma,TRUE)]. For example, value of I2 cell in the Excel is =G2*(NORM.S.DIST(0.3*H2,TRUE)-NORM.S.DIST(-0.3*H2,TRUE)) Here, the rate of fire ("RoF") is calculated using Number of Guns * 60 / Reload(s); NORM.S.DIST(..., true) is the cumulative distribution function; 0.3 or 30% is a constant that approximates the main battery hit ratio. Reference (source: Fat_Maniac):
  7. I put together a ship review video for the new Anshan which contains my thoughts on the ship and some gameplay footage. I am curious to know how many people ended up buying the premium destroyer and if they enjoy it. Let me know what you all think! The Taste Channel https://www.youtube.com/channel/UCJJaSofrJHMcK-yp5ldHT-w/featured Anshan Ship Review
  8. LittleWhiteMouse

    Premium Ship Review: Mutsu

    Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Mustu-have? Quick Summary: A faster Nagato-class Battleship with less armour, less efficient AP shells and almost no AA power whatsoever. She does get deck mounted torpedoes, though. Patch and Date Written: 0.6.0.1 - January 30th, 2017 through to February 3rd, 2017. Cost: Undisclosed at the time this article was published. PROs Largest hit point pool of any of the tier 6 Battleships at 58,400hp. Her 410mm shells are the highest damage rounds found at tier 6. Able to easily overmatch the bows armour of any Tier 5 through 7 battleships. Decent accuracy, including a 1.8 sigma vertical dispersion value. Excellent range at 20.4km. Armed with deck mounted torpedoes (!) Very heavy secondary gun battery. Good top speed of 26.5 knots. CONs Her citadel sits high in the water and is vulnerable to long-range, plunging fire. Poor overall armour values. Low Krupp (and penetration) values on her 410mm shells. Secondaries are short ranged at 4.0km stock. Very limited fire arcs and performance on her torpedoes. Rather large turning circle of 770m. Enormous surface detection range of 16.9km and the largest aerial detection range of the tier 6 Battleships at 13.3km Mutsu sets a new standard for poor anti-aircraft defense. Like, seriously. Her AA power would be shameful at tier 4. Patch 0.6.0 removed the stock hulls for Amagi and Nagato in the research tree and rendered these hull designs into two new premiums, Ashitaka and Mutsu respectively. Mutsu is the first of these ships to be released -- we'll see Ashitaka later on in the year. For those unfamiliar with the IJN Battleship line, the stock versions of these hulls weren't exactly good. While not as hamstrung as Fuso while stock, they certainly were not competitive at their tiers. For this reason, Mutsu appears in World of Warships as a tier 6 vessel instead of at tier 7 like her sister, Nagato. This allows this ship to be re-balanced based on her own merits and flaws rather than trying to shoe horn her into a tier where she doesn't belong. Mutsu as she appears in game represents the ship after her 1924 refit, where she acquired her serpentine shaped funnel but before 1926 where she lost her torpedoes. Of course all of this date specificity is moot when you you realize that she didn't get her catapults until the 1930s. Yay, fiction! I'm joined once again by Lert who will be providing his usual smarmy comparisons of some of this ship's contemporaries. I'm also trying something new. GrafZeppelinKai, one of the Wiki-Staff volunteers has written a lovely piece on Mutsu's history which can be found on the ship's wiki page. The wiki staff perform some wonderful written work and I'm trying to help give them a little more just deserved attention. I hope you all enjoy a bit of history about the ships. The Lertbox Hello and welcome to another Lertbox, in which I try to offer a counterpoint to LittleWhiteMouse's more in-depth review of an upcoming premium ship. This time it's Mutsu, a ship that earned its place in history for the same thing Arizona did: tragically blowing up in port with a lot of people inside. The cause of Mutsu's destruction is slightly more controversial than Arizona's, a Japanese investigation concluded that a disgruntled crewman sabotaged #3 turret and blew up the ship, while an alternative theory is that of a fire caused by 20+ year old electronics near #3 turret. All we know for certain is that Mutsu took 1121 crew and visitors with her, only 56 less than Arizona's demise claimed. For this Lertbox I will discuss how you would take on an Arizona, a Warspite and a Dunkerque in a theoretical 1v1. I hope this will give the reader an idea how Mutsu will perform compared to her peers. Given the Mutsu's large surface and aerial detection range, in combination with her vulnerable armour scheme to ranged fire, it's often best to let some of your allies screen your advance. History with the Wiki: Mutsu By GrafZeppelinKai, Originally published on the Mutsu's page for the World of Warships Wiki The Nagato-class battleships were the last pair of battleships build by the Japanese Navy before the global hiatus on capital ship construction due to the ratification of the Washington and London Naval Treaties. As such, the Nagato-class is seen as the culmination of all the experience learned by the Japanese Navy in dreadnought design and construction up through the end of World War I. Led by famed naval architect Yuzuru Hiraga, planning and design for the Nagato-class began in 1916. By this time, Japan was a steadfast, growing naval power and wanted their designs to reflect such a status. As such, from the outset the Nagato-class were set to be first-rate dreadnoughts, competitive with the offerings of the other navies of the world (chiefly the Colorado-class battleships that were being built by the United States). Hiraga and his team were meticulous, delaying final completion of her plans until mid-1917 in order to incorporate the lessons learned from the Battle of Jutland the previous year. What ultimately emerged were the most advanced battleships afloat in the world. The Japanese determined that high-speed was an integral asset to making a battleship an effective weapon; as such, the Nagato-class were designed to be the fastest battleships in the world. It was decided to fit no less than twenty-one (21) Kampon boilers into them: fifteen (15) oil-fired and six (6) mix-fired. These boilers then fed into four (4) geared turbines that each powered a single screw. Altogether, they generated 80,000 shaft horsepower and propelled the ships to speeds above 26 knots, significantly faster than their competition. This was not a fact the Japanese Navy boasted about, however, instead electing to keep the true speed a closely guarded secret. In fact, the US Navy didn’t know the true speed of the class until well into the late 1930s. In electing to focus on propulsion and speed, weight had to be saved from the armoring. Ergo, the Japanese opted to implement the “all-or-nothing” armor principle that was championed by the US; maximal armor to the vital areas whist non-critical surfaces receives minimal armor. The main belt and the barbette rings received 12 inches of armor, whilst the conning tower and the turret faces received 14 inches and 18 inches of armor, respectively. While this was sufficient to rival other battleships of the period, British and US battleships all had heavier armor, with belt armors exceeding 13 inches for many classes. After experimentation with the six turret design of the Fuso and Ise classes, Hiraga and his designers decided to revert back to a quadruple turret design, determining this configuration to be the most effective. In order to not decrease overall firepower — by reducing the number of barrels from 12 to 8 — the caliber each rifle was increased from the traditional 14 inches to 16 inches; in fact, the Nagato-class battleships were the first ships in the world to mount 16-inch naval rifles. To supplement the primary artillery, twenty (20) 5.5-inch casemate guns were added to the hull. Interestingly, the Nagato-class retained the Japanese tradition of fitting torpedo tubes to their battleships. Historically, eight (8) total tubes were incorporated in the design; 4 above the waterline and 4 submerged (only the four above the waterline are available in-game). Mutsu (named after Mutsu Province) was the second of the two Nagato-class battleships, built at the Naval Arsenal in Yokosuka. She was laid down 1 June 1918, launched 31 May 1920, and completed 24 October 