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Found 80 results

  1. Capt_Cyral


    now i know everyone's been asking for a "new PVE mode in high tiers"... but the new mode is BULL*&^%$ against Cruisers...i remember from day 1 that the BB-GANG has been getting a ton of dog crap thrown their way in the forum's... now that "new" PVE is just for them or what???so every 1 else gets WACKED OUT while they get into secondary's range and have ZERO freakin shots and torps thrown at em????? even the BOTS have 80% accuracy at more then 10km is really crap... so now were back 2 accommodating the BB-GANG allowing em to have an easy way of making a crap load silver while the rest of us have to drop tiers to pay the bills...damn that sucks how about dropping the accuracy of the bots past 6km to 1/2 of what it is now freakin BB's are less then 8km off their guns and get ZERO shells/torps fired at em... that's straight out wrong even the secondary's of the bots don't fire on em....give us a fighting chance
  2. I stopped playing this game 2 years ago after the December 2020 captain skill rework. It nerfed battleship secondaries to the ground. BB players were no longer pushing, and instead just sat behind and sniped. It was toxic. I tried a few Co-op matches after Christmas 2022. I noticed that the captain skills are reworked again. There are some secondary battery talents returning. So how are battleship players been faring these days? Are secondary builds viable again? Do BBs push? Are the submarines making everything on the surface too quiet? Thanks in advance for your inputs!
  3. Mizzerys_Fate

    Help! Mecklenburg or Incomparable?

