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Found 65 results

  1. ISE, while a good ship depending if you use her properly, needs some assistance when you take off in fighters or some sort of buff or situational awareness at least. Maybe for ship: buff the secondaries when planes are launched? Better concealment when planes are launched? and/or for aircraft: (only if you do not take the above options): Better Torpedeos? (Slightly faster. and maybe at least 3000 damage perhaps upgradable to 5000 dmg? Now dont crucify me for my ideas. The are ideas. Some ships need better work, especially premiums. Wargaming is not in a good position lately, and they are not going to be selling many premiums if they dont do something to make them worth purchasing or acquiring to begin with.
  2. DieForCapitalism

    Inspiring BB Game - Kongo V

    Hey all, long time player of DD here. Dabbled in cruisers and CV (after getting a zep in black friday container). Decided to mix it up and try BB. Played a game with the Kongo. All my shots missed - combination of dispersion, ricochet, bad aim etc. I absorbed 400k potential and my team won the game in 5 minutes total. Ended the game with 0 damage. 10/10 will slowly bumble around the map again doing nothing. Replay attached for proof of world record 0 damage Kongo. 20210708_174948_PJSB007-Kongo-1942_08_NE_passage.wowsreplay
  3. Pretty straight forward: Had to yank my NC Captain to move to USN CL line. I don't drive NC enough to want to grind another Captain for her. I have 19 point DM and Monty Captains ready, which T8 USN premium BB should I get to replace NC? What sucks is that NC is the better ship, right?
  4. Please subscribe i'm really sad :)
  5. To whom it may concern: I just played a battle in my T10 Montana and couldn't even believe my eyes. I block one side of my ship with an island so I can focus on the enemy ships that are rounding out in front of me when all a sudden I see a torpedo air squadron coming at me from the side of the ship protected by the island. At first, I don't worry about it too much as that side is protected (or so I thought as it would be in real life) by the island. But no due to either crappy programming in the game or just another flaw to make carriers better than they should be I watch to my horror as the squadron drops three torpedo's on the opposite side of the island and they magically pass under the island and become active just in time to take away over half my health!!! This is some of the very cancer in this game that makes it unbearable to play at times and forces me to walk away for several days. I have watched as this game continues to become more and more toxic to its player base by removing obstacles that used to make it challenging to play. THE TORPEDOS THROUGH THE ISLANDS NEED TO BE FIXED!!!! This makes for utter garbage play when this game is better than this or at least it should be!!!
  6. FairWindsFollowingSeas

    Vermont Kicks A**

    Just as I predicted while playing the Minnesota last patch, having 12 457s is totally worth the slow speed & reload, in my opinion. I run the Artillery Plotting Room for slot 6, the dispersion is TASTY!!! I set a new record for myself on my 5th match, 8 destroyed ships in one match. What do you guys think about the Vermont?? Enjoying it, or not? I like it so far. The sluggishness can be an issue at times.
  7. Sooo, just came out of this battle. I believe people will notice something is missing . With that fresh example, this brings up the biggest impact the skill rework had, aka the disruption of the class ecosystem. It isn't just Deadeye; it plays its role in attracting BB players as if it will suddenly make them godlike snipers. It's that cruisers aside from a few lighthouse build exceptions got the short end of the stick and it shows while the other surface classes profited quite a bit. Why bother playing a CA/CL? To be target practice, or to stick to a specific playstyle that's just farming damage without any other impact? What's the point to punish myself in a cruiser when I can mimick a CL in a Kleber with 16.3km range, that goes 55 kts and has no citadel? Damage isn't everything, and in the case of cruisers their consumables can have real, meaningful impact on a battle without even firing a shot. Without them around there are no real hard counters to things like vision control of the DDs, nor DPM that can melt a fragile class. And when there are loads of BBs and almost no cruisers around DD populations surge. At that point the greatest enemy of a DD becomes an enemy DD, something which relies heavily on personal skill, something which the average DD player is lacking. Meanwhile aside from that original announcement there is still no info on the specifics of skill tweaks. But hey, at least I got my pound of flesh from the enemy BBs/DDs so everything is fine, there's absolutely no need for changes nor is the situation slowly turning toxic.
  8. I recently completed this LEGO 1:350 scale model of the October Revolution and thought I'd share: Compared to my older 1:350 Kongo: The ship is about a foot and a half long, contains about 1000 parts, and powered by LEGO Powered Up elements Won't write too much since they keep deleting these threads, but here's a video with my commentary and the ship running: Have a nice day!
  9. metus_regem

