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Found 56 results

  1. iamtheintrepidmouse

    Best Tier V - Tier VII HEAVY CRUISER in the Game?

    Hello! USN Player here. Mostly play Battleships. Just got to Tier V and Tier VI recently. Because of the British Cruisers event, I discovered "heavy cruisers" are a thing in the game. A Cruiser with more armor and BB-like guns?? Sign me up! My first CA I got was the Pensacola. She's got really big guns, but she's a paper ship. Kinda like the paper though as it challenges me to be a better player. I'm new to the CA playstyle, but I really like the concept. While I'm practicing being a better player with the Pepsicola, I would like a CA with more armor. I consider myself a Tier 4 or Tier 5 player looking to get good enough to play in Tier 7. Which Heavy Cruiser(s) would you say is(are) the best in the game? And if you can't answer that question, then which Nation do you think has the best Heavy Cruisers in the game? I like big guns and armor. Any recommendations?
  2. iamtheintrepidmouse

    PLAYER BUILD: The Do-It-All Devonshire

    Hello Gentle Mental Men So I've been playing around with the Devonshire for the first time this week, and I think I've fallen in love! After a few really exciting battles, I took a hard look at her Stats, her Upgrades, and her available Commander Skills and came up with a build for the Devonshire. The build focuses on "doing it all"----that is, medium range Main Battery performance, Secondary Battery brawls, and ambush-style Torpedo strategies while hiding behind islands. With all the puzzle pieces combined, I really think I have created the ultimate ambush predator (or at least an intimidating knife fighter) for Tier 5 or Tier 6 play. In theory, getting 5 km close to this Devonshire build would be a stupid idea for almost any enemy ship. Take a look at it, tell me what you think, share your own builds, and as always, suggestions and critiques are always welcomed. (Build Title still a W.I.P.) The "Do-It-All Devonshire" looks like this: CONSUMABLES: Damage Control Party Repair Party Hydroacoustic Search SHIP UPGRADES: Main Armaments Mod 1 Engine Room Protection Secondary Battery Mod 1 Steering Gears Mod 1 COMMANDER SKILLS: (listed in chronological order) Priority Target Torpedo Acceleration Superintendent Advanced Fire Training Concealment Expert Jack of All Trades Expert Loader Expert Marksman ***The_Intrepid_Mouse recommends unique commander Bert Dunkirk from the Armory, but not required.
  3. The following is a review of Smolensk, the tier X premium Soviet light cruiser kindly provided to me by Wargaming. Please be aware that though this represents the release version of the ship, her statistics may change in the future. To the best of my knowledge, these stats are accurate as of patch 0.8.8. Someone thought it would be a good idea to release a tier X version of USS Flint but with Soviet flavour-crystals. Players in the know are disinclined to drink the red Kool-aid -- and with good reason. If you're hoping that I was going to feed the drama llama and tell you everything is fine with Smolensk, I'm sorry to disappoint. Smolensk is an unapologetically powerful premium and continues the 2019 Stalinium trend. I should call Smolensk by her proper appellation: a "Reward Ship". This distinction is hella-important. Reward ships can still be directly nerfed after-release. Barring extraordinary circumstances, a premium cannot. This is, of course, adding to the feelings of frustration within certain circles of the community -- knowing that Wargaming could apply corrections to Smolensk but hasn't. I'm personally not getting my hopes up. So let's take a look at this calamity and why Smolensk has so many people sipping Tang. PROS Troll armour scheme, with 30mm hull amidships, 50mm citadel roof and a thin armoured belt which prompts frequent AP ricochets and over-penetrations. Armed with sixteen (!) rapid-fire Soviet 130mm guns that upgrade well with commander skills. Has the ability to make players give up on life and/or rage quit simply by bringing them under fire. Speaking of fire, she's good at setting it. Good accuracy and shell ballistics for a light cruiser. Downright trollish protection scheme. Excellent concealment. It's so good that she can hide her over-performance from spreadsheets. Fast and agile. Good anti-aircraft firepower. Has access to a Smoke Generator. CONS Super squishy with a tiny hit point pool, pathetic armour and zero anti-torpedo protection. Speaking of squish, her citadel is exposed over the waterline and just begging to be groped by AP shells. When things go wrong, they go wrong quickly. Short ranged guns and torpedoes. But you can fix the former and you don't necessarily need the latter (nice as they are to have). Poor HE and AP penetration for a tier X cruiser (not that this matters, really, but someone would complain if I didn't put it here). It's Soviet, so it's not allowed to be good. Smolensk is an HE spamming, torpedo-armed light-cruiser with smoke. In theory, she's soft and fragile. In theory. In reality, she's hard to spot, she's hard to hit, and when you do hit her, you can't guarantee good damage numbers. The Details You Need to Know There are four main elements you need to know about Smolensk. Weapons Main Battery: Sixteen 130mm/57 guns in 4x4 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Ten torpedo tubes in 2x5 launchers with one mounted on each side in wing mounts straddling the rear funnel. Smolensk has destroyer-caliber guns. This presents a few problems but, as we'll see, these are problems that are largely irrelevant. These imagined difficulties are: Smolensk is short ranged. She only has a modest fire-chance per shell compared to 152mm+ armed cruisers. She has low damage per shell compared to 152mm+ armed cruisers. Her AP penetration and HE penetration are poor. Smolensk starts with a mere 13.8km reach. This is near-suicidal range for a cruiser at tier X, but Smolensk has two ready fixes. Between the Gun Fire Control System Modification 2 upgrade and the Advanced Fire Training commander skill, Smolensk's range can be modified to 16km or 16.6km respectively. The choice between these two options lets players pick one of the two without taxing their ability to boost Smolensk's DPM or set fires. Combine the two (often at the expense of reload) and you have a reach of 19.2km. These options more than undermine any deficiencies in the reach of her guns. Furthermore, unlike some other destroyer-caliber armed cruisers, Smolensk's guns are comfortable to use up to ranges of 15km and have better ballistics than British or American 152mm. Shell flight times estimations (in seconds) of most of the tier X cruisers. These were taken from the in-game client with guns trained broadside. Smolensk's 130mm guns have shell flight times similar to Des Moines and Salem at very long ranges -- much improved over the more floaty ballistics of American and British 152mm guns. At ranges less than 10km, they're more akin to Henri IV's 240mm guns. Speaking of damage output and setting fires: It's true that Smolensk's AP and HE shells are found wanting in terms of raw damage output and fire chance compared to the 152mm, 203mm and 240mm guns of her competitors. However, the sheer volume of fire and her improved accuracy more than make up for any perceived deficit here. Furthermore, Smolensk can directly increase her rate of fire with Basic Fire Training -- something the other cruisers at tier X cannot, stacking this on top of Main Battery Modification 3. In addition, she takes less fire-chance penalty for using the Inertial Fuse for HE Shells skill than her contemporaries. This just leaves the issue of penetration, and this isn't one that can be corrected. Even with Inertial Fuse for HE Shells, Smolensk is incapable of damaging areas of armour thicker than 27mm with her high-explosive rounds. Her AP shells are similarly anemic with less than 100mm of penetration at ranges greater than 8km. However, her low penetration is largely a non-issue. Smolensk is more than capable of aiming for weak spots, and when you're tossing out that many shells, you're bound to hit something squishy sooner or later. Her AP shells are still able to chew through mouthfuls of an enemy ship's hit points if they present their broadside. She need merely aim at their softer hull sections like the bow, stern or upper hull. And for those tougher nuts out there, her fire setting will burn them to the waterline before long. Whatever perceived flaws Smolensk has with her guns are laughable, easily corrected if they were something that needed correcting in the first place. The sheer volume of fire her sixteen guns put out is nightmarish -- driving off and intimidating opponents. Softer hulled ships vanish in just a few seconds, allowing even this soft-skinned ship to out-trade select opponents. And if that weren't enough, she has decent torpedoes to stove the face in of anyone that comes sniffing near her smoke screens. These are just the stock DPM values. This is before the influence of captain skills, before upgrades, before consumables and before special upgrades. This also doesn't account for penetration or accuracy or what have you. I could have made this graph stupidly complicated with seventeen different combinations of applied bonuses and caveats to damage output but I think this already illustrates all it needs to: Smolensk spits out a lot of shells. Don't be in their way. There is no way I didn't screw something up here or leave something off. But, you know what? I'ma roll with it. You can increase Smolensk's fire chance even further by using the Adrenaline Rush commander skill and take some damage, but I think covering 34 different combinations is plenty, thank you very much. Keep in mind that these are base fire-per-minute values, not counting enemy fire resistance. In practice, the actual value will be about 40% to 50% of what's listed here. Oh no, Smolensk might "only" be able to start one fire every other salvo. What a joke. Smolensk doesn't miss -- only players do. (180 shells fired at 15km locked onto a stationary enemy Fuso without camo. Smolensk was equipped with Aiming System Modification 1). If you're paying attention, then with that optimal fire build I just illustrated above, you should be starting a fire almost every 5 to 6 seconds. Consumables Speaking of smoke screens, there are two consumables here worth noting. Smolensk, like all tier X cruisers, has access to a Repair Party consumable. There's nothing out of the ordinary with her having one, but given the frustrations of landing hits on this ship (and good quality hits at that), it's presence is noteworthy. The real ship-defining consumable here is Smolensk's Smoke Generator. There aren't many cruisers with HE shells with a Smoke Generator and with good reason. Iwaki Alpha, Belfast, Mikhail Kutuzov, and Flint aren't exactly biword for balance. If it weren't for Perth and Huanghe providing some (occasionally) good press, this combination would deserve it's automatic derision. Still, Smolensk is moving the needle towards the direction of "never again" in my opinion (she says, then HMS London gets previewed). What's funny to me is that there were steps made to try and reign in Smolensk's Smoke Generator. Mikhail Kutuzov, the retired tier VIII Soviet premium cruiser uses the same Smoke Generator as tier VIII Soviet Destroyers. It would stand to reason that Smolensk would use the tier X version but she doesn't. She uses the same tier VIII version as Kutuzov. The difference here is that Smolensk's smoke "only" lasts for 89 seconds as opposed to the 97 seconds it could have been. r/There was an attempt... Smolensk's Smoke Generator combines with her excellent surface detection, getting down as low as 10km. Stack this onto her flexible gun range and she's a hard cruiser to find when she doesn't want to be seen. Aircraft carriers won't do the spotting here -- her aerial detection range is the same reach as her long-range AA bubble. That just leaves blasting her with radar, waiting for her to open fire or getting suicidally close. For destroyers, closing the distance is high-risk. Getting counter-spotted inside of 10km of Smolensk is a great way to get yourself sent back to port in a hurry. For anyone else, there's those torpedoes to worry about and that ridiculous DPM. Short of radar, a well played Smolensk is only seen when she wants to be seen, and that's only when she's pulling the trigger. Protection Hit Points: 32,400 Minimum Bow & Deck Armour: 16mm Maximum Citadel Protection: 16mm bow/stern + 100mm transverse bulkhead (70mm belt broadside) Torpedo Damage Reduction: Nope.jpg Armour so bad, it's good. Her conning tower and the forward faces of her turrets are 100mm thick -- just enough to prompt the occasional ricochet or shatter smaller caliber AP shells. Smolensk has an exposed citadel, but she's surprisingly resistant to broadside citadel damage from battleships. Her citadel roof is 50mm thick and will auto-ricochet any battleship shells attempting to penetrate it from a range of 21km or less (even then, good luck). So only shots aimed directly at her waterline (or just beneath) count. At 70mm, Smolensk's belt isn't thick enough to fuse AP shells greater than 420mm in caliber. There was some great work done on Reddit by U/R_radical (link here, please give it some well deserved love) which I followed up on for my own tests. The grossly simplified version is this: République, Thunderer, Ohio, Georgia, Musashi, Yamato and Kremlin are physically incapable of landing citadel hits against the flat broadside of Smolensk if the shells don't strike water before entering the ship. They need to hit angled surfaces to increase the relative thickness of Smolensk's belt in order to fuse. It gets worse, though. Smolensk has a narrow beam -- there just isn't enough room when striking Smolensk's flat broadside for most battleship shells with their 0.033s fuse timer to explode inside the ship. The shells have to be slowed down first and air drag doesn't really begin to be enough of an effect until you get to ranges of around 15km or more. For some battleships with high velocity shells like Roma, you're looking at ranges closer to 20km. Inside that distance, short of shells dunking beneath the water first, their AP rounds will pass clean through resulting in over penetrations despite hitting the bullseye of her machine spaces. Thus, battleships have to wait until Smolensk is angled in order to have a chance at landing penetrating and citadel hits. The size of these angles varies with range, but even at a distance of 15km, Yamato is looking at needing Smolensk to be angled out at least 30º from a flat broadside before she gets that magical combination of thick enough armour to arm her fuse AND enough space along her shell path to land a citadel hit. My own tests with Lert necessitated a 37º angle before