    With 47,000 steel, and a coupon Saturday I will be buying one of them. Primarily will be for Clan Battles and randoms. Which ship would you choose and why? All help appreciated.
  4. AKA, How Secondaries Actually Work, and Why They Should be Changed: Episode 3 Episode 1 / Episode 2 Disclaimer: Any mention of test ships are entirely based on my opinion of publicly-available statistics. Statistics are subject to change. Good day ladies and gentlemen! The weekend is nearly upon us, and Monday brings candy-mongering gremlins (formally known as children) to our doors. If you're like me, then you'll have a bag of tricks and keep all the treats for yourself ;) In this episode, I'm going to propose a set of changes I'd like to see to ships that aren't considered brawlers. Yes, that's right, this is not a "German BB secondaries suck" thread. This is about the other guys, the poor neglected ships that one should never consider building for secondaries. I think I can summarize the whole article with the following meme (credit goes to @SaiIor_Moon): Let's start with some background info that most seasoned players already know for the benefit of those who are less informed. There are four common secondary dispersion formulas used by most ships in the game. These are Standard, Russian 130mm, German, and Accurate. Most ships get the Standard formula. Examples include tech tree U.S., Japanese, Italian, U.K., and French battleships. The Russian 130mm dispersion formula is used strictly by Tier X Russian ships, and is more accurate than the Standard formula (tell me with a straight face that Russian bias isn't a thing). The German dispersion formula is used primarily by the tech tree German battleships (Nassau - Preussen) along with a few other ships like Pan-American battleship Atlantico. This formula supposedly helped German battleships retain the accuracy they had pre-commander-rework, although I've never been able to verify that's the case. Lastly, we have the Accurate dispersion formula, long-associated with ships like USS Massachussetts and the German battlecruisers (Von der Tann - Schlieffen). These are the most accurate secondaries found on any tech tree battleship, and are known for their ability to whittle away hitpoints in quick order. There are other secondary dispersion formulas used in-game, but they tend to be for specific ships like Italian cruiser X Napoli or the infamously laser-accurate German VIII Graf Zeppelin. Since these are limited to single ships, I'm not going to focus on them in this thread. Instead, I want to talk about the underdogs of the secondary battery world, the ones that use the Standard dispersion formula. Many of these ships have heavy secondary batteries (like the French and Italian battleships) but just lack in certain aspects to make them even remotely viable for building into. The biggest problem is accuracy. Standard accuracy sucks, a lot. Without any modifiers (captain skills and upgrades), secondaries with the Standard dispersion formula have 23% worse dispersion than the German formula. It's a staggering 42% worse than the Accurate formula, which is what makes the likes of Schlieffen so powerful as a secondary brawler. "But Murrel," you say, "23% worse dispersion than the Germans isn't too bad." Oh, but it is. See, it's not really dispersion that matters here. Your secondaries will spatter an area of several square kilometers when they first start firing. Reining in the maximum dispersion helps a little, but it's how maximum dispersion affects the impact area that is important. To better understand what I'm saying, let's look at some pictures illustrating this subject. I've chosen one battleship from each of the four main secondary dispersion formulas, showing their typical secondary battery impact at a range of 10km. Standard dispersion (feat. Montana): Russian 130mm dispersion (feat. Kremlin): German dispersion (feat. Preussen): Accurate dispersion (feat. Schlieffen): Notice how the horizontal dispersion (the shorter dimension) gets smaller and smaller as the accuracy formula improves? Comparing these dimensions, it doesn't look like there's much difference in the horizontal parameters. The vertical dispersion (the longer dimension) is insignificant as it is a function of shell impact velocity and angle. Notice how Kremlin has worse vertical dispersion than Montana despite using a better accuracy formula - this is because Kremlin has ridiculously high shell velocity and low drag on its secondaries (best in class in both parameters), but that's a discussion for another thread. The point I'm trying to make is that any given reduction in maximum dispersion will have an even larger effect on reducing the impact area of the secondary shells. For example, Kremlin's maximum secondary dispersion is 14% better than Montana's. However, this 14% reduction in maximum dimensions means that the area of the ellipsoid (the impact area) of the Russian 130mm secondaries is actually 26% smaller than Montana's. That's a significant amount, considering that increases your chance of hitting the target by 35%. Now let's compare Standard dispersion to German dispersion: a 23% increase in maximum dispersion results in a 41% smaller impact area, which means hitting your target 69% more often. That's huge. Last, but certainly not least, let's look at the Accurate formula. The maximum dispersion is 42% better than the Standard, which equals a 66% smaller impact area, and a 97% higher chance of hitting the target. Yes, it's that good. So what's the takeaway? That German battlecruisers are the kings of brawling and building Montana for secondaries is a cardinal sin? If all remains as it is, yes. I'd like to believe there's a chance that may change, someday, hence this post. When the last commander rework happened, it came with a promise that it would allow a diversification of builds. While this may be true for some classes of ships, as a battleship main I can quite comfortably say that survivability/tank build is king. I'm not complaining about German battleships being terrible at brawling, nor am I bemoaning about the less accurate secondary builds that have been given to us since the rework. Thing is, German BBs got a band-aid to their secondary battery accuracy to help mitigate the effects of the reworked Manual Secondaries skill. Every other ship didn't, so running a secondary build on most other battleships became even worse than they already were. It's not too late to fix it. So how would I suggest changing secondaries? Here's the tldr version for y'all: Standardization of all secondary battery ranges. Give all ships of all classes the German/French ranges. Buff the Standard dispersion formula. Replace it with the Russian 130mm formula (or even the German formula). Case specific buffs: rebalance specific ships' secondaries depending on their performance (i.e. reduce Conqueror's reload from 6.67s to 4s - it only has 8 guns per side) Secondary builds for cruisers: allow them to take a manual secondary skill identical to battleships, but don't allow them to take a skill that improved range. Meme secondary builds for destroyers, aircraft carriers, and yes, even submarines. 1. Standardization of secondary battery ranges. The gameplay meta is always changing. With more and more ships and classes promoting longer-ranged gameplay, having poor secondary range is not good. Just look at the secondary-focused Japanese battleship IX Iwami. It has secondaries that use the Accurate formula with good penetration, decent fire chance, and high rate-of-fire, but really needs more range to be relevant. I propose that all battleships and cruisers receive the same range as that already used by French and German cruisers and battleships. Ideally, I would like to see all aircraft carriers, destroyers, and even submarines get the same buff, if for no other reason than for the memes. I mean, secondary Haida is only for cool kids, right? I'd run secondary builds on some of my aircraft carriers as a means of self defense if they weren't saddled with despicably short range. This change will make brawling more comfortable, and the added range won't hurt destroyers as shell travel time will make it easy to dodge at longer ranges. Some ships might need further tuning - discussed below in "case-specific adjustments". 