    Help picking a BB line

    Greetings, thank you for taking the time to look at this... I'm trying to figure out the right BB line for me to go down, I've got USN/KM/RN BB's upto T4/5, but I'm trying to figure out what line I really want to invest in, I don't mind starting a new tech line if that helps. Right now my favorite ship to play is the Graf Spee, I don't mind the lower speed of her and I love her hitting power (ability to punch above her weight class), so I guess what I'm asking is, is there a line that can give me a similar feel (between T1-10, not just T10) to the Graf Spee all the way up the line?
  10. So I got Georgia for coal, and now with the news of some premiums going away, is it worth getting the Massa? Like is it worth having both premiums or will Georgia suffice my need for a secondary ship? I also have a bunch of gold from free Santa crates and a coupon so I can get Massa half off, however, I also really want Warspite.
  11. SuperRodge52

    Guilio Cesare

    Will Guilio Cesare ever be back for sale?
  12. Pictures of the T8 USS North Carolina berthed at Wilmington, NC 1280 From the gangway boarding the ship 1282 Twin 40mm AA 1284 Rear 16" turret - Open to the public 1288 bow looking aft 1290 turrets 1 & 2 1291 5" turret - open to public 1293 5" turret gunners position 1295 optical range finger for 16" guns 1296-99 inside 16" guns 1300 "wishing" looking 4 decks below 1301 Pharmancy 1302 Part of fire control computer circa 1943 1301 16" shells 1308 Schematic of steam piping. If this takes a hit there's no fixing it during combat. 1309 Sign in front of 20mm AA. African-Americans volunteered to serve on 20mm and were credited with one kill Vought Vought OSU Seaplane Steam Turbine as complex as anything found on land
  13. I played a Neighbors coop today and aced 3 BB's, but only got credit for 2. Is this common? I mean, I replayed the game several times and there is no doubt in my mind that 3 went to the bottom I was given credit for the first 2 and then just as the 3rd exploded, the game ended. Could that be the reason for no credit? 20210117_154754_PGSB507-Scharnhorst_42_Neighbors.wowsreplay
  14. Like many other people who plays WOWS regularly, I received the USS Kansas free of charge before the full release of the new line of low speed American BBs. The Kansas turned out to not be the best BB at tier 8. But from my perspective, it's also not the worst. It's slow in a straight line. But it turns okay. It's vulnerable to HE hits and fire. But its citadel also happens to be well armored and fairly low in the water. (in practice, AP hits that miss the citadel tend to overpen) Its 40 second reload on the main battery takes getting used to. But the fact that you have 12 16" guns at tier 8 despite the slow reload and semi iffy accuracy seem to work out as more of a trade off in play style than an outright disadvantage in comparison to the main batteries of other T8 BBs. At the end of the day, the Kansas worked out okay for me. Its HP pool is decent. Its AA is actually semi reliable. (I was able to fight off attacks by a Hakuryu with it) When fighting against lower tier enemies, it has no problem doing its part as it's essentially a bigger and heavier dreadnought style BB. Against same tier and higher tier enemies, it isn't really more vulnerable or helpless than some other T8 BBs as its heavy broadside compensates for its poor accuracy and slow reloads while its protection scheme remains workable. I managed to earn enough XP in the Kansas to research the Minnesota just in time for the line's full release. Unfortunately, the Minnesota seems to have some very serious problems. It very much struggles in combat and might just currently be the worst tier 9 BB available in game... Here are some of my observations: On survivability 1. Unlike with the Kansas, the entire superstructure of the Minnesota seems to receive normal penetrations instead of over-penetrations when hit by AP shells of all calibers. Angling or facing the enemies bow on does not seem to mitigate this problem at all. Maybe this is due to the size and volume of it. 2. The 38mm plating on the ship is obviously meant to give it a degree of protection from smaller caliber HE shells as it prevents light cruiser caliber HE from penetrating. But it seems that when hit by enemy AP shells, the 38mm plating often arm their shells' fuses resulting in normal pens rather than over-pens. When angling against the enemies just enough to still use all 4 of your turrets, enemy AP hits on the upper cheeks of the ship's frontal hull (essentially the upper parts of the ship's 38mm torpedo bulge) seem to almost always result in normal pens. It's not unusual for enemy AP salvos to do about 10k damage each despite angling and maneuvering. 3. When sailing away from the enemies, the ship's 38mm plating and superstructure's vulnerability to normal pens seem even more pronounced as the Minnesota has a stern quarter deck a full deck lower than is the case towards the bow. In this situation the superstructure is even larger and more easily hit. 4. So even before we factor in the damage the ship can take from HE and fire, it already has a major weakness of taking high damage AP salvos if and when it's hit by the enemies around its center of mass regardless of positioning. In practice, any enemy ships of all classes with good AP performance or shoot AP regularly are serious threats to the Minnesota. The Stalingrad, Moskva, Petropavlovsk, and other Soviet cruisers, any German cruisers, any British light cruiser, any Soviet DD, any Italian cruiser with SAP shells, any German DD with their high alpha AP, and British DDs with good AP normalization can all quickly farm off HP from a Minnesota. They can usually do it way more efficiently than a Minnesota can reply. 