1921. The Nagato-class underwent a modernization in the late 1920s and a reconstruction in the 1930s to keep the designs combat-capable. During the 1920s modernization, the first funnel was replaced with a serpentine funnel with a raked-top in order to attempt to fix the issue of the superstructure being occluded with smoke; the very funnel seen in-game. Furthermore, the torpedo tubes were traded-in for anti-aircraft artillery, in order to counter the growing threat of aircraft. Unique to Mutsu, her bow was remodeled in order to decrease water spray to her foredeck. The 1930s reconstruction proved to be a more extensive overhaul. The iconic 7-masted superstructure was replaced with a pagoda-mast style design, and the first funnel was removed altogether. The old boilers were replaced; the overall number was also reduced to just ten (10). Interestingly, the old turrets were replaced by the ones of the incomplete Tosa class battleships, allowing for greater gun elevation, ergo greater range. Furthermore, torpedo bulges were introduced. To mitigate the loss in ship speed due to the added weight, the length of the battleships were increased. Finally, a catapult was added to launch scout planes off the deck. Service History Commissioned in October 1921, Mutsu survived the Washington Naval Treaty, was assigned to BatDiv (Battleship Division) 1, and began an uneventful interwar career. From 1927 to 1933, Mutsu would receive periodic modifications, but in September 1934 she entered drydock for a complete rebuild and modernization. She remained in yard hands until September 1936. With the beginning of war with China in July 1937, Mutsu — having returned to BatDiv 1 alongside Nagato — joined the fleet for security and blockade patrols off the China coast. Mutsu would continue operations off China until March 1941. In August 1941, Mutsu began preparations for combat as Japan planned for hostilities with the United States. Mutsu would spend the beginning of World War II, from December 1941 to May 1942, in reserve and training. In June, she and the rest of BatDiv 1 — now including Yamato — sortied as part of the Main Body for Operation MO, the invasion of Midway. Other than to receive the transfer of survivors from Akagi, Kaga, Hiryu, and Soryu, Mutsu would not participate in the battle, and returned to Japan. In July, BatDiv 1, less Yamato, was attached to the 2nd Fleet. In August, they departed for Truk after the US landing at Guadalcanal. In late August, Mutsu was assigned to support the Main Body for the Battle of the Eastern Solomons, where she fired at an aircraft shadowing the fleet. This would prove to be her only shots fired in combat during the war. In September, Mutsu landed a party to help train anti-aircraft crews at Truk. She would remain and participate in exercises until January 1943, when she returned to Japan. Excepting one aborted sortie to the Aleutians after the Battle of the Komandorski Islands in late March 1943, Mutsu continued to conduct training and gunnery exercises until June 1943. On 8 June 1943, Mutsu was moored in Hashirajima harbor when, at approximately 1200 hours, her No. 3 turret suffered an explosion. The blast tore her in two, and the section forward the No. 3 turret rolled over and quickly sank. Her stern section sank early the next day. Of her 1,474 crew, 1,121 were killed. An investigation concluded human error was responsible for the explosion, and the Japanese Navy consequently altered regulations for the handling of explosives aboard ships. Mutsu was struck from the Navy List on 1 September 1943. Post-war salvage attempts proved to be failures, though Mutsu’s No. 4 turret, anchors, and other parts of the ship — including her bow — were successfully recovered in the 1970s. The gun barrels from the salvaged No. 4 turret were restored and are now on display in separate locations in Japan: one at the Museum of Maritime Science in Tokyo, and the other outside the Yamato Museum in Kure. Options Mutsu has standard tier 6 IJN Battleship options. There's nothing out of the ordinary here. Consumables: Damage Control Party Repair Party Spotter Aircraft Module Upgrades: Four slots, standard non-USN Battleship options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy Firepower Main Battery: 410mm/45 3rd Year Type in 4x2 turrets in A-B-X-Y configuration @ 20.4km Range Mutsu fires a Type88 1000kg AP/APC shell up to a range of 20.4km with a 790m/s muzzle velocity. This is the largest shell found presently at tier 6, eclipsing Warspite's own 381mm, 879kg shell by a healthy margin. Don't mistake these shells for the same ones found on the upgraded Nagato. The ammunition Mutsu uses is a pre-WWII shell and was originally found on the stock Nagato and Amagi. They have worse overall performance than those found on the IJN Battleships at tiers 7 and 8, with lower alpha strike, muzzle velocity and Krupp values while being slightly lighter overall by 20kg. This gives Mutsu significantly less penetration power over distance to the lead of her class, with many shells shattering or ricocheting against enemy warships at medium to long range. Despite my incessant whining, Wargaming wouldn't provide me the exact penetration values present on Mutsu. For now, we have only two sources to give us with a glimpse into what the raw numbers might be. The first comes from Wargaming's own Armada Videos. These are few and far between, but thankfully have included a plethora of ships found in Mutsu's matchmaking spread. Statics drawn from the World of Warships The second, and admittedly more awesome source, is the work done by fnord_disc on the European Server, who reverse-engineered an approximate model of the penetration mechanics. The numbers they worked out provide the following estimated values for Mutsu's AP shells: 548mm at 5km 426mm at 10km 332mm at 15km Even as an estimation, this puts Mutsu's shell penetration among the worst for tier 6 Battleships, ahead of only Warspite at extremely short ranges and only ahead of Bayern at anything beyond that. The net result of this will be less damaging hits against heavily armoured (or angled) targets. Datamining reveals that Mutsu's gun accuracy is decent -- she boasted a 1.8 sigma during testing combined with the typically tight dispersion values found on IJN Battleships. This is superior to anything short of tier 9 and 10 USN Battleships specialized for accuracy. On paper, this should help compensate for some of the penetration issues found on the guns. However, with the small number of barrels Mutsu brings to bear, every shot feels considerably more precious than the 'shotgun blasts' fired by 12-rifle ships. Thus, Arizona which has more overall dispersion but the same sigma value, feels more accurate than Mutsu by combination of having more guns and better penetration values. You're going to simply do more damage more consistently with a ship like the Arizona or Dunkerque despite Mutsu's advantages in accuracy. Comparative data between the tier 6 Battleships + Nagato. Mutsu's strengths are her range, the high alpha damage of her individual AP shells and her ability to overmatch the bows of any tier 5, 6 or 7 battleship. She also has the highest potential DPM values of any of the 8-gun Battleships. Her weaknesses include her low muzzle velocity and poor Krupp and penetration values. While Mutsu's guns look like they have the potential to perform, you may find they let you down at long range engagements. I'm trying not to sound too bleak about Mutsu's main battery firepower. There are two versions of Battleship Mutsu's guns. The first was the version that I play tested. The second is the version that's being released. Wargaming let me know in advance what the changes would be and I tried to keep them in mind while I tried out this ship. I'm taking it on faith that Mutsu will be released as Wargaming announced. Mutsu had a 35s reload on her main armament. This is being reduced to 30s. Mutsu had a turret rotation speed of 3.3º per second. This was buffed to 3.8º per second (from 54.5s to 47.4s for 180º rotation). In short, Mutsu's gun handling and rate of fire was buffed rather significantly. This in turn greatly affected the DPM we saw during play testing. This put her optimal DPM down to 170,057 AP damage and 89,143 HE damage. The buffs provided by Wargaming increase her DPM by a full 