we got lucky with Musashi's 460mm AP shells. If that wasn't enough, Smolensk still has a few tricks to play. Her 30mm will also autobounce any AP shells smaller than 429mm that strike it at too acute of an angle. And finally, if you think smashing shells through her fragile snoot will finally yield those big damaging hits, be aware that her upper transverse bulkhead is 100mm thick -- there's no overmatching that if the shell comes in too steeply as Smolensk angles away. The net effect to all of this confusing math is that Smolensk's armour is downright troll when battleships shoot at her. Over penetrations abound. Citadel hits are rare. Auto-ricochets happen just often enough to make you want to pull your hair out. Thanks to her Smoke Generator, hits alone are uncommon for slow-firing ships. If this analysis seems battleship-biased, you're right. That's because cruisers have no problems at all ripping apart Smolensk if they catch her. Smolensk has a tiny hit point pool -- a mere 0.9 Viribus Unitis (VU) worth -- which also means poor returns on her Repair Party consumable. While outright trading with Smolensk is generally a bad idea because of her monstrous DPM, the occasional pot shot from cruisers will yield big numbers when they slap this little Soviet monster. Do your poor battleships and destroyers a favour if you get the chance. Venezia and Puerto Rico are works in progress and still subject to change. Smolensk's HP total is awful. If skill points weren't at such a bloody premium, it would be worth spending three of them on Survivability Expert. The bonus 3,500hp (almost 11%) would make her equal to 1 VU. This is a totally important standard unit of measure for a cruiser, or so the constant whining about the new Austro-Hungarian battleship would have me believe. Agility Top Speed: 35 knots Reverse Speed: -13.6 knots Rudder Shift Time: 8.2 seconds Turning Circle Radius: 750 meters Maximum Rate of Turn: 5.7º/s at 4/4 speed Compared to other mid-to-high tier Soviet cruisers, Smolensk is hella agile. Krasny Krym, Murmansk and Makarov are the only ships that handle better (and I would question giving Makarov that honour). Krasny Krym manages it because she's a tier IV design. Murmansk and Makarov are borrowed ships from other nations. It's the smallest slights which sting the most. I think I might have stomached Smolensk's inclusion better had she not trespassed here. She doesn't handle like a Soviet cruiser and this irks me to no end. Allow me to explain. I've spent forever twirling boats. I've got a pretty good base understanding of how ships move in this game and I'm forever expanding that knowledge. I've come to recognize patterns and trends, not only between the different ship types but also within a given nation. Japanese cruisers are fast, American cruisers have small turning radii, British cruisers break the laws of physics, and so on and so forth. I must stress that these are trends -- not hard fast rules. Still, patterns exist and I don't think they're coincidental. The Soviet cruiser line is one of contrasts. Their low tier cruisers are ridiculously agile -- some of the most agile cruisers in the game. However at tier V, they transition to very fast ships with enormous turning circles. Barring borrowed and up-tiered designs (and Mikhail Kutuzov), Soviet cruisers pay for their sleek hull forms with poor handling. Smolensk doesn't. For a Soviet cruiser, she is bloody nimble. She's fast. Her rudder shift time is good. Her turning circle radius isn't appalling. And it's this last part where I take issue. I expected her to have a turning radius at the 820m mark or greater -- something like Chapayev or Shchors. This would scale back her rate of turn down from 5.7º/s to 5.2º/s or less -- still decent but definitely more in line with the Soviet light cruisers as a whole. And let me be clear: I'm aware I'm unfairly gate-keeping which ships are allowed to be agile. There's no hard-fast rule that says Soviet cruisers must handle like a pregnant yak in a mud-wallow. The Sverdlov-class doesn't. None of their low tier ships do either. It kinda makes sense that a small, anti-aircraft cruiser like Smolensk would be a wiggly little thing. Colbert is. The Atlanta-class is. Their radii are much tighter than what Smolensk can boast. Compared to those two, Smolensk is pretty chunktacular. In fact when you put her alongside these other AA cruisers, her turning radius is downright Soviet. Still, even with this minor disparity, this is one more thing Smolensk is hella-good at. She's got the firepower. She's got the stealth. She's got the smoke. She's got the speed. She even has the durability despite being worth 0.9 VU. Her AA power is excellent (specifically when you also account for her aerial detection). And now, with this, she's super agile too. She's hard to hit in the hands of a good player. It's bad enough that she's a small target and one that's hard to dig out of smoke. With her great range improvements, she can play the open water game and Just Dodge™ her way to victory when islands and smoke aren't an option. I suppose with all of the time I've spent with twirling ships, it explains why this is the final straw for me. It's kinda absurd, when I think about it, but when have feels ever made sense? I hate you, Smolensk and your cute, twirly butt. Placed against her peers at tier X, Smolensk comes out looking very good. She's behind Colbert, Minotaur, Venezia and Des Moines, but only when the American uses her Legendary Upgrade. Venezia and Puerto Rico are works in progress and still subject to change. Everything Else Just so I can say that I didn't leave it out: Camouflage & Refrigerator Smolensk's camouflage is the standard Type 20 Camouflage. This provides: 3% reduction of detectability by sea 4% increase of dispersion of shells fired by the enemy attacking your ship. 50% reduction of cost of the ship's post-battle service. 20% increase to credits earned per battle. 100% increase experience earned per battle. Smolensk's economy doesn't appear out of the ordinary, being comparable to the other tier X reward ships Bourgogne, Thunderer, Stalingrad, etc. Base Surface Detection: 12.78km Aerial Detection: 7.41km Minimum Surface Detection Range: 10.04km Detection Range When Firing in Smoke: 5.91km Main Battery Firing Range: Between 13.8km (stock) up to 19.21km Nothing further to add here that hasn't already been discussed above. Smolensk is smol and a sneaky danger-noodle. Anti Aircraft Defense Flak Bursts (3.5km to 6km): 8 explosions for 1,890 damage per blast Long Ranged AA Guns (6km): 167.6 damage every 0.32s Medium Ranged AA Guns (3.5km): 186.2 damage every 0.32s Short Ranged AA Guns (3.1km): 58.6 damage every 0.34s Smol-bote with biggish AA. It's important to note that with Concealment Modification 1 and Concealment Expert, Smolensk's aerial detection range is a mere 21mm (yes, millimeters) longer than her long-range AA power. Don't ask your CV to try and spot this thing -- they'll get shredded. Smolensk can bloody stealth-snipe aircraft. Final Evaluation From KC Green's fantastic Gunshow comic. I bloody hate this ship. I've hated working on this review all month. I've rewritten this damn thing so many times, never happy with the tone, never happy with the message. Even now I'm not sure I've properly communicated how frustrating it is to face off against a well-played version of this thing. I don't want to water down this sentiment (which I have so many times before) by mathing out the odds of actually meeting a competent Smolensk player or how, yes, it's technically possible to counter it with X, Y and Z. I don't like facing this ship for the same reasons that I cringe when I see a Flint, Belfast or Kutuzov on the enemy roster. In the end, it doesn't matter if the enemy Smolensk is good or not. My sentiments about the match are already soured. I consider myself a patient person and the presence of a Smolensk taxes even me. I am someone who can stomach playing against carriers. I enjoy my troll-ships. However, even I have my limits. I don't like playing Smolensk. It feels grossly unfair. It feels the same way as playing Belfast, Kutuzov or Flint. She has all of the advantages and few match-ups are unfavourable (short of derping into a Shimakaze torpedo like I did one game). The deeper I looked into Smolensk, the more concerned I became. There's a lot going on here -- a perfect storm of potential and so many different combinations to analyze that it's easy to see why Smolensk not only can be a piece of garbage in one player's hands and an absolute beast in another. If you don't have Smolensk yet, I dunno what to tell you. On the one hand, I don't want to play against your new ship. On the other, I know that there's a risk you could miss out. She's a bona fide reward ship -- not sold for cash money so nerfs are possible. What you invest in now might not be the ship we have six months from now. If you're hoping to preserve this sense of superiority, then she might not be worth the investment. This changes if she's eventually sold for cash. As a tier X ship, I see that as unlikely. This might change come Black Friday through Christmas, though. Wargaming does like to bundle everything together and ring the dinner bell. This is also the first year where we've had a veritable glut of tier X reward ships available. Once cash changes hands, Smolensk's performance is locked in. The only recourse from then on is to hope she becomes rare. And if that happens, if you haven't got her already, you're unlikely to ever get her. To Hell with it: If you don't have her yet, get her ASAP. Play her often. Play her so often that it chokes the matchmaker. T-59 this momo and have popularity necessitates re-evaluating her performance and availability. I don't see Smolensk surviving either change-free or remaining freely available, though who knows what kind of timeline this is on. She's that good. She's that annoying. How to Balans the Spreadsheets Recommended Upgrades There's a lot to unpack with the upgrades of high-tier ships, but it's generally simple. You want to build Smolensk for agility and gunnery. Everything else is secondary to this. Start with Main Armaments Modification 1 in your first slot. In your second slot, take the corresponding Special Upgrade for either Defensive AA Fire or Hydracoustic Search -- whichever consumable you tend to favour using. Barring that, default to Steering Gears Modification 1. You're going to be doing a lot of gunnery at range so Aiming Systems Modification 1 is a good investment (if only because the other upgrades are crap). If you prefer to play Smolensk more static -- hiding in smoke and behind islands, take Propulsion Modification 2 in your fourth slot. Otherwise, take Steering Gears Modification 2 for better open water agility. Similarly, if you prefer open-water play and feel confident with your ability to dodge, Steering Gears Modification 3 will serve you well. Otherwise take Concealment Modification 1 to make hiding easier. Between the two best options here, Gun Fire Control System Modification 2 is the preferred choice, extending Smolensk's range. This puts less of a strain on her commander skill options (the effects here can be replicated with Advanced Fire Training). If you've 4 skill points free, then by all means, take the range-skill instead and default to Main Battery Modification 3 for the increased reload speed. Or, you could get all the range and combine the two -- but at least one range upgrade is needed. Recommended Skills There's a bit of a balancing act going on here. You need to have at least one range-upgrade for Smolensk (need is a strong word, but trust me, it makes all the difference). So if you haven't taken Gun Fire Control Modification 2 then you have to select Advanced Fire Training for example. So let's look at the worth of individual skills rather than the total package: At tier 1, there are three skills worth considering. Priority Target and Incoming Fire Alert are the first pair and tend to be mutually exclusive -- take one, not both. The former gives you more information. The latter gives you more critical and specific information. The last skill that's worthwhile here is Preventative Maintenance, but it's definitely sub-optimal compared to the other two for Smolensk. At tier 2, Last Stand is highly recommended. While not on Destroyer levels of fragility, Smolensk's rudder gets shot out often and near misses from large caliber HE shells can (and will) knock out her engines. Adrenaline Rush is also a great skill if you have the leftover points to spend on it. Jack of All Trades is handy for reducing consumable reset timers, particularly when the action is heated and in combination with the November Foxtrot signal and premium consumables to further drop their cool down. Similarly, Smoke Screen Expert is nice for the extra room to move around, especially if you plan to be sharing your smoke with a friend. At tier 3, there's a glut of choices here. Superintendent is arguably the best of the lot for the extra heal and extra charge of Smoke Generator. Basic Fire Training and Demolition Expert also play to Smolensk's best strengths. Beyond this, there are skills that are simply "nice to have" but hardly an efficient use of points including Vigilance and Torpedo Armament Expertise. The tier 4 skills are contentious and, frankly, are largely a matter of personal taste. Advanced Fire Training is all but mandatory in the absence of Gun Fire Control Modification 2 (how many times have I said that now?). Concealment Expert is amazing for its points cost, improving not only her survivability but opening up the door to ambushing aircraft with Concealment Modification 1, yet I wouldn't consider this skill required. Probably the best investment is Inertial Fuse for HE Shells, opening the door for Smolensk to directly damage the extremities of all heavy cruisers within her matchmaking. But even this isn't mandatory if you just want to make battleships burn. Finally, for the truly eclectic, there's Radio Location for those who fancy themselves as destroyer hunters in the late-game. Green = All but Mandatory. Yellow = Highly recommended. Red = Situational. Note this only applies to normal commanders. Special commanders, with their baked in bonuses, changes things. Last Bits And here I told myself this was going to be a short review. The amount of prep-work for this review was insane. I started mapping the dispersion of cruisers (ugh!), tested battleship AP fuses, did more work on torpedo damage, played with AA, did even more twirling, never mind all of that dirty, DIRTY play testing. You'll note a lack of an Angry YouTuber jpeg at the end of this article. That's deliberate. Some of my readers get too hung up on the soundbite at the end rather than the message as a whole. They might return at some point, but I'm retiring them for the time being. Thank you for reading.
  4. rafael_azuaje