5. Despite the prevalence of 38mm CL HE resistant plating on the ship, its superstructure is large relative to the ship and very easily hit in combat. So it remains very vulnerable to enemy HE and fires, particularly if we consider the ship's small for a tier 9 HP pool, poor for a tier 9 mobility, and the lack of a superior than standard heal consumable. 6. Ironically despite the ship's relatively small HP pool and short length, its concealment is not great. Technically it's worse than that of several other tier 9 BBs that are longer. So the low speed, short length, and smaller HP pool did not provide any perk in terms of concealment to compensate. Its concealment is outright worse than a similar configured Kansas (with concealment upgrade and camo paint) at 15.3km vs the Kansas’ 14.5km. 7. Being a dreadnought and US standard style BB, the ship is proportionally wide and stubby for a tier 9 BB. I would think that these traits would allow the ship to turn well despite the inferior straight line speed in comparison to same tier BBs that are longer. But unfortunately the ship turns sluggishly and reluctantly in a way that's possibly worst in tier. Maneuvering the Minnesota to dodge incoming enemy fire is usually ineffectual and a fruitless chore. On its effectiveness in combat As a design concept, The Minnesota seems to be very similar if not too similar to the Kansas. I think the 2 ships are similar enough to be sisters or half sister ships of the same class that just happened to have undergone a different modernization upgrade/rebuild. The Kansas is obviously a WW2 era update of the 1920 South Dakota class super dreadnought, which's essentially an enlarged Colorado class style design with 50% more main guns and a minor speed buff to 23 knots. Ironically the Minnesota could just as well also be a WW2 era update of the 1920 South Dakota class super dreadnought. Currently the Minnesota is visually similar (albeit at a larger size) to the late war rebuilt USS California as seen in game. I think for the sake of the game it makes sense to differentiate the 2 ships, more specifically it makes sense to make the Minnesota good enough to be workable for its tier. 8. For some reason the Minnesota’s main battery has a 40s reload like the Kansas’. I think the slow reload on the Kansas can be explained as “it just happens to be an early design for a 16” gun armed ship using triple turrets, so there’s a speed penalty for its once novel and advanced configuration, or rather in the context of the game to compensate for the heavy weight of its broadside for its tier”. (like how the New Mexico’s 4x3 14” main battery has a slower reload than the Fuso’s 6x2 14” main battery) But considering the Minnesota’s placement at tier 9, wouldn’t it make sense for the Minnesota to have a quicker main battery reload speed than that of the Kansas? I think a reload speed buff to 33s to 35s is reasonable. Currently the only advantage the Minnesota has over the Kansas in terms of DPM comes in the form of its AP shells having an extra 1000 HP points to their alpha. In practice, its impact is minimal. 9. I think both the Kansas and Minnesota’s main batteries are relatively unreliable when it comes to accuracy. The good range they have seem to only come in handy when shooting HE against slow or stationary and angled enemy BBs. Against maneuvering cruisers and DDs, neither the Kansas nor the Minnesota are reliable unless the enemies are close. In absolute terms, the Minnesota’s main battery feels somewhat more accurate and reliable than the Kansas’. But considering the meta of its tier (in terms of typical engagement range and enemies it faces regularly), the Minnesota fares significantly worse than the Kansas. Sure 12 16” guns are always nice to have at tier 9. But in practice the Minnesota seem to struggle with consistent damage dealing at range. I think the FDG is the only other BB of its tier that has issues in this regard.Also if we look at the other tier 9 BBs with 12 guns, the Alsace and Pommern, those ships are significantly superior to the Minnesota in every other way (in terms of speed, secondary armament, special consumables, and survivability) aside from their smaller caliber. 