17% which I think we'll all agree is enormous. Summary: Her main battery has mix of significant strengths and telling weaknesses. Shells are individually hard hitting, long ranged and capable of overmatching the bows of any tier 5 to 7 battleship. However, she is severely restricted by poor penetration values at range, a low Krupp rating and small main-battery. Probably her best feature is her "new" 30s reload which gives her the best potential DPM of the 8-gun Battleships. Secondary Guns Secondary Battery: 140mm/50 3rd Year Type in 20x1 casemates, 127mm/40 Type 89 in 4x2 turrets @ 4.0km Range The lion's share of Mutsu's secondaries are composed of her 140mm casemates. These fire 7.9 rounds per minute at a disappointing 4.0km range. Like all IJN Battleships, her casemates fire an AP shell instead of HE which reduces their overall performance. While on paper, AP shells do more damage, their output isn't consistent. They cannot light fires. They are likely to ricochet and shatter against even slightly angled targets. Her 127mm rifles do fire an HE shell, but these are limited to two pairs of turrets on either side of the vessel. It's difficult to justify investing heavily in upgrading Mutsu's secondaries to improve their performance, primarily given their poor range and unreliability. Torpedoes Torpedo Complement: 4x1 Launchers firing a 533mm Type 6 torpedo at 57 knots for 7.0km. Move over, Kriegsmarine; the IJN now has deck mounted torpedo launchers too. While the Tirpitz introduced Battleship-launched torpedoes to fanfare and fireworks, Mutsu's torpedoes feel like they should be announced by a kazoo. The Type 6 is the same torpedo found on the Isokaze and Minekaze. This strikes for 10,833 damage which, when facing the anti-torpedo bulges of contemporary Battleships, feel lackluster. The devil is in the details with Mutsu's torpedo armament. While its true that she has limited fire arcs, these have a forward facing from 55º to 105º. In addition, these have a ridiculously short reload rate at a mere 21s. These torpedoes do not give her the strength to effectively brawl with enemy Dreadnoughts. While theoretically being able to interweave broadside main battery fire backed by torpedoes, alternating each in rapid succession, practical experience makes it too risky. Mutsu has to expose her vulnerable citadel to launch torpedoes. While this is easily done in the first moments while the engagement ranges are still closing, it becomes impossible to get a second salvo off as ranges close and the fight devolves into a "death circle" at point blank range. Still, if you get locked in a battleship brawl, her torpedoes can be a welcome trump card to end the engagement favourably. Keep in mind that Mutsu does not have the armour profile or secondary ammunition to brawl effectively. Firepower Summary: Main Battery firepower is optimized for a mid-to-short range engagement, between 7km and 12km. Her secondaries are plentiful but are painfully short ranged and focused around a heavy broadside of AP shells which limits their utility. Her torpedo armament reloads very quickly but a broadside does not hit very hard. It is only suitable for finishing off already crippled targets and should not be relied upon as a trump-card. Playtesting Mutsu with a 35s reload wasn't fun. She'll be in much better shape now. Rivals: Arizona Lert: You have longer range, more hit-points, better speed, better dispersion at a given range and your 16" shells will overmatch Arizona's 25mm bow and stern armor. Sounds like a foregone conclusion, right? Well, not quite. Arizona's bow (or stern) is a difficult target to hit at range. Also your large shells lose a lot of penetration when flying that far and are likely to shatter on anything that isn't Arizona's bow. Plus, a low volume of fire makes missing the American ship or shells shattering a relatively more painful event, cutting down your already lacking DPM. Meanwhile Arizona's range isn't that much shorter, and she has a much higher RPM with her 12 14" rifles. Plus, Mutsu's armor is so soft that you're bound to take significant pen damage from any Arizona return volley. If you can, point your bow straight at Arizona and close the distance with your superior speed. Arizona's 356mm AP will mostly bounce off your 25mm forward end with only stray shells going into your superstructure, and your 410mm return fire will go through Arizona's bow like butter - if you can hit it. The ideal situation is to set up a drive-by. Pre-aim your guns when you're almost about to pass, fire your torpedoes into the Arizona's path, quickly switch back to your AP and let loose a devastating volley of 16" AP at point blank range. Mutsu's guns are accurate enough to let you snipe, but they just don't have the penetration value to reliably deal the damage you want at those ranges. Pick your targets carefully. You can still score some pretty impressive early damage if you know who to aim for. Maneuverability Top Speed: 26.5 knots Turning Radius: 770m Rudder Shift Time: 14.7s Mutsu is rather fast for a tier 6 Battleship. Her top speed of 26.5 knots makes her faster than most tier 5 through 7 Battleships with the exceptions of Kongo, Scharnhorst, Gneisenau and Dunkerque which is rather respectable. While this doesn't give her tremendous flexibility, it does allow her to keep up with the pace of combat. She can attempt to dictate engagement ranges instead of having them set for her. Like most IJN Battleships, her turning circle isn't small nor does she answer her rudder especially fast. In truth, her Rudder Shift Time isn't terrible, it's just that when combined with her large turning circle, she doesn't feel especially maneuverable. During play testing, even with this slow handling, she was still quite capable of turning the ship faster than her turrets could compensate for. She initially had a 3.3º per second rotation speed on her main battery guns. I'm assured this will be buffed to 3.8º per second before release which will help. Mutsu has a 1.5 knot advantage over her sister, Nagato. This advantage comes grace of less armour protection. Durability Hit Points: 58,400 Citadel Protection: 305mm belt armour + 76mm turtleback Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 22% Mutsu shares a lot in common with Nagato, as one might expect. This provides a bit of good news right off the start: Mutsu has the highest hit point total of any of the tier 6 Super-Dreadnoughts. Their armour profiles are almost identical but for the following changes: Nagato has 25mm of extra armour across her sides in the form of anti-torpedo bulges. These afford the lead ship a 5% further reduction in torpedo damage along with their armour benefits. Nagato has reinforced main battery turret and barbette armour, with 457mm turret faces and 405mm barbettes. These values never exceed 305mm on Mutsu. Nagato's forward magazine is protected by a 289mm turtleback. Mutsu has only 76mm on this section of plate. The citadel deck of Nagato ranges from 44mm to 197mm. On Mutsu, these values range from 25mm (!) to 51mm. The Nagato-class has never been considered a heavily armoured ship and the deficiencies on Mutsu only exaggerate this weakness. While she can angle against 356mm rifles, if she doesn't angle properly she can (and will) get citadelled with alarming regularity. Her citadel sits over the waterline and while her belt armour and the turtleback protecting these machine spaces looks formidable, these are often bypassed by shots striking her from range, which need only contend with the 25mm + 70mm deck armour found amidships and the pathetic 25mm roof her citadel. She has objectively worse protection than the Warspite at all ranges. This emphasizes the gunnery strength of Mutsu which seems designed around a mid to short ranged engagement. However, with her citadel sitting over the waterline, short of bow-on angles of attack, she is far too vulnerable to risk at point blank ranges against other battleships. This illustrates some of the dangers of trying to make use of her torpedo armament. Angling out to take the lead on a closing enemy Battleship at the very least exposes her forward magazine to citadel hits. So to maximize her armour values, Mutsu seems best at medium ranges -- approximately 7km to 12km away from her targets. Of course, this all goes to pot if she's facing anything