    LONDON NEED BUFF!

    Great analysis! I just want to know why London is premium and Devonshire not. It seems than both are similar, but DEvon is better in many aspects: - Better torps and main battery reload time - Better torps speed and distance - Better antitorp protection - Better main battery range - Better AA - Better DPM - Better HP recovery - Better concealment Better Hydro - better etc.... The london it seems better in speed (+1 knot) Those without significant captain skills and upgrades. (The skill selecte for both ships are Priority taget and Expert Marksman) my Devonshire has Demolition Expert activated.
  5. Results may vary, I openly invite anyone to try it out and share there results of the changes... For both ships... I ditched the AA spec... Its not worth it for none of them for 0.9.2 Now, if you hate to be annoyed/harassed by planes, you can keep it but for this test I ditched it completely . The ATL has IFHE... The Flint Has Halsey and DE build... Both test results have at least 300 shell hit at a target that is tier 8 or above Depending on your play style (that is why I invite your results as well), Fleet make up, and map... Both offer a different experience... First off the Flint, DE non IFHE Next up, The Atlanta with IFHE... SUMMERY As much as I dont like the changes, it is what it is... In the FLINT game it felt like a real grind to achieve those 2 kills against the tier 9 BBs. If you manage to reach 400 hits, expect a %50 pen rate with IFHE, without IFHE %50 less. *again depends on your aiming skills, mine are questionable* Test it out yourself, see if you can duplicate what I tested... Remember it was only one match.. The consistency, is questionable... GL boys and girls
  6. FWGuy