10. The slow top speed of 23 knots is a far greater handicap for a ship at tier 9 than at tier 8. It’s technically unprecedented, as before this new line of US BBs, the Musashi and Soyuz were considered slow for tier 9 BBs: in comparison the faster BBs like the Georgia, Iowa, and Alsace are all more competitive and user friendly. The Kansas is mobile enough when fighting against similar “slow” BBs found at tier 6 and 7 (Like the QE, New Mexico, Colorado, and other dreadnoughts), and when up tiered, as a tier 8 it at least has far less pressure to contribute and carry than a Minnesota at tier 9. Worse comes to worst a Kansas can play defensively and passively and be okay, while a Minnesota needs to push, chase, relocate, and disengage on a far more regular basis. Unfortunately the Minnesota struggles to move around fast enough to accomplish anything. On one hand it can be outright left behind by faster ships engaged in a running gun battle. On the other hand, should a Minnesota ever commit to a flank but it falls or is abandoned, it’ll inevitably not be able to escape from the falling flank. It’s seemingly too slow to even perform a fighting retreat properly. Often it’ll just be swarmed and shot up quickly through the back side of the superstructure from the rear end… I think if the Kansas retained its original speed like the standard battleships IRL, maybe it make sense to give the Minnesota a propulsion upgrade as a part of its fictional upgrade scheme and allow it to reach 25 knots. Something like this was done to the Kongo class in IRL and happened to the German Bayern class in game. (IRL and before their fictional modernization they were slower than the Queen Elizabeth class). It’s not too much to ask. I think this is enough analysis for now. Please feel free to discuss about how you feel the Minnesota and what should be done about it. The video below shows game I played in the Kansas with just a 6 point captain at the helm. The Kansas just somehow felt easier and more forgiving to play despite having to face off multiple tier 10s, including a Kremlin in a brawl and repeated attacks by a Hakuryu. Nowadays I almost prefer to play the Kansas in place of the Minnesota if I can…
  15. Longtime player, somewhat new forum poster. Forgive me for being bad at formatting. This is essentially going to be a giant essay. I'll try to space it out to be easier on the eyes. The Izumo. No matter what people think of her, she is well known. Especially by those who've played her. Izumo is notorious as the insurmountable last hurdle to getting the Yamato. But for a lot of people the grind is anything but smooth. I want to explore this more and figure out why exactly the attitude towards this ship is the way it is. In my experience when I first grinded her, Izumo was indeed a pain. But way back then I was a terrible player in general. I was bad at everything and Izumo was punishing my mistakes even more than usual. But let's for a moment assume that most people who personally grinded Izumo were actually competent at that stage of their play history, unlike me. Still, why does the ship get so much hate? Is it all hearsay and bad reputation or is she really a bad ship, and if people are doing bad in her, why is that and how can they fix this? So Let's get down to business(to defeat the Huns) And to take a look at Izumo's glaring weaknesses. Her stock form is atrocious, ugliness aside(I actually like the C hull's look a lot), you are going to have a rough time with Izumo's initial stats. Let's go down the line. HP: 76,500. Starting off you have more HP than Iowa and Friedrich, But they beat you once out of stock. Good news is you beat Lion.... Speed: 27.1 Kts. You start off around the same as the other T IX BB's but you stay the slowest out of stock. Rudder Shift: 26 seconds. Every BB at this tier starts out equally as bad, but Izumo is still the worst. Out of stock is a bit more playable but the competition still leaves much to be desired. Especially since other BB's can afford rudder shift upgrades where Izumo is forced to use damage control for reasons that will be addressed. Concealment: 19.26 Km Absolutely atrocious. The worst stock value in the game. Now here is possibly her biggest weakness of all. She is covered in 32 mm plating from bow to stern and has a wide open deck. This means that any cruiser or RN BB will see you as food and boy will they feast. Not only from fires but from HE pen as well. Your only chance of protection is if shells hit your turrets. Which isn't desirable, as they are all in one spot and if they are knocked out you lose a lot of firepower. The above alone is enough to easily make people hate their experience and disown the Izumo for good. Not to mention in updates past she had absolutely unusable guns as well. Now Lets focus on what the Izumo does well. Which is surprisingly a lot of things. First Izumo has very good guns. These things hit hard, and are reasonably accurate. Izumo's guns tend to hit for high damage very consistently from steep angles sometimes. But it's her turret traverse that is her sweet spot. Compared to Yamato, and some of the other battleships in her tier Izumo has very fast turning turrets. Stock, they turn 180* in 40 seconds flat. With Expert Marksman, this goes down even further to 34.6. With Main Battery mod 2 even further to 30.6. Additionally you can run MBM 2 and 3 simultaneously to enjoy a 27 second reload and 34.6 traverse. In short these are very responsive guns that unlike their more responsive German competition, are very accurate. Even sans the aiming systems upgrade. This is a far cry from Yamato's turret ergonomics, which in my opinion are Yamato's biggest weakness. Personally I think these responsive turrets make up for the awkward no. 3 Derp turret, or at least make them in line with other 3 turret battleships that can