with 380mm rifles or larger which overmatch the 25mm sections of her armour. When facing tier 8 opponents, her armour feels very deficient indeed. Like all IJN Battleships, Mutsu is shackled with the worst Damage Control Party consumable in the game. This makes the Battleship exceedingly vulnerable to fire and flooding damage. Rivals: Dunkerqueueueeueeeuueueue Lert: You have the advantage in hit-points, range and firepower. Dunkerque beats you in speed, agility and size, being a smaller target. She has the speed to dictate the engagement, allowing her to keep you at the max of your range where your dispersion and low volume of fire means you won't hit many of your shells. The ones that do hit and manage to avoid the Frenchman's armored belt will bloody her nose, but that's not reliable enough to count on. Meanwhile Dunkerque's 330mm rifles will struggle to do meaningful damage to you as well, especially if you keep properly angled .. ... But that's when the dastardly Frenchy will just switch to HE and burn you down. While your own HE shells aren't bad, they have 5% less fire chance and you have a lower RPM, so in a fire-hose contest you're going to lose. If you're taking on a Dunkerque in your Mutsu you better hope that you're going to get lucky or your opponent is stupid, because barring luck a smart Dunkerque driver will just wiggle around at range and burn your lumbering stern to the ground. This will happen a lot. Concealment & Camouflage Surface Detection Range: 16.9 km Air Detection Range: 13.3 km Minimum Surface Detection Range: 14.1km Concealment Penalty while Firing: +12.3km (vs 20.4km gun range) Mutsu has arguably the worst detection range of any of the tier 6 Battleships. Actually, Mouse, Fuso has worse surface detection range, and while that's technically correct, Mutsu will be spotted from the air a full kilometer sooner while still having an astronomically huge surface detection range. If there's an enemy carrier present, you can expect to be the first ship spotted in Mutsu. This in turn means that you'll have every gun pointing at you first until squishier (and closer) targets get lit. Priority Target is well worth the investment. Given Mutsu's vulnerability to long range fire, it's important to engage in evasive maneuvers when she finds herself lit in these early moments of the engagement. Alternatively, she can elect to begin her own advance a little later than the rest of her team. Her large surface detection range makes disengaging from enemies exceedingly difficult. She does have the speed to help dictate engagement ranges against most Battleship opponents in her Matchmaking spread, along with the range to hammer them beyond their own reach. However, she is always going to be reliant on Allies to keep her opponents lit while attempting to keep enemies at arm's length in this manner. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 12.7mmAA Umbrella Ranges: 5.0km / 2.0km / 1.0kmAA DPS per Aura: 40 / 16 / 5 To say that this Battleship has poor anti-aircraft firepower is a gross understatement. Mutsu has worse anti-aircraft defense than any of the research-based Battleships at tier 4. She's setting a whole new standard for what "bad" anti-aircraft firepower is at tier 6. She has half the DPS of Fuso, a Battleship that has some of the worst AA firepower at tier 6. Combined with her horrible aerial detection range, the sight of Mutsu on the enemy team should ring a dinner bell for all CV players. Rivals: Warspite Lert: A more even match, since both of these ships operate on the same basic principle: trading in number of barrels and DPM for shells large and powerful enough to overmatch the 25mm bow plating found on even tier battleships. Again, you have the larger health pool, better range and larger shells, but Warspite is notoriously wiggly making her a difficult target at range, has a superior healing potion and her shells aren't that much smaller than yours to begin with. She'll overmatch your bow as easily as you'll overmatch the grand old lady's, so face-tanking incoming fire isn't a thing like it is against Arizona or Dunkerque. Use your superior range to whittle her down and your superior speed to keep her at range. Conversely, you could go for the same drive-by tactic that I recommended for taking on an Arizona, but be aware that Warspite's 15" rifles will smash through your bow plating and bite chunks offa your face while you do it. Where against an Arizona you would charge in head on, you might try closing the distance under an angle to try to lure Warspite's return fire away from your bow and into your armor belt, where it will bounce off instead of eat up large chunks of your hit-points. A lot of CV pilots "experimented" with the AA defense on Mutsu while I was play testing her, but most weren't too interested beyond a cursory strike or two. As word gets out about Mutsu's vulnerability to air power, you can expect more concerted attacks. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Mutsu, as a tier 6 Battleship, already has a couple of strikes against her when it comes to evaluating her suitability to a novice player. She punishes players for exposing her broadside while simultaneously having a gimmicky weapon system that encourages exactly that. With poor armour, a (relatively) small number of main battery guns and secondaries that won't be of much help, a novice player could be forgiven for struggling to get any kind of reliable performance out of this ship. For the expert, Mutsu will reward good gunnery with excellent DPM values for an 8-gun Battleship. Her torpedoes will be a fun (if seldom used) gimmick that will clinch select engagements. Still, her horrible surface detection range, poor AA defense and poor armour values will limit her carry potential. The Lertbox I wanted to like Mutsu, but I just can't. She's wonderful in co-op where she'll just eat off everyone's face with her brutality, but against other people I found her lacking. Her WWI era shells don't have the penetration or the Krupp hardness to do significant damage at range, and she doesn't have the armor to mingle up close. Her hit-point pool gives her some staying power in a brawl and her torpedoes are a nifty poison dagger, but this is a ship with weapons that want to move in close and a hull that wants to stay far away. Comparing her to other tier 6 battleships makes her look better than she is. Truth is, Mutsu starts falling apart quickly against higher tiers, and I would take any of the other three into a tier 8 battle over Mutsu. Plus, there's the T6 MM to worry about, and Mutsu really does not up-tier well. I won't say that Mutsu is a bad ship per say, just that she's an alright ship in a pond of great ships, namely the trio I pit her against. Mouse's Summary: I have a love-hate relationship with Mutsu's guns. It was awful play testing with that 35s reload, but I could still make some great plays with them. I am very excited about their 30s reload. While I wasn't landing citadels as often against Battleships, they're perfectly adequate for regular penetrations. Her armour is super squishy for a Battleship. Also -- fires. Oh god, the fires. Her torpedoes were nice to have, but its rare when I got any good use out of them. Mutsu's secondaries were disappointing. She's a perfectly adequate ship ... until she has to face tiers 7 & 8. Wargaming didn't want a repeat of the German Destroyer incident. They let us Community Contributors know in advance that the Mutsu we were playing wasn't the final version. There were all of three changes that they gave us, but let me be be clear -- there may be others. As values like vertical dispersion, Krupp and shell-drag coefficient are not intended to be public knowledge, there are lots of parameters that could still change before release. So while I appreciate Wargaming striving to keep us in the know about what the release version of the ship may be, it pays to keep that disclaimer at the top of this article in mind. There was a third change, beyond rate of fire and gun traverse that Wargaming informed us of. It was this: "Increase rudder deflection speed from 19.2 to 17.9." Now, you would think that would coincide with Rudder Shift Time, but her rudder shift time is 14.7s. Whatever this value is, it represents a 7.3% change. From the way it's worded, it could represent either a