    London Premium Cruiser

    I bought the Premium London becuase it could serve as a Captains training ship plus this feature - Until April 30, 2020, owners of this bundle will have access to a special combat mission. The first 25 battles played on this ship in any battle type will bring you three times (3x) more XP than usual. So I get it an play Random battles and all I do is "Loose" !! I have played 3-days and 3-games each day and all I have is 9 loses in a row to show for it. I am a 44% win player in Random so on average I should get 4 wins. The odds of loosing 9 games or 9 Tails in a row is about 0.2%. This really seems to be a deliberate manipulation of the game where a ship is always placed on a team predetermined to loose that macth. Has anyone else seen such a streak of bad luck or constant loses. I can play up to Tier X ships and clan & ranked battles all the time. So a Tier VI ship is no problem to play. Any thoughts or simlar situations?
  7. Kinugasas lyrics have survived for a long time and have fought many fights and it was as famous as Aoba and there are no 6tier premium ship in Japan so those who like Japanese zen are definitely welcome i think It is better to reduce anti-aircraft performance and increase gun firing speed.. I don't know if I wrote the translation well :v
  8. A heavy cruiser project (Project C5A3) designed to rival potential adversaries: new ships of this type that were being built in Germany. The main difference from the previous ships was manifested in the enhancement of the ship's main guns located in triple turrets. WGWiki Meep! Meep! This cruiser really is the Road Runner of Tier VIII cruisers. When I think of the Charles Martel as compared to other Tier VIII cruisers, I see a lot of great potential. When the French cruiser line was first advertised, many noted that the ship had a high citadel and that the wet tissue paper protecting the citadel was insufficient for the ship to survive. Because of this obvious weakness, many recommended that sailing the French would lead to disaster and frustration. I have found that this cruiser does not need to be well armored, because like the Khabarovsk, she can sit at a distance and simply pepper her enemies to death with high explosive shells all the while running and dodging everything they are throwing at her. How to Sail Her: This will likely receive some backlash, but I will make the statement, this cruiser excels in open water. I know counterintuitive to traditional cruiser play. The Martel needs to be moving, constantly, and almost never in reverse, although be used to kiting early and often in the match. A sitting Martel is going to be dead from AP in a few short bursts. You want your cruiser moving in open water, zigging and zagging between 13.5km and 17.5km from your targets. I have found that I am most effective with this cruiser at these ranges, at least until the later portion of the mid-game or even late game when you either need to make a play or you are on mop-up duties. So, is the Charles Martel another Heavy Cruiser designed to spam high explosive shells on a target for shock value after getting in as close as possible? Some would argue yes. I find that the Martel is best suited for shooting early, often and starting with the largest ships available. Now this might seem backwards to those who play cruisers/rely on them and those who feel the job of the cruiser is to sink the destroyers first and foremost. Do not get me wrong, a destroyer inside of 11km is still a viable priority target, but outside of that look to bigger slower moving targets. Let your damage per a minute slowly eat away at the enemy fleet. Unlike the Japanese Cruisers which use stealth to get close and punish, the Martel wants to simply get off the first shot while kiting away. Other cruisers want to deal with DDs, the Martel, wants to deal with/impact the overall health pool of the enemy team. During the early game, that is the first five minutes of the match, the most important thing you can do is, ensure you are not seen until you fire your first salvo, be already turning away before you fire, and don’t take massive damage to early. Try to avoid getting any closer than 14km from a BB during this period because inside of 14km they can and will citadel you. Additionally, unseen cruisers screening for them will likely be 2-4km in front of them and will melt you. The key is to try and do 20-30k early damage, cause some fires, evade, and escape to the mid-game where your ship will really begin to excel. During the mid-game 15 minutes remaining till about 6 minutes remaining OR when the enemy is reduced from 10 to 5 ships remaining, your ship needs to pull its weight. No matter the tier. Here, you need to pound overextended battleships, lighting fires as you go. Once one or two are set and burning, move on to the next target. Keep the fires spreading around the enemy fleet. Here you may even find a use for your torpedoes. I usually use my speed boost to get to a weak flank, and since the enemy is usually pushing at this point, here is where I let the torpedoes fly. This is often done between 13 and 10.5km, as an oncoming ship will more than make up the ground to run into the torpedo before it hits its maximum 9km range. Most importantly, during this time is keeping the guns hot. Always be moving and always keep them shooting as much as possible at something. If not, be moving to an area where they will have that impact. During the late game, that is when the enemy is reduced to less than 5 ships or under six minutes remain, you may have to be a little more aggressive. If that means capping, do it. Whatever it takes. Your speed makes you probably the most flexible cruiser in the game (tier for tier). You may have to risk your ship, at least you know you can still outrun problems. Strengths: Speed/Maneuver: So the base speed with my signal flag is 34.1 knots. With the Speed Boost, I can hit 40.2 knots. Only thing outrunning you at that point is a Russian DD…and let’s be clear, you probably don’t want to be chasing a Khab anyways. This really makes this ship the Road Runner as I suggested above. You can outrun just about every design to hurt you, but if Wyle Coyote ever catches you, it’s going to hurt a lot. If I could give advice to Captains (BB and CA) who are engaged with a Martel, break contact (run away) and don’t waste ammo on one that is over 14km away and actively maneuvering unless there is just no other target available. You will miss most of the time, and this can become a very frustrating ordeal as your decks go up in fire. The exception to that comment is the Zao and Moskva, which with their rail guns, seem to have better success. Also, since you are usually operating from a bit further in the back…things like radar are of little consequence. High Explosive Shells: In my ships current configuration, I have a 19 percent chance to cause a fire with each salvo. Not as good as the Japanese cruisers with their 22 percent, but with a faster rate of fire, it all works out. With a range of 17.6km, you will start hitting enemy battleships early in the match and this is always a great benefit to the team. Most BB captains tend to let a single fire burn. If you are trying to stack damage, I found that by the 16-minute mark remaining, I was often sitting at 25k+ damage and it would just continue to roll. I would average about 12 fires per a game in the Martel, and having an Arsonist or Witherer every few matches was not uncommon. Survivability: Yes, I just said that about a French cruiser. Of all the cruisers that I own at Tier VIII (which is all of them), the Charles Martel has the highest survival rate. Interestingly, because of this, I think I have also benefited from a higher win rate, damage per battle, and overall experience. Something about this ship just clicks, and because of its speed and maneuverability combination, it is not easily killed. Even when I did die, it was often because I was the last ship on the field. This ship has the potential to carry a Captain to the late game, they just need to understand how to sail her. Weaknesses: Armor: Wet tissue paper over an ammo magazine. You will get citadel’d from just about any angle if you take a hit. If not, it will almost certainly be a pen. The key is to keep moving, stay over 14km, and dodge. Taking a pen or over-pen is fine if you are greatly punishing the pursuer in return. Health: You can ill afford to get into a gun duel with a well angled cruiser inside of 12km. They will eat you alive. Even if you win the exchange you are usually reduced to under 25 percent health. The exchange in this manner just is not good, and this is in large part due to the soft armor of the ship. Worst mistakes I have seen and committed myself, was getting to close to a Bismarck or other German BB with secondary’s that melt your hull. Destroyers: This ship can deal massive damage to a DD inside of 10km. That is not the point. The slower reload makes it better suited for hitting larger ships. I have struggled with this ship to take down destroyers. However, in the current meta, with heavy focus on BBs, this shortcoming is easily overcome. Other: The torps have good angles, but do mediocre damage for torpedoes and rarely cause flooding. Lastly, there is only one set, so they are meh, if not a bonus. The armor piercing is solid and I have scored plenty of citadel hits on other cruisers from Tier VI to Tier X, but it is nothing extraordinary and seems standard for a cruiser. The shell arcs are in the middle of the pack and I have adjusted to them. They are not rail guns, but they don’t take 3 minutes to land on a target either. Captain Skills: I took the following skills to complete my French Captain, slowly building them over time. This is the recommended order. Priority Target (1) – Always good to know who is looking at you and how many. Expert Marksmen (2) – Turret traverse was important for me as I was constantly re-angling my ship to avoid incoming fire. Demolition Expert (3) – 2% Fire Chance to hit. Yeah…extremely useful. This skill is critical to maximizing the fire starting on enemy vessels. Concealment Expert (4) – I like stealth. I prefer to get in the first shot. I do not like having the priority target indicator showing 4-8 before I ever open fire with my main battery. Adrenaline Rush (2) – Critical in the mid to late stages of the game. This will increase your rate of fire and just makes your ship a juggernaut of burn to enemy vessels. Advanced Firing Training (4) – I elected to go AA build on my cruiser. I was rarely if ever in torpedo range, and therefore skills like Vigilance were never really needed. In 100 games, I think my ship hit a total of 4 or 5 torpedoes. Basic Firing Training (3) – To help finish the AA build, plus made the secondary batteries a bit meaner. Ship Modules: Main Armaments Modification 1: A must have. The turrets on this cruiser tend to get incapacitated on the regular, (especially the rear turret) as you kite away. This will reduce that just a bit. Aiming Systems Modification 1: Again, I want as many shells to land on the target I am aiming at as possible. While many will shatter, the chance of fire is greatly increased. Engine Boost Modification 1: Four minutes and thirty seconds of speed boost per a charge. Enough said. This also allows you to save captain points and not necessarily invest in Superintendent. You essentially have a charge available for every stage of the game and can be moving at full speed for 13.5 minutes of the match. That is a nice feat. Steering Gears Modification 2: Let’s be clear, your turning shift is not great, this gives you a 20 percent reduction and brings your rudder shift down to 7.9 seconds. While not ideal, this combined with your speed should be just enough to get you over the hump. Concealment System Modification 1: This will bring you down to a 10.5km detection range. Not great at Tier VIII for a cruiser, but good enough that you can be sure to get in your first shot instead of waiting for the enemy to give you theirs. Also, the +5 percent to dispersion of enemy shells can really help! Signals: Here is my recommended list of signal flags by priority for this ship; Victor Lima, India X-Ray, Sierra Mike, India Yankee, November Foxtrot, Juliet Charlie, November Echo Setteseven, and Juliet Whiskey Unaone. The first two increase fire damage/chance for flooding, the next speed. Beyond that it is more about ship survivability and managing your health pool by reducing the time a fire will burn, cooldown on consumable, and risk of detonation. The remainder is about improving AA, and chance a torpedo will cause a flood. Of note, I did not use detonation flags and was only detonated one time in 100 matches with the ship. In summation, in the current heavy BB meta, this cruiser is absolutely broken and in my opinion the strongest cruiser at Tier VIII. Its ability to do damage, survive, and avoid a lot of damage make it an ideal cruiser for captains to try out. For me, averaging over 99k damage a game and having a 55 percent survival rate says it all. Now, that said, if the meta returns to a DD or Light Cruiser play, then perhaps you put this ship aside for a while in exchange for something else. As always, I look forward to feedback and constructive criticism/techniques you have found useful when sailing this ship.
  9. Throughout the course of maritime warfare history since the advent of steam-powered engines in marine engineering, the cruiser-class warship has retroactively proven itself to be a versatile naval war machine on numerous naval combats, capable of performing a wide spectrum of combat roles & tasks depending on the nature of a cruiser's design philosophy, of which neither a battleship nor a destroyer were capable of at those times before the early years of Cold War. Cruisers can be designed & built in various shapes & forms, such as armored cruiser, torpedo cruiser, battlecruiser, scout cruiser, light or heavy cruiser, cruiser killer & even aircraft cruiser. Both of those aforementioned varieties of cruiser-class warships were purpose-built on the framework of their respective design philosophies to determine their technical performances on both tactical & strategic values as an assets in naval warfare. One of the most peculiar cruiser-class warships even existed in concept & design before WWII, was the USSR's Large Cruiser Project "X". Whilst its design was initially intended to be a "cruiser killer" type of heavy cruiser, it was also given a few more combat roles to ensure the Project "X" large cruiser, at least theoretically, is capable of coordinating a small fleet or a flotilla, as well as able to operate independently from fleet command for at least within a few days or within a week period at most. Hence, Project "X" was dubbed, for the lack of better term, the "Superman of Soviet Lands". Soviet Large Cruiser Project "X" - Multipurpose Reconnaissance Heavy Cruiser Concept By 1935, as Dr. Anatoly I. Maslov unveiled Pr. 26 - Kirov to be the first contemporary "light cruiser" for the Soviet Navy in the intensive efforts to rebuild the maritime force of the Soviet Armed Force under the Big Fleet Program at the behest of Joseph Stalin, his colleague V. P. Rimsky-Korsakov conceived the Project "X" large cruiser as the first attempt to materialize the first "heavy cruiser" for the Soviet Navy. Rimsky-Korsakov's concept for his "large cruiser" was not only to be capable of destroying enemy cruisers being as large as the German Deutschland-class cruiser with its main guns being larger than 203mm in caliber, but also to be self-sufficient enough to conduct an autonomous operation outside of the fleet command's chain of command within a certain period of time while coordinating its task/strike force in the form of a small fleet division or a sizable flotilla consist of a few light cruisers, destroyer leaders such as Kiev-class & Tashkent-class, along with a handful of destroyers, submarines, support ships & other smaller sea combatants. Be it carrying out anti-submarine warfare, commerce raiding, intercept enemy raiders or operating a small-medium scale skirmishes, Project "X" was intended to fulfill those aforementioned roles in an unconventional means. Project "X" was designed on the standard displacement of at least 15,518 tonnes & about 17,350 tonnes on full load displacement. In terms of ship hull dimension, it would be 233.6 m in length, 22.3 m in width & 6.6 m in waterline draft. Armed with 4 x 3 - 240 mm/60 main guns; supplemented with 6 x 2 - 130 mm/50 B-2LM twin gun deck turrets, 2 x 3 - 533 mm triple torpedo tubes, 6 x 1 - 45 mm/46 21-K AA cannons & 4 x 1 - 12.7x108 mm DShK heavy machine guns. 240 mm/60 naval gun specs:- • projectile weight: 235 kg • muzzle velocity: 940 m / s • charge mass: 100 kg • ammunition per gun: 110 rds. • rate of fire at an elevation angle of 10 degrees: 5 rds / min • traverse angle: –5 degrees to +60 degrees As for propulsion, Project "X" was designed in the 3-shaft propellers configuration; powered by a total six steam turbine engines & six boilers to generate a total power output of 210,000 shp to produce a top speed of not more than 38.0 knots, in theoretical calculations. Each propeller shaft was to be powered by two steam turbine engines & two boilers to generate a local power output up to 70,000 shp. Such kind of propulsion system would then be applied on destroyer Pr. 45 - Opytny. Armor scheme: Belt - 115 mm Deck - 75 mm Barbette - 115 mm Conning tower - 100 - 150 mm Main turret - 75 - 115 mm B-2LM turret - 50 mm Bulkhead - 115 mm Project "X" was designed on an unusually large hull profile possibly based on Kirov-class in design, with an elongated aft & stern sections to include a large aircraft hangar to accommodate an unusual number of seaplanes of choice (i.e. KOR-1/Be-2 or KOR-2/Be-4) up to at least 9 seaplanes. As such, Project "X" would have effectively function as an aircraft cruiser. Interestingly, the design philosophy behind Project "X" was likely to be based on the Imperial Japanese Navy's Mogami-class & Tone-class heavy cruisers, which were then modified into an aircraft cruiser capable of accommodating between 6 - 11 seaplanes, with the former historically capable to carry up to 11 seaplanes at the very least. It was probably no accident that Rimsky-Korsakov came up with the idea of multipurpose large cruiser, based on the intel gathered from an espionage on the IJN's activities. Moreover, there also was the light cruiser Ooyodo which also initially built to function as an aircraft cruiser, but ultimately functioned more as a command cruiser. IJN Light Cruiser Ooyodo Ultimately, they would mean the Project "X" large cruiser would have been the combination of a firepower of German's Deutschland & Japanese's Tone, plus the multipurpose functionality of the Japanese's Ooyodo. In addition, Project "X" was to get at least two submersible torpedo boats/midget subs designed by TsKBS-1 design bureau, known as the "Flea" - «Блоха» . "Flea-400" submersible torpedo boat/midget sub - «Блохи-400»
  10. HeavenlyWind_