enjoy firing directly to the rear. Now her outer Armor scheme is very bad but her internal armor scheme is pretty good. A near submerged citadel with a nice beefy belt covering it. Additionally, similar to Amagi, Izumo also has a nice thick rear armor belt. This may not see much use, but it is interesting nontheless. Now taking all this into account, let's try to assess whether or not the Izumo is really a bad ship or not. Her atrocious concealment can be brought down to a playable amount somewhere around 14 Km. (forgive me as I don't have a fully specced captain for her at the moment.) This mitigates one of her worst weaknesses to a good enough level that lets a skilled player position themselves into a good place to stay alive and be effective. In fact some unicum Youtubers recommend using hard cover in Izumo as much as possible. Damage control 1 and 2 is absolutely required to make this ship be playable, and if you have the spare points, Basics of Survivability and India Yankee flags will bring fires down to a very manageable level. This doesn't fully solve the weakness against HE, but in a big ship like this. These modifiers will help a lot. You could go a step further and take Fire Prevention, but unless you have an uber captain I would take Concealment Expert over this, given the choice. So between fire extinguishing modifiers and good positioning, a lot of Izumo's worst weaknesses can be patched up. In my opinion the strengths above will shine through the best this way. Which makes her an absolutely acceptable Tier IX Battleship. Now by no means is she the best battleship or even Tier IX battleship, but I see no reason why Izumo isn't a perfectly acceptable grind to Yamato. Besides, in the current meta battleships carry a lot of weight. Izumo has a bit of a higher skill floor to do acceptable in her, but played right can do her job. Speaking of her playstyle, I find Izumo to have an interesting one. Basically you need to hang in the back or behind hard cover preferably and take potshots at people. Once the battle reaches a certain point you can throw your weight around and help mop up and carry the team to a victory. Other ships like Kurfurst are better at this, but Izumo does just fine with it. And that's it really. My final thoughts on Izumo, that she's fine exactly where she is right now. She doesn't need buffed or nerfed or replaced. She is tough to play, but that doesn't mean she is bad. I think she does her job fine as the final gatekeeper to Yamato. The Wiki here also brings up an interesting thing. She essentially can outdo Friedrich at range, and beat Iowa in a brawl. So I think she has a good place in the meta. Here are some captains builds at different stages that I think will help this ship a lot. Especially for anyone new to the ship or struggling with it. This is what I would recommend a new player try to use first on their Izumo also taking into account future Yamato play. It's nothing special really. Most Battleships need these core skills. I assume by tier IX a player would have at least 10 points. To a player who has a spare captain with a decent amount of points wanting to use Izumo, I would use this. The Basics of Survivability and High Alert will be very useful for keeping this ship alive especially with damage control and India Yankee. If you, like me, have a soft spot for underdog ships performing their best, then these 19 point builds will push Izumo to it's maximum usability. The first one uses Jack of all trades to push that repair cooldown even further as well as your heal too which can be beneficial. And uses Adrenaline rush to capitalize on Izumo's low reload (assuming you went with MBM 3) and the idea that shes going to take damage in every match, so might as well benefit from it. DISCLAIMER for those who want to say "your stats are garbage therefore your words have no weight." Fair enough My stats are bad. Most of them accumulated during my awkward player phase where I did not care one bit about improving myself. This isn't true now, but my stats are still bad. However they are increasing, which means I am improving. It just takes time. Have a nice day, and thanks for reading.
  16. Title says it all. I really enjoy playing my UK Ships, but I find they are really crappy at earning XP and Credits. Why? I just finished a game in my Goliath where it was a decent performance and I barely made any $ and XP. I dropped 101.8 k damage of which like 15k was fire. Not a super game but not horribad. Any idea why when I play my conqueror and goliath the XP and Credits are so garbage. I can land 150k on my conqueror and find myself #6 on scoring and have only a mild credit gain. I netted about 80k this match which is horrible. It feels to me like the scoring does not like Fire / HE and that it favors AP hits when scoring and doling out credits. Is this my imagination?
  17. https://blog.worldofwarships.com/blog/85 By my calculations you can now get the range of the secondary batteries to 8.3 km with SBM1, AFT, and the flag consumable. That is pretty respectable for T5. Given her main battery limitations, It looks like the best way to equip this ship will be similar to the MA/GA/OH. This is convenient if you already have a high skill captain for one of these ships.
  18. HeavenlyWind_