buff or a nerf. If anyone has any grasp on what this is, feel free to let me know. My contacts at Wargaming who were relaying the information didn't know what it was either and couldn't get it clarified, so obviously someone at St.Petersburg has the info and simply assumed that we'd also know what it was. And so, I played Mutsu with a 35s reload and a 54.5s for 180º turret rotation speed and was asked to evaluate her performance. I won a heck of a lot of games. One day's worth of playtesting saw me win 12 out of 13 matches. However, let me add a qualifier to this win streak: I still have not broken a 2,000 base experience game in Mutsu. It wasn't a case of not being able to get the damage totals -- getting in excess of 100,000 damage wasn't impossible. But I never had any truly spectacular games. My personal best is 1,716 base experience which is disappointing with the typical "good" game sitting around 1,300 to 1,500 base experience. I took the occasional break from Mutsu by playing with my Warspite and Nagato and easily crushed that 2,000 base experience ceiling. I should warn everyone: I love Nagato, so it's probably no surprise that I took well to Mutsu, The improvements this ship will receive in terms of reload and gun handling (and the changes to whatever the heck rudder deflection speed is) will be welcome. Still, the ship isn't without its disappointments for me. The increased vertical dispersion of her guns over Nagato and the poor range on her secondaries really made me have a sad. Overall, Mutsu is a decent IJN Battleship but she's not phenomenal. I don't think anyone was expecting her to be outstanding, though -- not as an early version of a Nagato-class Battleship. So in that regard, she doesn't disappoint. Now if only the Matchmaker would let her be top tier more often... Would I Recommend? Mutsu makes a great Co-Op warrior. She's got powerful guns and she faces enemies that are, quite frankly, dumb as posts. The bots are unlikely to shoot at you when there are still cruisers and destroyers alive. This gives you lots of time to exercise your 410mm rifles often at very close range where their penetration issues aren't present. You'll also be able to use your torpedoes a lot and score hits too. Outside of Co-Op, Mutsu begins to suffer. It would be one thing if she was top tier as regularly as a tier 7 or 8 ship, but she exists in that special Hell that is tier 5 and 6 Matchmaking. She doesn't up-tier very well -- holding her own against tier 7 ships (if at a bit of a struggle) but really hurting once she faces tier 8s. Of course, this could be said about most of the tier 6 premiums, so that's nothing new. For Random Battle Grinding Mouse: It's sad to say, but Japan is rather lacking when it comes to premium Battleship trainers. The Ishizuchi is okay but, let's be honest, she's no Scharnhorst / Tirpitz / Arizona / Missouri. While Mutsu is a better fit, I wouldn't say she's a great fit. She can do what she needs to, however, and if you're hard pressed for a training ship, then Mutsu can step up to the plate. But I think you might be looking over your shoulder for the next IJN Premium Battleship. Lert: No. Arizona is IMO a far better ship, as is Warspite. And both of those are available in the tech tree for doubloons at the writing of this article. Consider Mutsu if you really need a Japanese battleship crew trainer, but buy American or British if you want a good ship to carry in. GrafZeppelinKai: Mutsu is a dependable battlewagon. Her above average gun handling characteristics, combined with a little practice, will come into it’s own. Similarly, if you’re looking for a dedicated IJN BB Captain trainer, Mutsu is your best option for now. For Competitive Gaming Mouse: No. She's too squishy and too huge. Lert: No. If you need range, bring a Fuso. If you need overmatching ability, bring a Warspite. If you need staying power, bring an Arizona.GrafZeppelinKai: It will take a bit more work to make her shine here, and her deficiencies will feel more glaring. Similar to Warspite, having good planning ahead of time will mean you’re able to dish the damage while not being the focus of the enemy. For Collectors Mouse: Yes. She's a beautiful ship with an interesting history and a tragic story. Lert: Yes. Mutsu has a place in history, and her configuration might appeal to people who like WWI era dreadnoughts. GrafZeppelinKai: I’m gonna be honest here: I like 1920s Mutsu. She’s very pretty to look at, and there are many subtle details that make her very period accurate. For that reason alone, she has a spot in my port. For Fun Factor Mouse: Well I liked her. However, I don't think I would play her very often, not compared to the other premiums 6s.Lert: She handles comfortable enough, if a bit sluggish on the rudder. I would consider her a fun ship if her shells didn't tend to shatter at long range, or her hull held up a bit better under fire. Plus, her torpedoes are just funny, if you get a chance to use them. Those are big if's though.GrafZeppelinKai: I enjoyed my time testing Mutsu. To me, the gunnery felt familiar and comfortable, and you can never resist a giggle when you surprise an adversary by pooping out a torpedo. In a brawl with Bayern and Nurnberg. Mutsu uses her main battery to finish off the German cruiser while dumping fish into the bows of Bayern. Brawling is exceedingly risky with Mutsu. Don't expect your torpedoes to clinch a fight for you. Outfitting Mutsu Mutsu doesn't require anything beyond the norm for IJN Battleships, which is a welcome relief. Recommended Modules For your first slot, take Main Armaments Modification 1. This should be no surprise. The armour around Mutsu's main turrets along with her barbettes is pretty substandard for her tier, so this will help keep them in the game. It should also help mitigate damage to your torpedo tubes, but they tend to go belly up if anyone looks at them funny. For your second slot, you may be tempted to try a secondary build, but in my experience this is a mistake -- you can't get her range out high enough to make it a credible threat.. Aiming Systems Modification 1 is arguably the most effective choice here. For your third slot, take Damage Control System Modification 1. This will help mitigate fire and flooding damage while increasing your torpedo damage reduction to 24%. And finally, take Damage Control System Modification 2 to reduce the burn-time of fires. You can take Steering Gear Modification 2 if you prefer, especially if you've taken Captain Skills to mitigate fire damage. Recommended Consumables Don't skimp out on the premium consumables for this ship. Taking a premium Damage Control Party is an absolute must. I also strongly recommend taking a premium Repair Party as well to reduce the reset timer of your healing potion and to give you an extra charge. I don't see much need in breaking the bank with a Spotter Aircraft, so it's up to you to invest in the 22,500 extra credits to make this premium or not. Captain Skills For the core build, we're going to want to emphasize her damage control abilities. For your first skill, you have a choice between Priority Target and Preventative Maintenance. I prefer the former on my first pass -- it's helpful to know when potential damage is incoming. The latter has currency with Mutsu due to the relative fragility of her weapon systems compared to other tier 6 Battleships. Next, at tier two, grab Expert Marksman. This was absolutely essential with her 3.3º per second rotation speed and it will still be worth while when this gets buffed to 3.8º per second. At tier three, Basics of Survivability should be the skill to grab to help mitigate fire damage. And finally, when you hit tier 4, take Fire Prevention. After this first pass, there are other skills to consider. The best of the bunch are Adrenaline Rush and High Alert at tier 2 and Superintendent at tier 3. This is one of those rare ships where I will not recommend Basic and Advanced Fire Training as the top picks. While these will help prop up her horrible AA firepower, it's really not going to move the needle enough to make it anywhere near acceptable. Similarly, her secondaries are just a little too short ranged to be worth specializing into. You can certainly try it out for yourself, but I don't think you'll find it pays off as well as it would for her tier 7 sister.