2. Buff the standard dispersion formula. This will allow players who wish to run secondary builds on unconventional ships to be rewarded for the expenditure of upgrades and captain skills. This will lead to the diversification in builds that we were promised when the captain skill rework occurred. At the very least, all battleships that currently utilize the Standard dispersion formula should have it replaced with the Russian 130mm formula. As stated above, this will result in -14% maximum dispersion, -26% impact area, and a 35% higher chance of hitting the target. Personally, I would even go so far as to suggest testing replacing the Standard and Russian 130mm formulas with the German dispersion formula. Again, as said above, this would equal -23% maximum dispersion, -41% impact area, and a 69% higher chance of hitting the target. The thing is, unless one chooses to build into them, German secondaries without any modifiers (like running a tank-build Preussen) can't hit anything. So, buffing secondary accuracy isn't going to make a main-battery/tank build Montana OP overnight - it will still have terrible secondaries when not built for them. This will further reward players who wish to have fun with trying out different builds and just have a good time in their secondary spec' Montana. It will also help ships to better defend themselves from submarines, although submarines aren't usually sitting at or near the surface when spotted within secondary battery range. Furthermore, buffing tech tree ships with standard dispersion does not detract from special secondary-focused premium ships like Massachusetts. Ships like her will still be hands-down the best brawlers at their tier, and worth every dollar. 3. Case-specific secondary buffs. Certain ships are just pathetically underpowered when it comes to their secondary firepower. The first that comes to mind for me is the mainline British battleships. From tier VII through to tier X, all of them have the exact same secondary battery. Same damage, same barrel count, same reload, same everything. Having 6.67s reload on 8 guns per broadside that can only penetrate 22mm of armor is really disappointing, and they're basically there as ornaments. In this case, I would buff the reload slightly per tier, ending with a 3.5-4s reload on the Conqueror so that they could actually be relevant. The Italian battleships are another sad case. Their issue is the lack of penetration on their 90mm guns. I would start by giving them the range and accuracy buffs listed above, and if their fire chance isn't enough to make them worth building into, I would suggest increasing the high-explosive penetration on the 90mm guns to 1/4 caliber, giving them 23mm of penetration. Alternatively, many have already suggested giving them SAP ammunition; such changes would likely require more extensive testing, but it's certainly an intriguing prospect. 4. Secondary builds for cruisers. I would like to see the return of secondary builds for cruisers. I would suggest the addition of a manual secondaries skill identical to the one already used by the battleship skill tree, replacing a less-popular skill (or adding even more skills for more diversity). Such a change would likely mean nerfing the base accuracy of X Napoli, but the result would be a net-zero change in accuracy (maybe even a slight buff) post-rework. It would also mean that the upcoming dockyard ship, IX Admiral Schroder, would be a viable secondary cruiser (see Episode 1 for that discussion). I would not recommend giving cruisers a skill that further enhances their secondary range, as this would lead to the possibility of stealth secondary builds, which are probably best left in Pandora's box of bad ideas. 5. Meme secondary builds for destroyers, aircraft carriers, and submarines. I think this could lead to some pretty funny (but not optimal) captain builds. Secondary-build Haida, here I come! The point WG should take away from this is that making secondary builds possible for more ships will lead to more players trying new builds. This costs credits to purchase the new upgrades, doubloons to reset commander skills, and doubloons to remove upgrades. Add on that this may entice players to spend more time than they normally would playing the game, testing out new builds... it'll make money. And that, my friends, is what a games company is all about. Summary: I would love to see standard secondary dispersion be buffed. Better accuracy and standardizing secondary ranges for each tier will make brawling more comfortable for ships that previously couldn't dream of running secondary builds. Allowing all classes in-game to run secondary builds could lead to some funny captain builds, and good times all around. In short: If you've managed to read all the way to the end, congratulations! You made it! I apologize for the long post... I didn't think it would be that long when I started it... 3 hours ago. Please let me know whether you like or dislike the proposals I've made, whether there is anything you would change, or if I missed something that you would like me to comment on. Also, if you liked this post, please consider checking my previous post about secondaries and the upcoming dockyard ship Admiral Schroder in my previous two posts (links below). Take care folks! Episode 1 / Episode 2
  5. Thank u the powers that bee....in a 1v1 fight the american CLs suck....everything else has either torps or airial bombardment...the americans have NOTHING that can with stand that...super slow traverse speed for the guns, a MINIMUM of 15 sec reload times when u get to T6 and better...not to mention the rudder.... a T4 BB that NOT american has a faster rudder then them...when is that line gonna get an overhaul at least, sense the CLEVEs stats whent to the ATLANTA....yall been screwing that line over HARD...the AMEICAN line of WARSHIPS other then the premees cannot complete w/ anything else 2 tiers below them...ammo is currently spit balls...armor is paper thin.. my gripe for the year...FIX EM SUJESTIONS:: increase the rudder speed of 25% and allow w/ max Capt. skills the traverse speed to MATCH the rudder speed...decrease reload times to 8 sec. on everything from T6 up.. at least make em to where they can compete w/ ships 2 tiers lower then they are.
  6. I'll try to be as biased as possible, I've played submarines and I don't like them out of operations I'm what you would call terrible with them I admit that... but as a Battleship player that I've always been, it's already frustrating for me to deal with torpedoes from the destroyers that you can at least evade but that a submarine appears to you at 3km while you are aiming at the opposite side exceeded my limits, I am not saying that they eliminate the submarines (although that would be good news) but since the Battleships are unplayable in a certain way Period, because you can lower 60% of HP to a destroyer with a well-placed AP salvo, but neither with the air attack nor the secondaries can you do more than 6k to a submarine since there is a problem that nobody wants to see
  7. I just go the Dante Alighieri from the Amazon drop and was going over her stats and looking at captain builds. When I noticed that the "recommended" build for her includes a light secondary build with a bit of survivability. . But when looking at her gunnery stats I really don't see anything - other than a large number of secondaries - that would suggest this would be a viable way to go. So my question to those who are more knowledgeable, is this really WG intentions for this line to have a serious secondary component, and I am just missing something? Or is this an example of the skill rework not - syncing - with game elements? Thank you for thoughtful response in advance!
  8. Hi, I've been playing for a few weeks. I wanted to ask you, what would be the nation that has the cruisers with the type and game behavior of the French battleships... since they are the ones with which I have the most fun and I get along better from the battleships, for example the Richelieu. I know that the question is strange, I hope it is understood ... cruisers that seem that you are almost playing with a French battleship. From already thank you very much.
  9. Cpt_JM_Nascimento