    Something HUGE is coming...

    This has been in my head since Shikishima came out and for all I know this has already been said or thought of, but here I go: I'm sure when Kremlin was leaked, we all thought that 3 x 3 457/460mm guns would be the peak of gun caliber and quantity in the whole game. That was until Shikishima (Yashima at the time) was leaked and was revealed to have 3 x 2 510mm (20.1 inch guns). But it didn't stop there as you know the split US BB line that will be added to the game real soon with Vermont having 4 x 3 457mm guns. With all that, I'm theorizing that "the big one" is coming, that being the German BB H-44 , rumored to have 4 x 2 506mm (20 inch) guns. I've heard its rumored name might be Wotan, Hutten or even a recycled name like Kronprinz. Thus, it could be our first non-CV/non-Sub German T10 premium. What do you guys think?
  19. I picked up the Alsace a week or so and I'm sincerely asking for help. 27 battles with it so far and I cannot get any spark going. Every fight feels like an ordeal. Does that ever happen to you guys with new ships? I'm not the best player. nor the most experienced (this is my first IX), but I'm not totally inept. I bought Alsace the moment I hung up 201k with the Richelieu, and have been 100% confounded, humbled and frustrated by it ever since. I rush in... I get torched. I hang back... I can't hit a goddamned thing. I try to be strategic, and eat 20k salvo after salvo. I've got the B hull, the longer range arty, and have tried two different setups for my 18-pt captain (survival, then secondary build). I know they recently nerfed the Alsace, but I had such an amazing time with the rest of the French BB line that I couldn't resist... 23 million credits later and I'm cursing myself. Alsace, so far, is my lowest K/D out of 15 battleships I've tried. It's abysmal. It's even worse than the Tier IIIs that I first fumbled around with: Any pointers? What am I missing? Am I washed up? I would greatly appreciate any advice, tactics, recommendations, etc. that you have. -Jake
  20. _wilhelmina_