  9. LittleWhiteMouse

    Premium Ship Review: Shinonome

    The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: Workhorse. Quick Summary: An almost-stock Fubuki-class Destroyer but with three, slow firing turrets instead of two. Her torpedo armament has an 8.0km range. Patch & Date Written: 0.5.15, December 1st, 2016 Closest in-Game Contemporary: Fubuki,Tier 6 Japanese Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The Shinonome is the sixth ship of the Fubuki-class. Veterans of the IJN line will recognize her three-turret layout as being that of the A & B Hull Variants when the ship was a tier 8 destroyer. Her torpedoes are much more powerful due to their longer range over the stock Fubuki. Otherwise, she's very similar to her tier 6 stock-counterpart with only small differences here and there. PROs Armed with six 127mm rifles -- yay, old-school Fubuki is back! (Or is it!?) Guns have a flat arc with a high velocity shell that makes aiming up to maximum range a simple feat. Armed with three triple torpedo launchers which allows for all sorts of tactical options when it comes to torpedo runs. Good individual torpedoes with 14,600 alpha strike, an 8.0km range and 63 knot top speed. CONs Short reach on her main battery of 9.0km and very poor gun handling with a 6'/s rotation. Slow rate of fire (6.67rpm) with the new shell damage, resulting in only modest to poor DPM. Large turning circle for a destroyer at 640m and only a modest top speed of 35.0 knots. Almost no AA power. The Shinonome is a reward ship, joining the ranks of vessels like the Flint, Kamikaze R and Emden. With patch 0.5.15, any player can earn her by completing a series of missions through the campaign system. Overall, the campaign difficulty is quite low, with only two real hurdles to overcome. First, the missions require a tier 8 to 10 vessel. Second, completing the campaign takes a lot of time. Players can, if they so choose, simply repeat the same missions over and over at each stage. This lets them cherry pick the easiest missions, though this is where a lot of the time requirement comes in. Alternatively, they can attempt more challenging missions to speed up the process, but these may take multiple attempts to achieve. So acquiring the Shinonome becomes a question of inevitability rather than outright difficulty. The timing of the Shinonome's arrival is quite fortuitous as it overlaps the revamp of the IJN Destroyer tech tree. For players without any form of premium vessel, the Shinonome would arm them with a premium trainer ideally suited to helping them redistribute their Captains to the new vessels they would be adding to their ports. But would she be any good as a training ship? Could she perform? Did Wargaming give away a beautiful gem of a ship like the Kamikaze R or is the Shinonome more forgettable? Leading the way. IJN Destroyers make good scouts with their low surface detection range compared to the other ships they face. Sadly, they're rather undergunned for dealing with any enemy destroyers they encounter. The Shinonome is no different, despite having six guns to the usual four of IJN tin cans at her tier. The real struggle that most DDs encounter is in the opening minutes of match where so many of their number are culled early. Options There are no surprises to be found here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard destroyer options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Six 127m rifles in 3x2 turrets. One on the prow, two on the stern in a superfiring configuration. Torpedoes: Nine tubes in 3x3 launchers mounted dorsally. Let me be a little different with this review and start with her torpedoes. As a Fubuki-class destroyer, the Shinonome comes with a very heavy torpedo armament that's guaranteed to make Battleship players poop themselves with rage and terror. She comes with three triple launchers, all mounted dorsally with good fields of fire. These tubes reload in a minute and twelve seconds each, making it very easy to keep a constant cycle of fish in the water. Sounds all pretty nice so far, doesn't it? Well, read on. The Shinonome uses the stock torpedoes found on the Hatsuharu and Fubuki. These do 14,600 damage each with a 63 knot speed and 1.6km detection range. These aren't as hard hitting as the upgraded tier 6 torpedoes found on the IJN ships which cap out at 16,267 damage, but they are faster. But what makes these fish memorable is their range. Unlike the stock torpedoes on the Fubuki and Hatsuharu which are limited to 6.0km, the Shinonome's fish reach out to a very serviceable 8.0km without any reduction in speed or damage for the upgrade. So short of missing out on a bit of alpha strike, you can perceive the Shinonome as having a nice compromise between the faster stock fish and the longer ranged upgraded torpedoes they eventually unlock. They even match well against the Anshan's, being faster, hitting marginally harder and reloading more quickly. I've found them to be a quite comfortable fit. The real danger of these torpedoes is just how many she can fire at a time. The Fubuki-class can dump two launchers worth and hold her third in reserve. Firing only these six still gives her parity with every other destroyer at her tier short of the Farragut. The flexibility of being able to hold back her third launcher is incredibly powerful. It opens up all sorts of opportunities to catch unwary ships with a blindside of fish when they think themselves safe for having avoided two full spreads already. Without going into length, a complacent enemy might commit to a turn to avoid the first salvos only to be struck by the third. Or they may assume that all of the fish have been launched only to be caught out by a surprise point blank ambush with the last launcher. The only real downside is that the Fubuki can make her torpedoes better than the Shinonome through the use of the Captain Skill Torpedo Acceleration. This would change the 10km, 59 knot Fubuki torpedoes into 8km, 64 knots torpedoes with their more powerful warhead. While the Shinonome would still enjoy a faster rearm process for her fish, it's hard to argue that these stealthier, faster and harder hitting Fubuki torpedoes aren't an improvement. Still, I am very pleased with the Shinonome's torpedo armament. It's quite powerful and unique. The Shinonome may seem like a fun throwback when it comes to her guns, at least for veterans of the IJN line. Players of the original Fubuki will recognize the weapon layout as that of the class before 0.5.15 if you used the A or B-Hull rather than the anti-aircraft C-Hull variant. I was more elated to see this than perhaps I should have been. Not only was her gun layout preserved but so too was her rate of fire. To say that her gun performance is rather lackluster is a bit of an understatement. * includes the use of the Advanced Fire Training Captain Skill where necessary. Gun performance values for tier 6 Destroyers. This lower rate of fire is combined with the nerfed shell performance from 0.5.15 which reduced HE damage per shell from 2,100 to 1,800. Her base fire chance is also reflective of the new shells at 7% per hit as opposed to 9%. While this does put her ahead of the Hatsuharu and Fubuki in terms of raw DPM and Fires per Minute (FPM), she lags considerably behind the Ognevoi, Anshan and the Farragut. In addition, she doesn't have that much of a lead on the IJN Destroyers. I was personally hoping to see the Shinonome with a Hatsuharu or at least a Fubuki's rate of fire. But being stuck at 6.67rpm instead of 7.5rpm or 8rpm is a big disappointment. This is compounded by the stereotypical poor gun handling of the mid tier IJN Destroyers. The guns take 30s to rotate 180' so you can forget brawling. The final nail in the coffin for me in regards to her guns is the 9.0km range. Their only saving grace comes from the good ballistics of her shells. Like all IJN 127mm Destroyers, her guns are very high velocity with very flat trajectories. This makes accuracy not much of a problem and it's more than sufficient to slap a prospecting hunter in the face. They can also be used sufficiently to finish off wounded prey if you're still in the vicinity after dumping your awesome fish. The Shinonome encounters a Hatsuharu inside a squall. Her primary battery allows her to battle from a position of superiority against other same-tier IJN Destroyers. Rivals: Hatsuharu The Hatsuharu doesn't come off looking to good in comparison to the Shinonome. Her torpedo armament is worse. She might have better rate of fire, but with only a 20% increase in reload speed compared to the 33% increase in available guns on the Shinonome, the Hatusharu falls well behind in that regard. Well, at least she has better range than the Shinonome. Sort of. That 300m is hardly decisive. About the only place where the Hatsuharu is hands down superior to the Shinonome is in regards to