    Como jogar a curta distância

    Vejo muitos jogadores reclamando que batalhas a curta distância está morto. Por causa o spam de PE é muito opressivo, porta-aviões acabam com a brincadeira e etc. São pontos válidos, mas também os jogadores que usam navios brawlers na maioria das vezes não sabem o que estão fazendo e tentam fazer isso nas piores horas possíveis ou pensam que se não tiver um alvo no alcance das secundárias do seu BB a todo instante é uma partida sem sentido e brawls é irrelevante. Por isso que vim aqui no fórum para postar um guia de algumas coisas que devem ser levadas em consideração antes de se aproximar do oponente. O difícil não é a batalha a curta distância, mas sim a tentativa de se aproximar, por isso ciclones favorecem navios brawlers, porque o perigo de se aproximar é quase inexistente, com exceção do número de navios envolvidos, então vamos ao guia em si. ANTES de se aproximar: Não force batalha a curta distância nos primeiros cinco minutos, exceto em situações muito específicas, ainda tem muitos navios flutuando e alguns que não foram detectados nenhuma vez, poupe o seu HP pra ter vantagem na metade e no final da partida. Observe e interprete o minimapa. Veja se o seu time tem vantagem numérica no flanco; se tem a vantagem numérica, observe quais tipos de navios cada um tem de cada time ali e o HP de cada; procure pelas últimas posições conhecidas dos DDs inimigos (principalmente aqueles com torpedos fortes); observe se o time inimigo não consegue fugir, em outras palavras, teriam que fazer alguma curva de 180 graus e eventualmente expondo a lateral vulnerável do navio ou algum terreno que bloqueia a rota de fuga deles; preste atenção onde o CV inimigo está mais ativo se tiver algum na partida. Não precisa ter todos esses elementos a favor, no entanto, quanto mais deles estiverem, mais seguro. Sobre o seu navio: garanta que todos os seus consumíveis estejam disponíveis caso ainda tenha cargas deles ou, caso o tempo esteja curto, ao menos os consumíveis relacionados a sobrevivência prontos para o uso; planeje uma rota com antecedência que evite que fique em algum tipo foco cruzado, caso tenha, faça questão de devastar algum dos lados na forma de concentração de disparo do time ou torpedos para lidar com um dos lados da forma mais rápida possível, de preferência o mais fraco que cai mais rápido. Se tiver escolta ou algum consumível a bordo com radar ou hidro para evitar emboscadas é um bônus, mas isso não será problema se interpretou bem a situação. Durante a aproximação: Use a cobertura das ilhas para se aproximar sem ser detectado ou para limitar o número de navios que podem atirar contra a sua embarcação, logo, é mais perigoso fazer isso em águas abertas, mas ainda pode ser fácil dependendo das circunstâncias. Lembre que uma vez que está cometido ao push, só tem duas formas que isso vai terminar: o time inimigo será aniquilado ou você será... tentar fugir do nada provavelmente vai resultar no segundo caso, rotas de fugas viáveis num brawl são raras (geralmente envolve um ilhas com formatos específicos). Mantenha a rota que tinha em mente e também seja flexível para se adaptar a situação, mas evite ficar longe dos objetivos do mapa, principalmente com navio lento. Foque o alvo que tem o maior potencial de drenar o seu HP, não necessariamente o navio mais fácil de afundar, se ele tiver te ignorando melhor ainda, claro que isso pode não ser válido em outras situações, como o seu time precisando desesperadamente de pontos; Se posicione lado a lado com o seu time, assim um alvo não fica exposto na frente sozinho sendo focado pelo time inimigo, entretanto verifique se os outros navios tem HP o suficiente ou se o cruzador tem algum tipo de blindagem, por outro lado não se acanhe caso eles fiquem receosos de irem em frente, apesar de ajudar com eles juntos com o seu navio não dependa de jogadores do modo aleatório. Curta distância Essa é a parte mais fácil, então não vou entrar em muitos detalhes, com exceção de um: como evitar colisões ou como causá-las em última instância. Para evitar uma colisão, se o seu navio for mais manobrável que o oponente tente usar a sua habilidade para emparelhar com o navio inimigo, bônus: mire os canhões com antecedência na sua broadside para acertar o inimigo assim que os navios estejam lado a lado, assim as suas torres não precisam acompanhar o movimento do alvo no driveby; caso a sua citadela for invulnerável a curta distância (turtleback ou hitbox submarina), não hesite em expor a lateral pra evitar a colisão, é melhor tomar 20k de dano do que o navio inteiro e na situação, bônus: tente nocautear as torres do oponente antes disso; e o mais difícil seria se o seu navio for menos manobrável que o oponente, vc terá que afundar ele antes que colida ou usar a habilidade pessoal com o navio. Para causar uma colisão, nunca exponha a sua lateral e terá que prever a movimentação do alvo; não atire cedo demais, isso dará tempo para o alvo lançar torpedos e/ou expor a lateral para evitar a colisão e usar todo o seu poder de fogo contra o seu navio com HP baixo, use os seus canhões carregados como intimidação para forçar o alvo numa trajetória mais previsível. Caso planeje colidir contra o navio 'X', se o HP atual dele for mais baixo que 80% do seu HP base máximo (bandeira de colisão em consideração), não gaste as suas salvas contra alvo 'X', caso queira fazer mais dano, foque outro navio. Tem mais coisas para levar em consideração, mas deixaria o texto mais carregado que já está. Possivelmente você vai pensar que isso tudo é muito difícil, mas ficaria surpreso a quantidade de oportunidades que os times de aleatórias permitem que você faça tudo isso que eu falei sem grandes problemas. Edição extra: se o inimigo estiver vindo até você, basta esperar
  10. I believe one of two small changes to Super-Heavy will greatly increase is viability in many builds as well as increase the number of players that use it. However, I believe if both were implemented it may be too good of a skill. Increase shell damage from 7.5% to 10% damage. Decrease burn/flood time from 25% from 20%. I believe this because as I currently see it only 1 ship that can benefit from the skill enough to justify the risks, Shikishima. Despite this, it isn't even a common pick amongst the 510mm cult. People would rather use Adrenaline Rush or even Focus Fire Training in it than risk burning to death for a small boost to their already amazing shells. This goes without saying that if the ship which can profit the most from it isn't using it much, the others are barely using it if at all. It is very commonly referred to as a potato skill because it gets battleships killed a lot faster for no gain. How would it affect the game if it were buffed? I could see the 457mm ships in the game having to vex heavily on whether they should take Improved AP or Adrenaline Rush which is the point. Creating an environment where players have more choices instead of default picks. Who knows, maybe even Conquerors will start shoot AP on the regular!? What do you think? Do you see merits in improving this skill or do you think it is good where it is at. If so, why? I would very much like to hear the other side of this debate. Merry Christmas!!!