    Giant Perler Bead HMS Nelson

    Section 1 half done.
  21. Hey all, I'm just looking to get a feel for what people think is the best option. My stats are public, so you can see that I'm a mediocre/middling player. I play every class these days, CVs the least by far. I've got enough coal for any one of the top-tier armory ships right now. I hear the Georgia is really good, nice guns and good secondaries. I've also heard that the Thunderer is an excellent investment, and possibly OP. I don't know what coal ships people are expecting to be released in the near (3-6 months) future, so I don't know if it's worth saving my coal. I still have my coupon thankfully, so that'll help me reduce the cost of whatever I choose somewhat. Right now I play German BBs, German DDs, French BBs, and American Cruisers, and French DDs the most. I'm pretty flexible, just not necessarily great. I thankfully got Nelson and Mushashi for free XP.
  22. TLDR at the end :) After taking a good look at Queen Elizabeth's bow armor in the client and external websites, I noticed a good section of 104 mm bow armor quite near up front. Theoretically, if you could angle and bounce shells with the 104 mm section, you'll be pretty much be able to tank any BB ap for a good amount of time. To test this, I tried taking out my QE out for a spin in the training room against a Kremlin (LOL). The Kremlin has 457 mm shells that can overmatch QE's external plating of 26 mm but definitely not the 104 mm section. In the training room, I discovered that I managed to bounce around half of his AP. Most of the AP that bounced was on the main belt armor near the center of the ship. There were several occasions where the AP bounced when it hit the bow but most of the them resulted in regular penetrations. There was one citadel hit during the test but that was when I overturned and pointed my bow straight on when the AP hit. As the test progressed, I took less penetration damage to my bow due to damage saturation mechanics. I ended up taking a total of 93k damage after using 5 heals. Most of the damage was fire damage from his secondaries and the regular pens from his AP. I took 88 hits from his AP shells, with the damage averaging less than 1k per shell. I did get my main turret disabled a few times as a result of a penetration hitting the turret barbette area. After the test, I took a closer look in the armor viewer and made some notes. There are two sections to the bow armor I circled and examined. Both of them are 104 mm and located at the waterline. So although you may be technically angled, a shell could pass above the 104 mm section and deal damage. Section A (Red) This section of bow armor cannot bounce BB shells if you angle properly because shells will probably pen this area and hit something else. This means that this section of armor will not protect you from AP shells if you are bow on to an enemy BB. I noted in green arrows the possible path an AP shell could go. If an AP shell hit the bow head on, it could very well hit the citadel (the top boxy thing I outlined in red). Even though this section of armor will be penned most of the time, if you angle you reduce the probability of an AP shell hitting your citadel. I noted that approximately from 0-25 degrees from the centerline of the bow, the path of the AP shell will hit the citadel. Beyond that, it will miss the citadel. This is assuming that the AP shell hits section A of the armor and penetrates. Section B (Blue) This section of bow armor is actually useful. Since it extends a significant amount towards the bow, you find that you get overmatched less often than most battleships with fragile bows. The armor is at such an angle that it will bounce shells up to 15 degrees off the centerline of the bow. Once you go past 15 degrees, shells will start penning that section of armor. However there is a slight overlap in angling between section A and B. If you angle beyond 25 degrees, any shell that strikes section A will miss the citadel. However with the same angling, any shell that strikes section B of the armor will have a good chance of hitting your citadel. Considering that section B of the armor covers a significant amount of the bow, it is better to angle 15 degrees from the centerline of the bow to minimize getting citadeled. TLDR: Queen Elizabeth has a section of 104 mm bow armor that can technically bounce any AP shell in the game. This armor can be abused and you can tank a Yamato in this thing (not that she would ever meet one) There is no specific angle the Queen Elizabeth can take while approaching bow on without a chance of getting overmatched and citadelled. If you angle around 15 degrees from the center of the bow, you make it darn hard for other ships to overmatch your bow. Even though it is possible to be overmatched at this angle, it is very hard for enemy ships to do so and hit your citadel consistently I tried doing this in Training Room and managed to sink a Yamato while bouncing his AP on that 104 mm section. I simply angled 15 degrees and bounced his AP which gave me time to slowly chip away the Yamato's hp and eventually sink him. I'm not an expert at this kind of stuff so if something is up feel free to correct me :)
  23. Xero_Snake