her agility and concealment. The Hatusharu is faster and she handles better. She's also got a 300m stealth advantage over the premium ship. Both of these traits are nice but when it comes to outright performance, I've got to give the laurels to the Shinonome in this comparison. Maneuverability Top Speed: 35.0 knotsTurning Radius: 640mRudder Shift: 3.2s The Shinonome nearly clones the Fubuki when it comes to her agility. This puts her on the slow side for a tier 6 destroyers, with a largish (but not unprecedented) turning circle and a rudder shift that lags behind the lead of her class by 0.7s. So while not terrible, the Shinonome doesn't have good handling either. She can and will out turn her sluggish turret traverse and you will find yourself tempted to touch the rudder to correct your aim or to speed up bringing your guns to bear. I find this to be largely a mistake as it can lead to all sorts of navigational problems, including often fatal beachings. DurabilityHit Points: 12,900 Bow & Deck Armour: Minimum of 12mm The Shinonome has less armour than the Fubuki, believe it or not. A few millimeters of missing armour plate aren't going to make a whole lot of difference, though. Any gun in the game can penetrate your bows with HE shells, so it's not like you'll enjoy any form of immunity to any kind of attack short of bouncing 152mm AP shells tossed into your face at point blank range. Her hit point pool is decent, though a far cry from the 15,500hp found on the Ognevoi or the 14,400 of the Anshan. Still this is on par with the Fubuki and it's higher than that found on any other USN or IJN destroyer at tier 6. This isn't really enough to make trading DPM with her main armament feasible, but it can provide a buffer to make picking on a damaged ship more worth risking. Rivals: Ognevoi & Anshan These ships are faster than you, tougher than you, with better DPM. These ships from the Soviet Block have the muscle to bully you off of objectives and drive you away from making attack runs on their big friends. They're anything but stealthy, however. And while their guns look more impressive, they're not that much better at slinging high explosive shells than you are. Properly equipped (with boosted hit points) and with the advantage of getting the first volley, you might be able to out trade these ships with your Shinonome. But beware if they switch over to armour piercing shells. They'll pull away on damage. Still, the only real contender for the Shinonome is the Premium Anshan, which preservers the gunship qualities of the Ognevoi but adds a potential 8km torpedo armament. This pales compared to the three triple launchers of the Shinonome, though. You can also console yourself that the Anshan has similarly poor gun handling, so neither one of you is going to want to adjust your heading while trading blows. Like a sick game of chicken, the first one to make a mistake or to veer away loses. Aware that she would be horribly outgunned and outclassed by the Akizuki, the Shinonome makes use of an island to keep out of line of sight of the fearsome IJN gunship. Pick your battles! Concealment and Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.8km Minimum Surface Detection Range: 6.11km Concealment Penalty while Firing: +3.81km (vs 9.0km gun range) With her large hit point pool, it's perhaps not surprising that the Shinonome is a big boat. Her 7.0km surface detection range, while not so troublesome when the Fubuki was tier 8, is a little more problematic at tier 6. Thankfully she goes up against the likes of the Ognevoi (7.7km), Farragut (7.6km) and Anshan (7.2km). She really begins to hurt when up-tiered (as all sub tier 8 destroyers do) which face enemy tin cans that have access to Concealment Modification 1 which provides them with an immediate detection advantage. Still, her 7.0km is serviceable. Right out of the box with her premium camouflage, she has a 6.8km surface detection range, giving you a very comfortable 1.2km concealment window from which to deploy your torpedoes against larger ships. Fully upgraded, you can get the Shinonome's surface detection range down to 6.1km. This does open up a tiny opportunity to stealth fire from open water if her Captain takes Advanced Fire Training. Don't think that this will redeem her gunnery, however, as it's only a 900m window. Anti-Aircraft DefenseAA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 Hahaha! No. Turn this travesty off and leave it off. You've got more hopes of Wargaming implementing mid-air collisions than getting the Shinonome to shoot something down. Rivals: Farragut The Farragut contrasts the Shinonome greatly. Faster, more agile, with nimble guns that unleash a blistering rate of fire -- out of all of the tier 6 Destroyers the Shinonome might encounter, the Farragut is her worst nightmare. Armed with up to five 127mm rifles which cycle once every four seconds, she can stack the hurt in a hurry and disable weapons and systems under her incessant volley. With a pair of quadruple torpedo launchers with a 6.4km range, you have to be wary of where and when you turn when a Farragut engages. You're not going to out trade a Farragut. In a straight line, you're not going to outrun her either. Your best bet is to point your stern into their faces and run, firing back with your four rifles. If she wants to keep up, the Farragut will have to go bow on and only be able to reply with two. But no Farragut should be fool enough to fall for that trick for long. Disengage when you see a full health Farragut prowling near you. You've got a very small stealth advantage over her. Use it and look for greener pastures. After encountering a Lo Yang inside of 6km, the Shinonome blows smoke and heads out to open sea after dumping fish. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As an IJN Destroyer, the Shinonome is a pretty forgiving boat. While she struggles with her guns, it's just hard to argue the point that being able to spit out nine torpedoes from three launchers doesn't facilitate hitting targets and doing damage. I would say that the baseline difficulty for the Shinonome is higher than that of the Fubuki. Her extra guns are nice but not enough to provide a solid deterrent to would be aggressors. 10km torpedoes are easier to use than 8km torpedoes, if only from a survivability perspective. Efficacy remains up for debate. It's this same torpedo armament which in the hands of an expert player become a real nightmare. Three triple launchers provides a whole measure of control that's all too dangerous in the right hands. Combined with stealth and agility, a Shinonome, like a Fubuki, that's left unchecked into the later stages of a match can quickly spell the end for an unwary team that has lost their vision. Mouse's Summary: The Shinonome looks less impressive than she is. It's easy to get caught up on how she's not-quite a Fubuki. Her gun armament will disappoint many who are expecting great things from it. She's no gunship. Overall, she's a good workhorse premium, with no flash or pizazz. I was initially disappointed in the Shinonome. While I was working on trying to figure out a way to summarize her for people that asked me what she was like, I found it easiest to compare her to what people knew. She's a stock Fubuki, with three turrets instead of two. She reloads more slowly. She has 8km torpedoes instead of 6km. That really doesn't sound like a ringing endorsement. In fact, it sounds downright lackluster. But that's undermining just how good the Fubuki is at tier 6 and how the Shinonome, as a Fubuki herself, does just fine as a result. I am delighted that they included this ship as a reward vessel accessible to anyone with a tier 8+ ship and time to grind out the Campaign Missions. This will give players who don't normally have access to premium content, and who might be newer and have missed out on previous promotions, a chance to grab a trainer and credit earning ship to assist them in playing World of Warships. The Shinonome will work well for anyone that's looking to help retrain their Captains, especially with the changes to the IJN Destroyer line. The only unfortunate part is that the time needed to complete the campaign may make their own acquisition of the Shinonome so delayed as to be moot for this purpose. Oh well, she'll be ready the next time she's needed. The Shinonome is a workhorse. Like the Kamikaze-class before her when the Minekaze still reigned king, she does not look that impressive compared to her non-premium counterpart. Don't let that fool you. You don't drive the Shinonome to be fancy or to be noticed. She's there to get the job done, and she's got all of the right tools to assist you in doing so from start to finish. Rivals: Fubuki The Fubuki outclasses the Shinonome in everything but main battery firepower. But let's be thorough and go over the specific differences compared to the upgraded