  11. Within the British tree a lot of lines depend on their High explosive rounds and so forth the concept the British tree was brought in with has been only present in one line so far: the light cruisers as a result i have come up with a line of ships that need to represented eventually in the tree and have a large fanbase behind them so I present : British Battlecruisers! features: Standardized Main and secondary gun Caliber for each tier Group Extremely Good Accuracy at each tier with best in class sigma and good dispersion Main Battery AP Shells share same characteristics as British Light Cruiser shells but Maintain standard fuse characteristics of non British battleship lines but as a result there is no HE shells good turret traverse , main battery range and reload Low concealment and same energy retention and acceleration as British light cruisers Cruiser duration fires and floods Engine boost consumable from tier 6 Surveillance Radar from tier 9 Tier 3: Indefatigable the first ship in the line, we are greeted by the Indefatigable who is the second fastest at her tier but has noticeable ammunition storage issues Survivability Stock: 32,600 Upgraded: 36,900 Main battery 305 mm/45 Mk X 4 х 2 pcs. Rate of Fire2 shots/min. Reload Time 30 sec. Rotation Speed3 deg./sec. 180 Degree Turn Time60 sec. Firing Range14.68 km. Maximum Dispersion210 m. AP Shell305 mm AP Mk VIa Maximum AP Shell Damage8,100 Initial AP Shell Velocity831 m./s. AP Shell Weight389.8 kg. Secondary battery 102 mm/45 QF Mk VII 16 х 1 pcs. Firing Range4.3 km. Rate of Fire20 shots/min. Reload Time3 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage1,500 Initial HE Shell Velocity811 m./s. Chance of Fire on Target Caused by HE Shell6 % AA Defense 76.2 mm/45 HA Mk IV1 х 1 pcs. . . . Average Damage per Second2.1 . . . Firing Range3 km. Maneuverability Maximum Speed 25.5 knot Turning Circle Radius 570 m. Rudder Shift Time 15.6 sec. Concealment Surface Detectability Range 12.4 km. Air Detectability Range 7.97 km. Tier 4: Princess Royal As second ship in the line we are greeted by princess royal the second ship of the lion class representing the class as lion is busy being a tier nine battleship Survivability Stock: 41,900 Upgraded: 47,200 Main battery 343 mm/45 Mk V 4 х 2 pcs. Rate of Fire2 shots/min. Reload Time 30 sec. Rotation Speed 3 deg./sec. 180 Degree Turn Time 60 sec. Firing Range 16.4 km. Maximum Dispersion 162 m. AP Shell343 mm AP Mk I Maximum AP Shell Damage 9,900 Initial AP Shell Velocity787 m./s. AP Shell Weight567 kg. Secondary battery 102 mm/45 QF Mk XIX 16 х 1 pcs. Firing Range4.3 km. Rate of Fire20 shots/min. Reload Time3 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage1,500 Initial HE Shell Velocity811 m./s. Chance of Fire on Target Caused by HE Shell6 % AA Defense 102 mm/45 QF Mk XIX 4 х 1 pcs. . . . Average Damage per Second24 . . . Firing Range4.5 km. 40 mm/39 QF Mk II 4 х 1 pcs. . . . Average Damage per Second22.8 . . . Firing Range2.49 km. Maneuverability Maximum Speed 27.5 knot Turning Circle Radius 640 m. Rudder Shift Time 19.6 sec. Concealment Surface Detectability Range 11.4 km. Air Detectability Range 7.97 km. Tier 5: Queen Mary the third ship in the line is the unique queen mary who improves slightly over her predecessors Survivability Stock: 42,500 Upgraded: 48,200 Main battery 343 mm/45 Mk V 4 х 2 pcs. Rate of Fire2 shots/min. Reload Time 26 sec. Rotation Speed 3 deg./sec. 180 Degree Turn Time 60 sec. Firing Range 18.4 km. Maximum Dispersion 162 m. AP Shell343 mm AP Mk I Maximum AP Shell Damage 10,000 Initial AP Shell Velocity787 m./s. AP Shell Weight567 kg. Secondary battery 102 mm/45 QF Mk XIX 16 х 1 pcs. Firing Range 6.3 km. Rate of Fire20 shots/min. Reload Time3 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage1,500 Initial HE Shell Velocity811 m./s. Chance of Fire on Target Caused by HE Shell6 % AA Defense 102 mm/45 QF Mk XIX 6 х 1 pcs. . . . Average Damage per Second24 . . . Firing Range4.5 km. 40 mm/39 QF Mk II 8 х 1 pcs. . . . Average Damage per Second22.8 . . . Firing Range2.49 km. Maneuverability Maximum Speed 28 knot Turning Circle Radius 630 m. Rudder Shift Time 18.6 sec. Concealment Surface Detectability Range 11.2 km. Air Detectability Range 7.47 km. Tier 6: Tiger the fourth ship in the line is the original tiger that has battle in front of her type of cruiser unlike the other one who has light instead. she improves ever so slightly again over the previous ships. the B hull is shown above is a renown style refit Survivability Stock 44,500 Upgraded: 50,100 Main battery 343 mm/45 Mk V 4 х 2 pcs. Rate of Fire 2.8 shots/min. Reload Time 21 sec. Rotation Speed 4.5 deg./sec. 180 Degree Turn Time 40 sec. Firing Range 19.4 km. Maximum Dispersion 162 m. AP Shell343 mm AP Mk I Maximum AP Shell Damage 10,000 Initial AP Shell Velocity787 m./s. AP Shell Weight567 kg. Secondary battery 102 mm/45 QF Mk XIX 4 х 2 pcs. Firing Range 6.3 km. Rate of Fire20 shots/min. Reload Time3 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage1,500 Initial HE Shell Velocity811 m./s. Chance of Fire on Target Caused by HE Shell6 % 152 mm/50 BL Mk XVI 12 х 1 pcs. Firing Range 6.3 km. Rate of Fire6.98 shots/min. Reload Time8.6 sec. HE Shell152 mm HE 4crh Maximum HE Shell Damage2,200 Initial HE Shell Velocity914 m./s. Chance of Fire on Target Caused by HE Shell12 % (upgraded)113 mm/45 Mk II BD 6 х 2 pcs. Firing Range 7.96 km. Rate of Fire12 shots/min. Reload Time5 sec. HE Shell113 mm HE 5crh Maximum HE Shell Damage1,700 Initial HE Shell Velocity746 m./s. Chance of Fire on Target Caused by HE Shell8 % AA Defense stock 102 mm/45 QF Mk XIX 4 х 2 pcs. . . . Average Damage per Second24 . . . Firing Range4.5 km. 40 mm/39 QF Mk II 12 х 1 pcs. . . . Average Damage per Second22.8 . . . Firing Range2.49 km. upgraded 113 mm/45 Mk II BD 6 х 2 pcs. . . . Average Damage per Second89 . . . Firing Range5.01 km. 12.7 mm Mk III6 х 4 pcs. . . . Average Damage per Second12.6 . . . Firing Range1.2 km. 40 mm Vickers 2-pdr. Mk VIII 4 х 8 , 2x4 pcs. . . . Average Damage per Second79.2 . . . Firing Range2.49 km. 20 mm Oerlikon Mk IV 8 х 1 pcs. . . . Average Damage per Second28.8 . . . Firing Range2.01 km. Maneuverability Maximum Speed stock 28 knots upgraded 30 knots Turning Circle Radius 720 m. Rudder Shift Time 17.6 sec. Concealment Surface Detectability Range 12.2 km. Air Detectability Range 8.47 km. Tier 7: Renown Such a Beauty. Unlike her lower tier sister Repulse Renown is only modeled in her post refit form and her armament loses a turret for an increase in gun caliber compared to previous ships in the line Survivability Stock: 53,400 Upgraded: 58,100 Main battery 381 mm/42 Mk I 3 х 2 pcs. Rate of Fire 3 shots/min. Reload Time 20 sec. Rotation Speed6 deg./sec. 180 Degree Turn Time30 sec. Firing Range 20.1 km. Maximum Dispersion 183 m. AP Shell381 mm AP Mk XXIIb Maximum AP Shell Damage 12,400 Initial AP Shell Velocity731.5 m./s. AP Shell Weight879 kg. Secondary battery 113 mm/45 Mk II BD 10 х 2 pcs. Firing Range 8.96 km. Rate of Fire12 shots/min. Reload Time5 sec. HE Shell113 mm HE 5crh Maximum HE Shell Damage1,700 Initial HE Shell Velocity746 m./s. Chance of Fire on Target Caused by HE Shell8 % AA Defense 113 mm/45 Mk II BD10 х 2 pcs. . . . Average Damage per Second89 . . . Firing Range5.01 km. 12.7 mm Mk III 4 х 4 pcs. . . . Average Damage per Second12.6 . . . Firing Range1.2 km. 40 mm Vickers 2-pdr. Mk VIII 3 х 8 pcs. . . . Average Damage per Second79.2 . . . Firing Range2.49 km. 20 mm Oerlikon Mk IV 12х 1 pcs. . . . Average Damage per Second28.8 . . . Firing Range2.01 km. Maneuverability Maximum Speed 32.5 knot Turning Circle Radius 860 m. Rudder Shift Time 14.4 sec. Concealment Surface Detectability Range 12.4 km. Air Detectability Range 8.62 km. Tier 8: Anson the second ship representing the admiral class in game ,Anson represents a fictional refit given to Hood around the time Queen Elizabeth was reconstructed so despite the picture Anson has 4.5 inch secondaries Survivability Stock: 60,100 Upgraded: 67,900 Main battery 381 mm/42 Mk I 4 х 2 pcs. Rate of Fire 3 shots/min. Reload Time 20 sec. Rotation Speed6 deg./sec. 180 Degree Turn Time30 sec. Firing Range 21.1 km. Maximum Dispersion 183 m. AP Shell381 mm AP Mk XXIIb Maximum AP Shell Damage 12,400 Initial AP Shell Velocity731.5 m./s. AP Shell Weight879 kg. Secondary battery 113 mm/45 Mk II BD 12 х 2 pcs. Firing Range 9.96 km. Rate of Fire12 shots/min. Reload Time5 sec. HE Shell113 mm HE 5crh Maximum HE Shell Damage1,700 Initial HE Shell Velocity746 m./s. Chance of Fire on Target Caused by HE Shell8 % AA Defense 113 mm/45 Mk II BD 12 х 2 pcs. . . . Average Damage per Second89 . . . Firing Range5.01 km. 40 mm/39 QF Mk VII 6 х 4 pcs. . . . Average Damage per Second 79.2 . . . Firing Range 2.49 km. 40 mm/39 QF Mk VIII 4 х 8 pcs. . . . Average Damage per Second79.2 . . . Firing Range2.49 km. 20 mm Oerlikon Mk IV 22х 1 pcs. . . . Average Damage per Second28.8 . . . Firing Range2.01 km. Maneuverability Maximum Speed 32.5 knot Turning Circle Radius 860 m. Rudder Shift Time 10.4 sec. Concealment Surface Detectability Range 13.4 km. Air Detectability Range 9.92 km. Tier 9: Invincible One of the G3 preliminary designs design J3 is a fast battlecruiser armed with 9 