    Spanish Cruiser Line?

    I think it can be done. Though, WG would need to think of an exclusive gimmick. Thoughts?
  11. Heyo, wall of text alert, enjoy the read, I've been wanting to get this off my chest for some time now. There's a WG stream going on as I write this, in which a buff to the German Tier X Cruiser Hindenburg was announced (also includes Roon, same buff btw). The buff in question was stated to be a decrease in reload from 11 seconds to 10.5 seconds. Now, let me start this by saying that I find it good that WG is finally getting around to buffing Hindenburg. The game has not been kind to her ever since her initial nerf where the reload was increased from 10 to 11 seconds. To list a few things that happened, we saw the large wave of buffs to numerous T10s which raised the average performance of the T10 ship, whereas Hindenburg around that time got nerfed. Republique saw more widespread use, for those of you unaware, Republique is one of the most terrifying ships to face in Hindenburg, more on that later. And last one worthy of mention are the Legendary Upgrades, where Hindenburg got a rather mediocre one, again more on that later. So, does this buff to her dpm finally solve the issues she has? In my eyes, no, it doesn't. It doesn't even touch her main issue, and that of the German T8-10 Cruisers. While the dpm was no longer what it used to be, it's still usable. Her AP hits just as hard provided it penetrates, the HE still penetrates the 50mm plating. She was never a dpm machine, more of an opportunist that would seek AP opportunities whenever possible. Same unfortunately also applies to her buff some time ago, where she gained an extra heal charge. A fifth Repair Party charge is a situational tool, only being of any use when four heals have been used and the fifth one gets activated. If this does not happen in a match, then this buff did not show any effect in said match. What is Hindenburg's main issue? It's a feature of her that got powercrept. For those that have been around for some time, the term “Battleship Hindenburg” should not be uncommon. This reputation was gained for a few reasons. For one the turtleback armor which allowed her to pull some ridiculous moves in brawls, and then most importantly the 30mm midship section which allowed her to bounce all AP shells but the ones fired by Yamato, Musashi and 457mm Conqueror (which no one used, that didn't change). So basically, angle well and you can absorb a lot of damage. She still has those 30mm armor. But unfortunately for her there are plenty of ships that have been released since then, and more in the pipeline. Republique being chief among them. Why her? Because she amplifies the problems that Hindenburg has. Hindy's sluggish handling is nothing new, so any Republique with two baguettes to rub together (lewd) will not struggle to land shells, and when they land, they hurt. And there is no way for Hindenburg to counter this threat at all. Angling doesn't work, the concealment is mediocre, so are her dodging abilities. What remains is literally running away and trying to slowly wear the Republique down while 10k damage salvos will return to you every 20something seconds. So in short, 30mm is no longer worth what it once was, and Hindenburg is among the ones that is hit the most by this slow process. What remains is the turtleback, but I shouldn't have to explain how passive the meta especially on NA is. Anyone hoping to capitalize on the turtleback on a regular basis will be left disappointed. Is this an unsolvable issue? No. It can be fixed relatively easily, and WG already set the foundation for this some time ago when announcing possible upcoming changes to the midship plating of cruisers. Exactly the issue Hindenburg has, midship plating. Since then this idea has been surrounded by silence from WG's end, though I spent time on thinking about what possibilities there are for Hindenburg. Since this would be a significant buff to Hindenburg's survivability, it should not surprise that there has to be something in exchange that Hindenburg will sacrifice. For this the most suitable thing would be the third (or fifth if maxed out) Repair Party charge. So while Hindenburg gains the ability to avoid more damage, she pays by being able to recover less damage. A good trade-off. As clarification, these values would only affect the midship section, meaning central upper deck and upper belt. Bow and stern remain untouched. 31mm: An unconventional value for sure. This mainly excludes overmatching from Republique's 431mm guns. 32mm: Widely known value. No overmatch from guns up until 457mm, and German 128mm Secondaries lose the ability to penetrate the armor without the IFHE-skill 33mm: Again unconventional, but this one does a whole lot more. No AP overmatch at all (like Moskva/Stalingrad), Japanese 100mm+IFHE and up to 152mm+IFHE will no longer penetrate the midship section. Heavy Cruisers remain completely unaffected. 34mm: 203mm HE and 155mm+IFHE no longer penetrate the midship. I do not want to say “Option X is the best, because I know for sure”. I don't know for sure what would be the most balanced option. Hence why I listed them all. For one they provide food for thought, and secondly it would be more logical if WG tested Hindenburg with these values to determine which one is the most balanced one. As a final word, or sort of, how does this transfer to Admiral Hipper and Roon? They have similar issues, and Roon is evidently in need of buffs as well while Admiral Hipper and Prinz Eugen are at least indicated to be rather poor, given the server stats we can access. This concept should thus be applied to them as well, and the question arises how much the midship armor could be. 28mm: Doesn't change anything of significance. No really. 29mm: 413mm and below will bounce, however GK's 420mm shells and anything larger will slice through like a hot knife through butter. Want to make the 420mm guns have some sort of overmatch advantage, this is how you do that. 30mm: Same old, no overmatch from less than 431mm, 180mm HE shatters Different values can be applied for different tiers, obviously. But is an improved miship section desirable? Personally I shall say, most certainly. The beautiful thing about midship sections in that armor range is that they do not affect your gameplay unless you captalize on them. Show broadside and it'll do nothing. Sit nose in and again it won't do you any good. Only when being properly angled and when keeping the surroundings in check will this pay off. In other words, midship armor can be a skill-based option to migitate incoming AP fire. I say very much yes to this. Cheers~
  12. So, I saw the WIP premium cruiser Siegfried, and I was thinking, it looks a lot like the Fredrick Der Große. Is this perhaps a coincidence, is this intentional, or is there no connection between the two whatsoever? To me, it is kind of similar to the Scharnhorst and the Gneisenau in game. What I mean is, The Scharnhorst is somewhat lesser than the Gneisenau, while at the same time being a really good ship on its own. It is somewhat lesser than the Gneisenau because it has smaller guns, and having a harder time dealing with battleships. But it is better than the Gneisenau in the fact that it has more guns, better HE shells, and a shorter reload time. I don’t know how to compare the FDG to the Siegfried, but I am sure that there are some comparisons. One that I can immediately think of, is how the FDG is a battleship with more guns, while the Siegfried is a Cruiser with smaller guns. The FDG and the Siegfried also look similar. IDK about else, but the Siegfried looks like what I’d imagine the FDG would look like if it was a cruiser. Does anyone else share similar thoughts? Does anyone else’s opinions differ from mine? Does my opinion make sense? Please let me know what you think! Feel free to share you opinion!
  13. So i was scrolling through the WOWs wiki, when I noticed that a new ship had been added to the American line. Its possibly a test ship, but it looks nothing like the other tier 10 USN cruisers. Hard to tell, but the closest ship it looks to is an Alaska, but it looks like it has a better AA sweep then the Alaska. Has anyone heard of Wargames testing for a tier 10 big gun cruiser?
  14. The following is a review of Duca degli Abruzzi, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 27th, 2018. The markings on her bow are caution stripes: "Danger, contents under pressure and may explode if penetrated". Quick Summary: A fast but fragile light cruiser that lacks in hitting power. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.2 to 0.7.4. March 1st through April 27th, 2018. PROS: Extended waterline belt armour of 30mm allows her to pull off some surprising close-range bounces. Decent anti-torpedo protection for a cruiser. Her torpedoes have excellent range of 12km. Very fast with a top speed of 35 knots. Good rate of turn of over 6.3º/s. Decent stock 11.2km surface detection range. Abruzzi has access to both Hydroacoustic Search and Defensive AA Fire at the same time. Access to the Repair Party consumable (!). CONS Enormous, vulnerable citadel sitting high over the water's surface. She eats citadels from battleships for days. I actually have some live footage of Abruzzi gobbling up a bowl full of citadel hits. Seriously, just when you think she couldn't possibly pack in another citadel hit, she goes and surprises you. Small main battery for a tier VII cruiser with only ten 152mm rifles with mediocre DPM. Low AP shell penetration values. Poor fire chance on her HE shells making her incredibly dependent on a commander with at least 10 to 14 skill points to inflict reasonable amounts of damage. Her torpedoes are very slow at 51 knots and she doesn't have enough of them. Short of having access to Defensive Fire, her AA firepower and range are both terrible. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Welcome to Hell. Duca degli Abruzzi is not a ship for inexperienced commanders. Owing to her fragility and poor attack power, she's going to punish novices. Veterans who know how to use and abuse concealment, cover and WASD hax can generate some decent numbers, but these tricks will only save you until a battleship casually swats you for all of your health. While Abruzzi can perform, it's a lot of (unnecessary) work. Her components break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship Her guns under perform and so do her torpedoes. She's vulnerable as all get out to sudden deletion if a battleship even looks at her. Abruzzi's AA firepower is terrible, even with Defensive Fire. Her only good points are her agility and her Repair Party consumable, but the latter is shackled to a citadel that explodes if you look at it funny. She's fast and she has decent handling -- not the best at her tier, but one of the best overall. Her concealment and vision control (Refrigerator) is okay but she's nowhere near the best at it within her tier. Candy-cane striping won't save this ship. Options One of the defining characteristics of the Italian cruisers is their consumables. Other cruisers are forced to choose between Hydroacoustic Search and Defensive Fire, if they're given a choice at all. Abruzzi and d'Aosta have access to both at the same time, giving them more flexibility, but at the cost of lacking any form of specialization, such as extra range on German Hydroacoustic Search or an extra charge of American Defensive Fire. However, Abruzzi must choose between Defensive AA Fire and her Spotter Aircraft which is an uncomfortable choice. Unlike most tier VII cruisers, she has access to Repair Party. Overall, Abruzzi's options are "safe". They're convenient rather than competitive, differing from the game-winning combinations of Smoke Generator and Radar of Belfast, for example. Consumables: Abruzzi has access to four consumable slots. Abruzzi's Damage Control Party is standard. Hydroacoustic Search is also standard in her second slot. or In her third slot, you must choose between Defensive Fire and a Spotter Aircraft. Abruzzi rounds out her consumables with Repair Party. This is a tier IX cruiser version of the consumable, healing back up to 14% of her maximum health over 28 seconds. She can queue up 33% of damage to her citadel, 50% of any penetrating hits and 100% of flooding, fire, ram and over penetration damage. Camouflage: Abruzzi uses Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades: Abruzzi has four upgrade slots with standard cruiser options. There are no Special Upgrades worth considering for this ship. Take Main Armaments Modification 1 for your first slot. or or Damage Control Modification 1 for your second slot. Alternatively, Steering Gears Modification 1 is a good choice given how frequently her rudder breaks. It's almost chronic with this ship. If you have access to Hydroacoustic Search Modification 1 and no better ship to put it on, it's not out of place here. Aiming Systems Modification 1 is optimal for your third slot. Don't bother with AA Guns Modification 2 -- you can't salvage her AA power. or Steering Gears Modification 2 is arguably the best of the fourth-slot options. Alternatively, if you want to improve her mitigation of fire damage for the sake of maximizing your Repair Party consumable, you may take Damage Control Modification 2. Offense Primary Battery: Ten 152mm naval rifles in a 3-2-2-3, A-B-X-Y arrangement. Secondary Battery: Eight 100mm guns in 4x2 turrets with one facing forward and the other backward on each side. Torpedo Launchers: Six tubes in 2x3 launchers with one to each side between the funnels. Abruzzi's guns are terrible. Her AP shells have bad penetration performance. Her HE shells are anemic with low damage and low fire chance. She only has 10 guns compared to the 12 guns found on all other tier VII light cruisers. She does not have an accelerated reload / normalization / autobounce angles to facilitate doing damage despite these disparities. Her fire arcs are bad. Generally speaking for mid-tier cruisers, 152mm guns are the best gun caliber in the game currently. They sit in this wonderful spot where taking Inertial Fuse for HE Shells gives them tremendous damage output. While this skill is considered mandatory, their high explosive (HE) shells benefit so much from it that the four point cost seems a bargain. With the boosted penetration provided by this skill, they can spam HE against any targets they encounter and gradually tear them apart. Though they pay for this bonus with a slight dip in fire-setting efficiency, the trade off is largely considered worthwhile to emphasize their enormous damage-per-minute (DPM) potential. Would that Abruzzi also benefited. Abruzzi's fire angles are almost amazing, but her X-Turret ruins everything. She effectively turns Abruzzi into an 8-gun cruiser most of the time. Inertial Fuse for HE Shells (IFHE) should still be considered mandatory for Abruzzi. And yes, she does enjoy the same spike in penetration power which lets her hammer tier VIII and IX cruisers and capital ships for damage with this skill. However, she does not have the DPM of her contemporaries. Abruzzi's damage per shell is comparable and so is her rate of fire but she has less guns. Abruzzi's base fire chance per shell is also terrible and IFHE just makes it appalling. She sets less fires on average than the other tier VII cruisers which will light half again as many as Abruzzi will over time. The damage-stack from these damage-over-time effects are critical for burning down larger enemies and Abruzzi is left wanting in this regard. This might not be terrible if her AP shells were more reliable, but they're not. They suck, frankly. Unlike German cruisers which also suffer from anemic HE shells, Abruzzi does not have improved AP damage to compensate. Abruzzi's AP rounds are run of the mill, comparable in damage to Belfast's shells but with even worse penetration. Seriously. Abruzzi has the worst AP penetration of any of the 152mm light cruisers at tier VII+. They're even worse than the penetration values on Duca d'Aosta's guns at tier VI. For whatever reason, Abruzzi's AP shells have horrible shell drag and lower Krupp value than the other Italian premium cruiser. You're going to have to rely on HE shells to do the heavy lifting. Abruzzi is largely incapable of landing citadel damage against enemy cruisers at ranges at 9km and beyond. Source: proships.ru/stat/ships/ Which brings us back to how awful her HE shells are. There's nothing redeemable about these weapons at all. Bad damage. Bad rotation speed. Bad fire setting. You're going to need a 14pt commander (with Concealment Expert and IFHE) just to make her gunnery not be a painful sack of [edited]. The cardinal sin of Abruzzi's main battery armament, however, is their poor fire angles -- especially on X turret. You're already in the hole when it comes to DPM races and the wonky arc of fire on X-turret is just the king pisser. However, anytime you open fire with X-turret (or even with Y-turret), you open yourself up to taking massive amounts of damage in reprisals and this will quickly spell the end of your ship. And don't think your torpedoes can save you... While Abruzzi's guns are objectively worse than Duca d'Aosta, at least they both share the same torpedo armament. These are super long ranged (for a cruiser) and super slow (for anyone). With only a pair of triple launchers, they don't hit especially hard and short of point blank launches, it's difficult to land more than a single hit on anything. In short, her torpedoes aren't going to save her damage output. They reload reasonably fast, so drop them whenever you can safely. You never know -- you might actually hit something at long range. Summary: ThoughAbruzzi is a 10-gun cruiser, she's effectively an 8-gun cruiser because of her poor fire arc on X-turret. Given the poor performance of AP shells and bad arcs, she's functionally worse than Duca d'Aosta at tier VI most of the the time. Her torpedoes are water mines. Drop them regularly in the vague direction of the enemy and cross your fingers. You may get lucky. Evaluation: What it would have needed to be : My vote would be to give her 1/4 HE penetration. This would free her up from being shackled to IFHE which would also give her an artificial boost to her fire chance. Defense Hit Points: 32,500 Maximum Citadel Protection: 30mm + 130mm Minimum Bow, Deck & Stern Armour: 16mm Torpedo Damage Reduction: 16% Allow me to illustrate Abruzzi's single biggest issue in regards to her survivability: At least she can't be citadelled by HE shells. The entire thing is internal. That's her citadel. It runs half the length of the ship. It sits high over the water line. There's not enough armour to keep enemy AP shells out but more than enough to make sure that when they penetrate, they stay in. Abruzzi's armour scheme is designed to foil AP shells from other cruisers and, to it's credit, it doesn't do a terrible job at this. At close range, provided you can keep the ship angled, your machine spaces and magazines are proof against AP fire from just about any cruiser you may encounter. This is largely due to her extended waterline belt, which is 30mm thick and cannot be overmatched by anything a cruiser will throw at you. In order to take advantage of this, though, Abruzzi needs to close the distance so that shell trajectories remain flat and attempts to citadel her must pass through this belt protection. Of course, this all falls apart when there's a battleship somewhere on the map. And those Battleships will murder- Abruzzi so hard you'd think they were trying to manifest Slaanesh. Now let's talk about her Repair Party. Abruzzi has one! Urra! Normally this would be enough to propel a ship up the durability ranks. However, it really doesn't do that much good here. Abruzzi does not have any issues when facing destroyers and cruisers, which is largely where her Repair Party will prove functional. In this regard, she feels very tanky, able to recover from small-caliber AP and HE penetrations and shrugging of fires like they were nothing. This is what elevated her from to , btw. Abruzzi can be an annoying ship to take out if you can't citadel her. In fact, she can be downright trollish in this regard, particularly against enemy cruisers and destroyers. Fires are of little concern which eases the taxation of your Damage Control Party. This is good given Abruzzi's unfortunate habit of losing her rudder. To this end, Last Stand isn't a bad investment to keep it functional during its frequent breaks -- this will let your Damage Control Party be on hand to address blazes and floods where your Repair Party can top off any lost health. The flip side of this is that her Repair Party all but guarantees Abruzzi will be at full health when a battleship does deign to bless you with the presence of their 283mm+ AP shells. Then her consumable avails you not as your innards get sprayed over the surface of the ocean in a thunderclap of 'sucks to be you'. Abruzzi hands this medal out a lot. Evaluation: What it would have needed to be : Where to start? Without her Repair Party consumable, I rate Abruzzi as being less durable than Atlanta and Flint -- two light cruisers with almost 5,000 less hit points. Her biggest flaw is the height of her citadel. Lowering that would help tremendously. It needn't be submerged entirely, but Abruzzi is little more than an experience pinata for battleships at the moment and there's very little she can do about it. Image courtesy of gamemodels3d.com, showing the extended, 30mm waterline belt of Abruzzi. This belt can frustrate battleship and cruiser attempts to citadel you at point blank range if you angle aggressively. Good luck with that, though. Agility Top Speed: 35.0 knotsTurning Radius: 680mRudder Shift: 8.9s Maximum Turn Rate: 6.3º/s at 4/4 speed Abruzzi's best characteristic is her speed and handling. Still, she does not stand out in any one aspect of her agility. She is not the fastest ship at tier VII -- Shchors is faster and Myoko is just as quick. She does not have the smallest turning radius. That distinction lies firmly with Atlanta and Flint. Her Rudder Shift is on the slow side, but Indianapolis, Algérie and Belfast are worse. She's right in the middle of the pack when it comes to bringing her bow about, with a rate of turn that sits comfortably in the middle. Yet as an overall whole, she stands apart. She combines straight line speed of the Soviet and Japanese cruisers with the American rates of turn. This flexibility is welcome for such a fragile vessel. Opponents will tend to underestimate the lead time necessary to catch Abruzzi when she's going flat out at range. In addition, she can dodge with the best of them. I have nothing but praise for Abruzzi's handling and only wish the rest of the ship was so comfortable. Test run at 4/4 speed. Nothing unexpected here. Abruzzi's turning circle isn't abnormally large and she loses the usual 20% speed in a turn like most cruisers. Evaluation: What it would have needed to be : Be British. Fiji is remarkably agile, quick to accelerate and handles beautifully. Fiji's speed in a turn is greater than Algérie's in a straight line. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0km AA DPS per Aura: 26.4 / 46.4 / 18.2 Abruzzi's raw anti-aircraft firepower is terrible -- it's the worst of the cruisers at her tier by a large margin. If Defensive Fire wasn't so good, I would pan her AA guns as all but useless and label this ship as fodder for CVs as much as she is battleships. As it is, her anti-aircraft defense is for personal defense only and it cannot be relied upon the do anything other than bruise incoming aircraft squadrons. They will drop ordnance. Your consumable will merely scatter it. There's nothing here really worth improving. Save your skill points and upgrade slots. Evaluation: What it would have needed to be : A whole lot of buffs to range and firepower, or some stupid gimmick. Refrigerator Base Surface Detection Range: 11.16km Air Detection Range: 7.65km Minimum Surface Detection Range: 9.53km Detection Range when Firing from Smoke: 5.16km Main Battery Firing Range: 15.06km Abruzzi has decent concealment when fully specialized with a stealth build. However, she does not have the tools or ability to dominate stealth. Even at her own tier, she's bested by the British cruisers, Fiji and Belfast. She also sits behind Atlanta and Flint. This list grows longer when you look within her matchmaking spread, including more British cruisers and even some of the Japanese heavies like Atago. Combined with her speed, stealth and Hydroacoustic Search consumable, on paper she makes a decent potential destroyer and light cruiser hunter. She should also be able to dictate engagement ranges against most opponents. However, Abruzzi cannot safely engage enemies while in the line of fire of enemy battleships. She has two means of defense against fire from these large capital ships -- be behind hard cover, or be far enough away that she can avoid their shot. Engaging battleships at the extent of her normal range does not give her enough time to realistically dodge. While her torpedoes may be safely launched from stealth, they travel too slowly to have a realistic chance of delivering many hits without luck and experience. This just leaves island humping, lobbing shells over hard cover as the only appreciable way for Abruzzi to engage battleships. This is a good skill to learn as it will serve you well with higher tiered American cruisers. However, Abruzzi's fragility will make the pains of learning this lesson far more acute than it needs to be. Evaluation: What it would have needed to be : Abruzzi loses out big to three other premium ships that all have much better vision control -- Belfast, Flint and Atlanta. Belfast reigns best overall with good concealment and her broken combination of consumables that allows her to utterly dominate stealth and detection at tier VII. Behind her, Flint and Atlanta are also stealthier than Abruzzi and bring either smoke or radar respectively to the table. I would even rate Fiji better than Abruzzi, even though the British tech tree cruiser has a larger surface detection range. Smoke is invaluable and negates any range issues this ship may have had. Duca, Duca, Goose Performance in Duca degli Abruzzi is heavily dependent on having a commander with enough skill points. The two big hurdles are acquiring first 10 skill points and then your 14th skill point. One could argue your 17th is equally important too. Follow along and try out your own builds with ShipComrade's Captain Skill Calculator. Start with Priority Target. Don't skimp out on this one -- it's almost a must with this ship. If it ever ticks over to "2" and there's a battleship in the vicinity, it's time to stop firing and hide. You have a choice at tier 2. Last Stand is helpful -- Abruzzi's steering gear in particular is prone to breaking. If you feel brave enough to manage your Damage Control Party without it, then Adrenaline Rush should be your port of call as the optimal skill to pick at this tier. Next up, Superintendent is the best skill at tier 3 to get you an extra charge of Repair Party (and everything else). The order in which you spend your next eight points is irrelevant. In either case, you'll spend four and then immediately wish you could spend four more. Concealment Expert and Inertial Fuse for HE Shells are both defining skills for Abruzzi, with the former making play easier (but never forgiving) and the latter facilitating damage dealing (while never making her good at it). Drop back down to tier 3 and pick up Demolition Expert for your 17th skill point. And finally round out your selection with whichever skill you skipped at tier 2 the first time through or Expert Marksman to improve your gun traverse. Final Evaluation Mouse's Summary: It's an uphill battle to tally a decent damage total. It can be done, but man, you're going to have to work at it. Abruzzi will make you think that she's a lot tougher than she is. You might have a nice streak of games where your Repair Party lets you tank effectively. But just as likely, you may have a not-so nice streak of games where you get deleted. This ship really encourages passive play as a result. You're doing small amounts of chip damage over time, skulking at the periphery and trying to be the least appetizing target you can be. I don't like this ship. Ship Jesus help me, I really tried to enjoy my time in her. I would like to imagine that I'm a patient player. Abruzzi tested my limits. I can stomach glass cannons -- Atlanta is one of my favourite ships in the game, for example. Abruzzi has the 'glass' part down, but she's really lacking the cannon element. I have already gone on at length about her firepower deficiencies. With her X-turret being so badly positioned, Abruzzi is no better armed than Duca d'Aosta much of the time. So she's stuck with tier VI firepower (and admittedly weak tier VI firepower) through much of her engagements. This should indicate that she's meant to be a bit of a tank, but she's just a victim when facing anything other than cruisers or destroyers which makes me have a sad. Abruzzi isn't the first cruiser (or even the first premium cruiser) that gargles on battleship AP shells so expertly that dreadnoughts can't help but whip their guns out her way. Testing Abruzzi has taught me that if I see her on the enemy roster while I'm in one of my battleships that I should make her a priority target -- not because she's a threat, but that because like Pensacola and the Omaha-sisters before her, I'm likely to be rewarded with a super-easy kill. As knowledge of Abruzzi's citadel weakness become more widespread, this problem will prove chronic and I feel bad for those players who find this instant deletion frustrating. I will admit, in those situations where Abruzzi can engage cruisers and destroyers without battleship interference, she's a lot of fun to play. However, those engagements aren't commonplace. The first you'll often note about battleship attentions is losing most (if not all) of your health. Suffice to say, Abruzzi and I were not a good fit for one another. I am sure some people will enjoy her and even rack up some impressive games with her. Performance wise, I was able to do the same, but the amount of work needed wasn't to my liking. Abruzzi only really punishes you against battleships -- in most other respects, she's alright and certainly not broken. It's just the passive game play needed to make her perform isn't competitive and I don't find it very fun. A string of three good games in Abruzzi. I was alarmed. Thankfully the fourth game sets things straight as I got casually deleted by a battleship from 16km away before I could manage 14,000 damage. Good games are possible, but terrible games will happen too no matter how skilled you are. Would I Recommend? At the time of writing, Duca d'Aosta is available across all servers both in the stores and within the tech tree for 4,700 doubloons. Controversial as Duca d'Aosta is, she's a much better purchase than Abruzzi for someone looking for an Italian light cruiser. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. I want to say 'no', but she will probably be alright in scenarios. Co-op will be hit or miss. She will struggle to hit the top of the team lists -- she just doesn't output damage fast enough. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No, no, no, no, no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No, there are much better premiums you could bring for competitive game modes like Ranked Battles. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. She is gorgeous -- there's no denying that. She was also built in steel and survived the war, so there's that going for her too. For Fun Factor: Bottom line: Is the ship fun to play? Blech. No. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. Conclusion Two months I have been working on this review, on and off. Most of it was written by mid-March but then word came down that the test-build for Abruzzi was going to be upgraded with a Repair Party consumable. I held my breath hoping it would salvage this ship from a looming Garbage evaluation. It did -- which says a lot about the power level of a Repair Party when it's not commonly available to most other ships. It just didn't save this ship for me. This is one of those ships I'm not likely going to want to come back to. This is why it was so satisfying to animate blowing it up. Thank you all for reading. As this is being written, I am just shy of halfway through my updated Prinz Eugen review, crunching through Defense and AA graphics. I suspect she may be pushed to the back-burner to get an evaluation of Z-39 done, but we'll see. Maybe I can push through a miracle or two this weekend. I do want to push out Prinz Eugen sooner rather than later in thanks to my supporters on Patreon. Their patronage helps keep me fed and the lights on and I'm grateful to anyone that can help this way. Until next time! Someone suggested I market LWM Bobble Heads. I dunno, they kinda freak me out. Appendix
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  16. rafael_azuaje