ship. In parenthesis, the Fubuki will be first, Shinonome second. The Fubuki is better armoured (16mm bow vs 12mm) The Shinonome has a larger main battery (4 guns vs 6) The Fubuki reloads faster (8s vs 9s) The Fubuki is longer ranged (10.0km vs 9.0km) The Fubuki has better torpedoes (16,267 damage, 59 knots, 10km range, 1.5km detection vs 14,600 damage, 63 knots, 8km range, 1.6km detection) The Fubuki has better AA DPS (19 vs 4) The Fubuki has better Rudder Shift Time (2.5s vs 3.2s) The Fubuki is an excellent destroyer at tier 6 -- arguably one of the most powerful destroyers at her tier and certainly in contention for being one of the most powerful destroyers tier for tier in the game (provided we pointedly ignore the Gremyashchy). That the Shinonome compares so closely to this strong destroyer really speaks well for this premium ship. The Fubuki and Shinonome. The Fubuki has the busier camouflage scheme between the two of them. Visually, they are quite similar though still distinct. The Shinonome is easily identified not only the number of turrets but by their style, which are slender and boxy. Would I Recommend? The Shinonome is a free ship (for now). The only way to acquire her is to put in time to the Campaign and unlock her through the step by step process of completing Missions. Time is precious, and it's ultimately up to the individual how to spend their precious hobby hours. With this in mind, here are my recommendations: For Random Battle Grinding: Yes, she's worth it. As I said earlier, she a stable, reliable work horse. The Shinonome is perfect for helping grind out your IJN Destroyer Captains and she's no slouch for your cruiser Captains either. She synergizes well with most of the Captain Skills you could want for either the gunship or torpedo boat line for the destroyers. Do keep in mind that as a tier 6, she will be facing against higher tiered opponents more often than not. It will be rare that you're not facing off against tier 7 opponents at the very least. Make use of her concealment, sneak those caps where you can and put fish into their big stuff to gradually accumulate the experience and credits you need. Stay away from anything with radar. For Competitive Gaming: It's harder to recommend her here. The Fubuki is better. Still, she can be pressed into performing if needs be. Like I said, it's hard to argue with the merits of three triple launchers. Personally, she wouldn't be the destroyer I would reach for. For Collectors: The end of the historic Shinonome is a mystery. Even the whereabouts of her remains haven't yet been confirmed. Like the Arizona, she didn't have a wartime career and is more famous for the events surrounding her sinking than in any action in which she participated. For Fun Factor: For Captains who love their IJN Destroyers, the Shinonome is a good fit. She doesn't have any gimmicks to make her stand out. But if you like Fubuki-style game play and wish you could make a few more credits and experience while enjoying that style, then the Shinonome is a great investment. She will not convince someone who does not like Destroyer game play, particularly Japanese destroyer game play, to change their colours however. Outfitting your Shinonome Recommended Modules There shouldn't be any surprises in this section. For your first slot, I strongly recommend Magazine Modification 1 for all destroyers. This turns detonations from an uncommon (but jarring) occurrence to a statistical outlier. You will take gun hits in your destroyers and they can and will result in the complete annihilation of your vessel with some frequency (as much as 1 game in 20). This will reduce this down to almost 1 game in 67 at most. If you feel like living dangerously, or if you intend to always equip Juliet Charlie signals, then Main Battery Modification 1 isn't a bad choice. Just don't complain when someone asplodes your boat. For your second slot, it's a no brainer. Aiming Systems Modification 1 is best. The third slot options are still pretty terrible. Take whichever one you like. I usually go with Propulsion Modification 1 in the vain hopes that my engine might bust less often. It doesn't seem to be working. Finally, for your fourth option, Propulsion Modification 2 is handy, particularly if you find yourself accelerating and decelerating to take advantage of smoke. For aggressive players that like to ninja caps, this is definitely the best option. Steering Gears Modification 2 isn't bad, but this only nets you a 0.64s gain on your rudder shift which is hardly noticeable. Recommended Consumables The Shinonome isn't too pricey when it comes to maintaining her consumables. Due to her decent stealth window, you can eschew the use of a premium Damage Control Party if you wish. The 60s reset timer on the standard version is normally sufficient for a vessel that doesn't intend to use her guns that often. The same can't be said for your Smoke Generator. Don't skimp out on that and spend the 22,500 credits to increase the number of charges you get and to reduce the reset timer from four minutes down to two minutes and forty seconds. I wouldn't bother with a premium Engine Boost consumable. Its use is highly situational. You can just hold onto it until you really need it. Recommended Captain Skills With the way the IJN Destroyer tree has branched, it's not uncommon to see some skill choices that seem less optimal for select destroyer types. The Akizuki has very specific demands, for example. To this end, they may not mesh up perfectly with the Shinonome. Here's the skills I recommend for her optimal performance. For your first skill, Basic Fire Training is best. This will bump up her anemic reload rate from 9s to 8.1s. Next, grab Last Stand to keep your engine and steering gears operational after taking damage. Torpedo Armament Expertise is very powerful on the Shinonome, reducing her reload from 72s per launcher down to 65.7s and should probably be acquired on a subsequent pass through the list. Lastly, Expert Marksman is alright, but it won't suddenly make the guns amazing. I would skip it personally. At tier three, Superintendent is probably the best choice. This will give you an extra (and welcome) charge of your Smoke Generator and Engine Boost consumables. At tier four, you have three reasonable choices. Advanced Fire Training seems like the optimal choice, increasing your gun range from a pathetic 9.0km to 10.8km which is much more versatile. Alternatively you can reach for Demolition Expert to nudge the fire chance of this ship from 7% to 10% per shell which is respectable. However, I feel that Survivability Expert is probably best for the Shinonome, bumping her hit points up to 15,300. And finally, at the last tier, Concealment Expert remains too good of a choice to pass up for Destroyers. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  10. Battle of Jutland We will try this on this next coming Friday on Dec 7th 12/7/18. 9:30-11:30PM US Eastern standard time , 8:30-10:30 PM US CENTRAL TIME, 7:30-9:30 PM US MOUNTAIN TIME, 6:30-7:30 PM US PACIFIC TIME , 11:30AM -1:30 PM in Sydney Australia 9:30 AM - 11:30 AM in Perth Australia. This will be in the training room labeled "battle of jutland". search for training rooms by Outwardpanicjoe. if anyone is interested in helping to make new events or suggestions feel free to join the workshop discord https://discord.gg/ygjyP2G the event for this will be in the same discord for voice. TRAILER V General rules for the event: Try to stay in a battle line formation as much as possible. Battleships/battlecruisers will be using AP only. Each team will have 2 commanders of the line one in the lead and one to the rear of each battle line. If one of the commanders is taken out of the battle, the ship next in line takes command as flag ship. Chapter 2 - The Grand Battle UK mission- The battlecruisers are on the retreat intercept the german fleet and engage them from a battle line and surround the german fleet and pumble them into submission. Attempt to sink the rest of the German navy before they can try to escape to the map border. UK ships- 10 battleships and 2 other classes. 3 Queen Elizabeth classes including Warspite, 3 Orion class BBs , 2 Iron Dukes, 2 Bellerophon's, and 2 Other can either be a tier 2 dd or a tier 2 cruiser for spotting and supporting fire and smoke support no torpedos. Kaiserliche Marine Mission- Form a battle line and intercept the Grand Fleet. Try to sink 3-4 ships, or just inflict more casualties than the royal navy has before trying to retreat and avoid getting crossed by the T. Kaiserliche Marine Ships- 9 battleships and 3 other types of ship. 3 Konigs, 3 Kaisers, 3 Nassaus. And 3 other types, being tier 2-3 cruisers and DDs for spotting and artillery support and smoking support Torpedoes may only used in a fleet retreat and is limited to 1 reload. here are some pictures from the last event V
×