15 inch guns. Unlike the picture above she continues the trend of the renown style refit albeit with post war armament Survivability Stock: 65,500 Upgraded: 72,200 Main battery 381 mm/45 Mk II 3 х 3 pcs. Rate of Fire 3 shots/min. Reload Time 20 sec. Rotation Speed 9 deg./sec. 180 Degree Turn Time 20 sec. Firing Range 23.45 km. Maximum Dispersion 183 m. AP Shell381 mm AP Mk XIIIa Maximum AP Shell Damage13,900 Initial AP Shell Velocity836 m./s. AP Shell Weight879 kg. Secondary battery 113 mm/45 Mk IV 12 х 2 pcs. Firing Range 10.95 km. Rate of Fire 15 shots/min. Reload Time 4 sec. HE Shell113 mm HE Mk XVI Maximum HE Shell Damage1,600 Initial HE Shell Velocity746 m./s. Chance of Fire on Target Caused by HE Shell7 % AA Defense 113 mm/45 Mk IV 12 х 2 pcs. . . . Average Damage per Second89 . . . Firing Range5.01 km. 40 mm Bofors Mk II2 х 4 pcs. . . . Average Damage per Second31.8 . . . Firing Range3.51 km. 40 mm Vickers 2-pdr. Mk VIII10 х 8 pcs. . . . Average Damage per Second198 . . . Firing Range2.49 km. 40 mm Bofors Mk V4 х 2 pcs. . . . Average Damage per Second49.2 . . . Firing Range3.51 km. 20 mm Oerlikon Mk V 6 х 2 pcs. . . . Average Damage per Second36.6 . . . Firing Range2.01 km. Maneuverability Maximum Speed 33.5 knot Turning Circle Radius 890 m. Rudder Shift Time 12.4 sec. Concealment Surface Detectability Range 13.3km. Air Detectability Range 10.2 km. Tier 10: St. Vincent another design leading up to the g3 class design k3 is armed similarly to thunderer with 9 457 mm guns. her armament placement allows for less broadside to be shown and unlike thunderer and conqueror and the picture above showing her weapon layout her bridge is built akin to vanguard. Survivability 92,300 hitpoints Main battery 457 mm/45 Mk II 3 х 3 pcs. Rate of Fire 3 shots/min. Reload Time 20 sec. Rotation Speed 9 deg./sec. 180 Degree Turn Time 20 sec. Firing Range 25.5 km. Maximum Dispersion 189 m. AP Shell457 mm AP Mk II Maximum AP Shell Damage14,900 Initial AP Shell Velocity762 m./s. AP Shell Weight1506 kg. Secondary battery 113 mm/45 RP 41 Mk VI 12 х 2 pcs. Firing Range 11.95 km. Rate of Fire20 shots/min. Reload Time3 sec. HE Shell113 mm HE Mk XVI Maximum HE Shell Damage1,600 Initial HE Shell Velocity746 m./s. Chance of Fire on Target Caused by HE Shell7 % AA Defense 113 mm/45 RP 41 Mk VI 12 х 2 pcs. . . . Average Damage per Second106.8 . . . Firing Range5.01 km. 40 mm Bofors Mark X on a STAAG Mark 2 mount 10 х 2 pcs. . . . Average Damage per Second160.8 . . . Firing Range3.51 km. 40 mm Bofors Mark IX on a Mark VI mount 8 х 6 pcs. . . . Average Damage per Second141.4 . . . Firing Range3.51 km. 40 mm Bofors Mk VII8 х 1 pcs. . . . Average Damage per Second69.6 . . . Firing Range3.51 km. 20 mm Oerlikon Mk V4 х 2 pcs. . . . Average Damage per Second24.4 . . . Firing Range2.01 km. Maneuverability Maximum Speed33 .5 knot Turning Circle Radius960 m. Rudder Shift Time10.4 sec. Concealment Surface Detectability Range 13.5km. Air Detectability Range 11.2 km. Consumables Standard Damage control Repair party :4 charges (t8+ Advanced repair teams 4 charges) Spotter/ fighter (t9+ loses them for Surveillance Radar 10km 30 seconds) Engine Boost (t6+) Cons of the line: Bad plating exposed above water citadels Weak Armor Leave your feedback below and also G3 and I3 didn't make the cut for the line as the best bet of getting them is as a premium that people will drain their wallets for. edit. changed some names and added indefatigable
  12. The overmatch mechanic in the game is not something that new or even more seasoned players often think about or even know about when they are in game. It is the first 'check' that is made when you shoot at another ship (or they shoot at you) to determine whether or not your shells will penetrate. That's why it's actually good to know about and consider when positioning your ship for a head to head battle. Overmatch is the term that is used to describe the relative ratio of a shells caliber to the armor it will come into contact with. That ratio is 14.3:1. That means, if the shell is 14.3 or more times greater than the thickness of the armor, regardless of angle, it will penetrate. For low tier ships this is not too important to know about as the bow-in game play is not as relevant due to inexperience and armor tends to be so thin, most cruisers can overmatch other cruisers. At mid to high tiers, however, (tier 5+) players start to learn the advantages of being bow in from more experienced players on their team. This is also where there are far more distinct lines between ship armor thickness and gun caliber. Most cruisers after tier 5 have bow armor that exceeds 13mm, meaning that with few exceptions only battleships can overmatch their bows and not other cruisers as most cruisers between tier 5-7 are boasting 152mm guns; 13mm is overmatched by 186+mm guns. As you progress down the cruiser lines your bow armor will get thicker, usually from 13mm to 16mm and typically topping out at 25mm at tier 8. Battleships on the other hand, have bow armor at about 19mm at tier 5 and typically top out at 32mm at tier 8. Of course there are exceptions to this, such as the German BB's who tend to have this thickest bow armor with plating. The thickest is actually the tier 5 Konig with 150mm plating on its bow. Though there are areas of the bow with 19mm, the majority of the bow, specifically providing cover for the citadel, is 150mm. This means that a tier 5 battleship can actually bow tank every ship in the game under most scenarios. Further, due to the larger caliber of guns on battleships, and heavier armor overall, there is more of a propensity so go bow in against another battleship. This is where the overmatch mechanic is really worth understanding. The only 2 ships, per WarGaming's design, that are capable of overmatching the bow of (nearly) every ship are the Yamato and Mushashi with their 460mm guns; the largest guns in the game. Therefore, going bow in against them is ill advised. The only ships that are theoretically able to go bow in against them are the Kurfurst and the Frederick der Grosse as they have 60mm plating on their bows. Though there are places where the armor is only 32mm, the thickness that 460mm guns can overmatch, much like the Konig, this plating will prevent frontal citadels under most circumstances. Both cruisers and battleships are capable of bow tanking ships of the same type and tier. Knowing who can you go face to face with can be critical in certain battles, especially in competitive play. Once again, this is a particularly common tactic among battleships but cruisers can do it as well. For those that wish to know if you can be overmatched or overmatch a certain ship simply divide the ships gun caliber by 14.3. If your armor thickness is greater than that, you're good, if not, find another tactic. Similarly, you can multiply your armor thickness by 14.3 to find out the minimum caliber of gun required to overmatch your bow. Finally, if you don't know any of this info or just don't want to worry about doing the math, I've created a Google Sheet than can do the calculations for you or you can look up the ships by name. A disclaimer for this calculator though is I have not included clone ships, such as any of the ARP ships, which are clones of the Myoko and the Kongo. You can find the link below. If you have any trouble with it, find errors, or have some suggestions for improvement, please let me know. Bow In Calculator
  13. Nunca fui um bom jogador de BB. Meu negócio sempre foi DD e CA. Como obter um bom desempenho em batalha com essa classe? É mais importante causar dano ou tankar dano? Como acertar um alvo em movimento a mais de 20km de distância? Como mirar com aquela visão de avião de spot? Vejo gameplays no YT, e os caras acertam cidadela a mais de 20km. Pra mim isso é algum tipo de programa/mod que mostra exatamente onde mirar. Eu atiro em navios inimigos e da 3K de dano, eles atiram em mim e da 10K de dano, mesmo eu estando com proa virada pra eles. E a dispersão dos canhões principais é a coisa mais aleatória do mundo. As vezes é boa, as vezes é uma M... não tem lógica, é sorte. Continuo sem o menor interesse em jogar com essa classe, só quero saber a opinião de vcs. ;)
  14. P51pilot122