    What is Poltava?

    Whilst Poltava is, in fact, the Type "B" light battleship project in design, Poltava is actually based on one of a few designs representing the Type "B" project. More specifically, Poltava is, in actuality, the Project 64 light battleship. Before Pr. 64, there was the Pr. 25 - predecessor of Pr. 64. For the light battleship project itself, Type “B” was meant to be a support for the heavier Type “A” battleship, sometimes it was considered in the same league as the battlecruiser concept – their “heavy cruiser”, for the lack of better term. From my Soviet Premium Ships wish-list thread: https://forum.worldofwarships.com/topic/108636-soviet-vmf-premium-collection-precolle-part-2/ Draft technical data specs & parameters (TTZ) of Project Type "B": Original TTZ of Pr. 64: From my perspective, Pr. 64 - Poltava is supposed to play like a "cruiser killer"-type battlecruiser like the French Dunkerque & the German Scharnhorst. Overall performances should be, more or less, comparable to those two aforementioned "oddball" BBs. Otherwise, play like how you played battecruiser Izmail, as your closest comparison you can come across with. Don't expect Poltava to be like of Sinop on the same tier, but at least she represents a more modern & improved version of Izmail on contemporary superfiring A-B-X BB design, while being on the same league as Scharnhorst.
  24. I just got back from playing my first sub battle and, suffice to say, I had fun. I didn't kill a sub, but I did have an 84k damage victory in my Perth which I was very proud of. That, however, is beside the point. The point is the ships that I saw some people bringing out. On both sides, I saw people going out in cruisers that can't use depth charges, such as the Aoba, Devonshire, Pensacola, La Galissonniere, and Trento, as well as BBs like the Fuso and Bayern and CVs like the Ranger and Ryujo. LIkewise, while I do have a decent selection of ships that can use depth charges (Anshan, Perth, T-61, Aigle), I have far more tier 6 ships that can't (Arizona, Warspite, Furious, Molotov, Graf Spee, Dunkerque, Huanghe, Duca D'aosta) and I can't help but wonder what the point of using any of them are. Without depth charges, or even Hydro in some cases, it seems like those ships would just be sitting ducks for subs, dependent on ever-undependable teammates to protect them. Of course, that's just my observation, so I now turn the mic over to you guys: Do you know what the point is to playing a ship in Sub Battles that can't use depth charges? I look forward to seeing what you all have to say. Sincerely, 1Sherman.
  25. Dogget

    Vive l'Alsace

    Has anyone run both ships and preferred the Alsace? I'm loving the Alsace and notice the wider dispersion, fewer guns, etc., of the Republique? My very first salvo when I got it and took her out, early, deleted a cruiser. 3 salvos (and two cits) later, down went a BB. My next shot took out another cruiser! Not my usual production. That sequence was unusual, but my first two games with her were my highest two damage totals ever. Blah, blah,blah. Anyone regret moving up to T10? Anyone go back? Is the Republique all that AND MORE? Merci.
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