    Italian BB Impressions

    So, Italian battleships are in early access, and I've already gotten and began playing the Doria, Veneto, and Lepanto. Haven't touched the Cavour and Dante, was quite disappointed that the Cavour's B hull isn't the refit, but the refit may be too strong for Tier 5 so that's fair enough. Despite what people have said, I saw it fit to play the ships myself and see what I thought of them, and honestly, they're not that as bad as everyone is making them out to be... Andrea Doria - Tier VI Right off the bat, I'm going to say Doria has been the best in the line so far, she's a solid ship at tier 6. She boasts the Cesare's small size and good maneuverability, but can have a better rudder shift thanks to the rudder shift module. She's tough when angled, and thanks to her turn speed, can easily dodge salvos and angle herself, but is fragile when broadside on, like every other Italian ship in the game. She has quite good concealment with camo and CE, at 12.1km. Speaking of concealment on these Italian BBs, these ships really love the Dead Eye skill, with their good concealment values, they're easily able to take advantage of the accuracy buff without having to border hump, they can easily duke it out in mid range (12-14km) gunnery duels with other BBs. Speaking of guns, Doria's aren't too bad in my experience so far. In fairness, it takes hundreds of battles to fully understand what a ship is like in this game, but this is about first impressions so, that's what I'm giving. Doria's guns are nearly identical to Cesare, but with lower sigma if I'm not mistaken. Unlike other ships in the line, she has a much more reasonable 30 second reload and her turret traverse is delightful, being 30 seconds to rotate 180 degrees with Grease the Gears. Her accuracy hasn't been too bad on my end thus far, gunnery with Doria has been delightful if I'm being honest, Dead Eye makes this ship a joy to play as well. AP performance is solid, it can easily blap cruisers at this tier and really mess up BBs who broadside you, SAP is capable of doing big damage as well, angled BBs are in for an unwelcome surprise when a Doria blaps your super structure for 10-12k damage. Her range is a bit short, but Sansonetti makes for an awesome partner on these ships, just like Roma. Secondaries were a welcome surprise, the 135s on each side can fire nearly directly ahead and can dish out decent damage, and the 90s are decent fire starters and fire pretty quick without any upgrades or skills. Overall, I've really enjoyed the Doria would go as far as to say she's the brightest light in this line, and also she's gorgeous with her perma camo, just a jawdroppingly beautiful battleship. Vittorio Veneto - Tier VIII Now this, is a ship I have so eagerly awaiting to arrive, I bought Roma day one because she was well, Roma, but a Littorio class battleship as well. My brief time with Veneto was... not as enjoyable as Doria was. She boasts pretty much all of Roma's good traits, awesome gun handling, tanky armor as long as you're not broadside on, great firing arcs, fast, and still stealthy despite having less concealment than Roma. Although, her 34 second reload just ain't working, that's too damn long for a ship with worse dispersion than Roma. You heard that right, a ship having worse accuracy than Roma?! How?! Simple, Roma has 1.8 sigma and Veneto has 1.6 if I'm not mistaken. Essentially, she has traded reload and accuracy for smoke and SAP, a questionable trade off. Having used my commander with CE and Dead Eye, her accuracy...was still inconsistent, you could get good groupings more often with Dead Eye but that wouldn't stop a sudden shotgun salvo from coming out of nowhere. She does boast better secondaries than Roma though, only marginally though by having a better reload on them. There's not too much to say about Veneto, since a lot of Roma applies here, plus the differences in their guns. I'd still take Roma over Veneto though, but she's not a terrible ship, but she could be better. I'd say her sigma can be left untouched if they buff the reload, 34 seconds is just too long. In short, not bad, but not good. Nonetheless, I still enjoyed Veneto, but that may be simply because I enjoy Roma. The biggest flaw with Veneto though? It's not even the Vittorio Veneto, it's literally just Roma's model. Veneto and Littorio had significant differences in the bow shape and superstructure. Oh well, at least her perma camo makes her look drop dead sexy. Lepanto - Tier IX My time with Lepanto is the shortest of the three, but my same message still applies here, not as bad as everyone is saying she is. I believe she is a UP 41 based design, having 12 381mm guns instead of 9 406mm guns. If I had to describe this ship in one sentence, I would say an Italian Alsace with SAP and smoke, with worse gunnery than Alsace. Playing Lepanto reminded me a lot of Alsace, lots of guns, surprisingly good secondaries, very tanky. However, her reload is AWFUL, at 37 seconds, Main battery mod 3 is a must here folks, which will take it down to 32.6 seconds. Her range is still bad at 18.1km, you could take the range module but you will sacrifice reload for that. Her dispersion isn't unbearable, and even then you have 12 guns, something is bound to hit what you aimed at. Her concealment is still pretty good for a Tier 9 battleship, once again, make use of Dead Eye on these pastabotes guys. A secondary build is actually very recommended for this ship, she has a lot of guns strapped to each side and they get the job done. Her damage potential with SAP is pretty scary, if you get some good hits with this many SAP shells going down range, expect consistent 12k and higher salvos. Lepanto is a very large ship, turning circle is huge but she's fast and can still get a decent rudder shift at 13.3 seconds with the rudder module. In short, A decent Tier 9 BB, but there's room for improvement And as always, she's gorgeous, especially with the perma camo, that's kind of a trend with these ships, so at least you'll look good.. Overall... The Italian BBs aren't bad ships, but there's room for improvement, except maybe Doria, she's a solid ship in my opinion. These are unique battleships with great potential, but their faults lie in the current meta and of course, terrible reloads, range, and questionable accuracy. Other than that, I've still enjoyed these ships despite their faults and so strongly want to see them succeed as a line, WG has a good platform here, but there's room for improvement, something that can't be said about the new American BBs. Other than that, these aren't bad ships in my opinion, and I see great potential in them. A grateful thanks to all those who read
  15. from the USS New Jersey youtube site
  16. SweetBabyRuth

    Russian Bias

    If wargaming wants to keep its Russian bias, the tech tree Russian ships need buffed ASAP! With the changes to the commander skill tree, and the game meta now being shifted to torp boats, A/J line BB sniping and FDRs, short range specialized ships that are can tank a lot of damage a straight up bad. The only viable ship from the Russian navy is well.... Slava, and maybe Slava, oh and Slava. Even Smolensk doesn't really make sense when everything is already outside of 19 kilometers. So WG, if you care so much about your Russian ships, then you probably should buff them, or else there will be no reason to play them... even on the RU servers.
  17. Mizzerys_Fate

    POMMERN [Is she worth it?]

    You say to yourself, " but, dEsTurbed1 I already have a FDG". Do you want to have fun in a FDG? ..... I was looking at German Carriers part 2 missions and saw a lovely sight. Bottom 2 mission threads: 1) BB 5 TO 10 get German containers. 2) Pommern or ( T6 premium German CV) to get German containers. A though occurs, use coupon and 3200 steel to get POMMERN and grind both at same time. Looking at an earlier thread, I realize I struck lucky with this combo. So I pulled the trigger. Is she fun, heck yes. Is she tanky? Well duh, it's a FDG. I found out DO NOT RUN AAM1 or face loosing your torp tubes every game. MAM1 IS A MUST along with PM. I ran secondary range mod and secondary boost instead of reduced dispersion. The main guns performed better than expected without any help. Captain build: PM, EM, BFT, AFT. FP & SI. It is a hybrid tank/secondary build. NICE AA boost. Overall the ship is built to tank and dish out the hurt. Hydro and torps are icing on a very tasty cake.
  18. DakotaViking

    What I saw Last summer in Texas

    Pictures from the USS Texas
  19. Admittedly I haven't tried the new skills, this is what Im hearing from my friend who's been with this game since Alpha. So take this with a grain of sea salt So one of the main things that all the other ship mains complained about (namely BBs staying back and trying to be snipers instead of taking point) Not only have you encouraged them to do this with the Deadeye skill, you've basically made it the only viable option to play BBs cause all the other builds are nerfed to hell? (Sad Bismark secondary brawler noises) Not only that it completely eliminates the weakness of the Russian BB line by letting those floating metal slabs be accurate and long range anyway (No suprise the Ruski's got a good deal) am I right so far? Ever hear of what ain't broke dont fix? Supposedly this was all done so they had a reason to add Subs with their own distinct skill tree as well? At this point maybe Submarines arent worth it. Specifically cause it seems to undo the things that made each individual nations ships specials, in exhance for turning them all into Japan and/or American sniper BBs Im trying to keep an open mind but Im not liking what Im hearing, Fellow BB mains am I jumping the gun or are you all ok with this? other boats did you get fugged by this too or does this work for you?
  20. Atomicfireball

    Some In Japan Want To Raise The Yamato

    Another interesting article I ran across, this one about some folks wanting to raise the Yamato http://www.japantimes.co.jp/news/2015/07/28/national/history/ldp-lawmakers-aim-raise-battleship-yamato-wreckage/#.V39_lrgrKUm
  21. If WG sees its way clear to give us an opportunity to build an American battleship, I would like to see the sister of the Arizona, USS Pennsylvania BB-38, get the nod and finally make her way into the game. If this happens, I think she should be in her post Pearl Harbor configuration as a Tier VIII monster with tons of AA and the same 14 inch primaries as her sister ship. I know her speed would be detrimental, but I also believe she would be a worthy contender at that tier. Thoughts?
  22. captain_fearless

    Which premium ship to get

    I wanna get a premium ship but out of these 3, I'm not sure which one. I was wondering if those who have the following ships can give me a good idea of which one is the best buy. Money is not a concern, but rather which one is gonna give me a good time. Hood Vanguard Kii
  23. CaptainZade_NA

    French Battleship Accuracy

    So how are the high tier French battleships' accuracy like? I heard from someone that Republique has 2.0 sigma but horrible horizontal dispersion that makes it perform better on broadsides? What does those mean and is the Richelieu and Alsace's accuracy make them reliant on broadsides?
  24. The 'Customer Service' here, is minimal at best. A rep once told me its 'Computer Magic' and she couldn't explain it. Oh bother: Among other jobs within a iT department I was a computer programmer and analyst for over 30 years. No such thing as magic sweet-thing. Back to X's and O's. Algorithm's and its artificial 'AI' is it, and its controlled, all by humans. Nuff said. My issue (aah finally getting to it): is the lack of understanding on my part to their accuracy formula of the main guns. Say you have two (2) tier 8 battleships; a T8 KII (Japanese) and a T8 N. Carolina (USA) Specification: NC; 701m/s shell speed - KII; 806m/s -- dispersion NC: 330 max dispersion, KII: 208 max dispersion. Shell size is: NC-406mm the KII is 410mm. This should be the most important spec's in gun accuracy, right? By far the KII gun spec's are better. They are: bigger, faster, with far better dispersion, but in reality the T8 N.Carolina guns are better. Just talkin' accuracy here. Why is that I might ask! The wows stat's charts proves the KII is worse and my experience cry's out the same anguish. In my last random match with the KII was typically horrible. 60 main guns fired (short match, we won) and a single 4128 damage hit. Firing at long range 17k or longer the dispersion was normal high,low,left.right but the KII is actually far worse the N.Carolina, is simply better: how is this possible? Signed, Perplexed
  25. Welcome to my latest tech tree proposal! Here's the revised version: Read full article This article will touch on both the tech-tree regular ships and premium ships. For each ship, I provide the layout of how the ship's weaponry is distributed, its technical specifications and with the same formulas I used for the ADLA articles, their in-game values. Finally, I provide a small piece of analysis of what I think about the ship and how it'd fit with its tiermates. Essentially, each of the ships gets a mini-ADLA with all the information you might be looking for to compare it to its tiermates that are already in-game. Let's hope we see these ships in the virtual seas soon! Read Full Article... or the Revised Version Let me know what you think of this! I'm working on the Italian and French CV tech-tree lines so I can incorporate your suggestions for it! All feedback and comments are welcome! IL RISORGIMENTO DI LA CORAZZATA ITALIANA! PS: No ship in this line is 100% fictional, though the T10's both are designs based in part on historical designs.