    Gnenova NEED Buff

    Currently, the Italian Genoa cruise is very rubbish, because it is a weak cruise with the worst main battery, it has a battleship recharge, there is no cruise in the game with 20 seconds of recharging. The very high turret turn that makes it impossible to have a Battle against a destroyer. Defense weapon that are torpedoes are very useless in T5, because they are extremely slow and with very low damage. their SAP & AP shells are basically the same both cause appointment, they should replace the AP with the HE. Every T5 cruiser is always equipped with hydroacoustics, it can carry defensive AA or smoke. slightly improve the shielding is too weak the genova need BUFF IN: 1- remove AP shells for HE 2-keep SAP shells 3-fix reload main Guns 20 secs to 13 secs 4-ADD HYDRO or smoke , all cruiser T5 has hydro. 5- the torpedoes need up damage becuase 9xxx is nothing vs a BB I think that it make better genova. if someone supports me in this ideas well, and if not tell me why?
  17. MajorDoozy

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  18. Just curious to see what ships have really stuck with players over time, and new favorites as well. For me > Yoshino Helena SMOL Bayern Shima Honorable mentions aki,kiti,gumo I expected the Grozovoi to be the end- all be-all ship for me but I think it literally outperforms my current abilities... plus consumables all out of order :,)
  19. Hello! I thought this would be an interesting question. If it was already asked already, feel free to close the thread. A big factor concerning the Second World War was the Marine Nationale. Aside from a few skirmishes and battles here and there, they were mostly a non-factor in the entire conflict, neither supporting the Allies or Axis in large offensives. Nevertheless, they could've been a big tipping point prior to the massive scuttling in Toulon due to their relatively big numbers and good technology. While we can conclude that a full-on Allied Marine Nationale would've helped end the war faster, at least on the high seas, what about a fully loyal Axis Marine Nationale? What I mean is a Marine Nationale that is fully committed to the Axis cause. While that would definitely not work from a historical and political perspective, I'm mostly looking at this from a military perspective, so that is ignoring politics overall. While I'm also aware that the French had naval assets in the Pacific as well, I recall that they were very limited, so they probably wouldn't have too much of an effect on the war there. That is why I'm focusing on the Atlantic and Mediterranean theaters since the French Navy was very big in those sectors. XX For this question, I was either thinking around the time of France's formal surrender, which led to the creation of the Vichy French regime. Ignoring De Gaulle and the French French movement, lets just say that they have no naval assets and the French navy is mostly 100% fine with formally helping the Axis. If the Marine Nationale joined the Axis with French personnel and material, how would've that affected the British Royal Navy in terms of planning and logistics, especially if the French were working alongside the German and Italian navies in their operations? How would've that affected American planning when the United States Navy inevitably join the war effort after Pearl Harbor since they did have units in the Atlantic? Could the Axis overpower the Allies in Europe with the Marine Nationale on their side? If the war is won by the Allies, what do you think would be the fate of the Marine Nationale? After all, the Axis navies post-war were dissolved and their more important units were split up among the winners...with some small exceptions (i.e. the Andrea Doria-class battleships staying with Italy).
  20. Before anyone says... The Smolensk is this or that... I am on a tier 10 SC event... I will tell you how tier 10 is a dumpster fire for all the different reasons.... Here is the PIC... Comparing tier 10 last year or even 2 years ago to this event... I can conclude its the worst tier in the game... I had someone in chat accuse someone of a "adult" crime.... Tier 10 is not like any other tiers FOR SURE! Mogador 18748 DMG Hak 8000 DMG Alasce 1190 DMG Hak 8000 DMG
  21. NippleSnipplez

    Tips for UK Cruiser Line

    Any tips/strategies for a beginner playing the UK Cruiser line? I'm currently at the Tier V Emerald and I honestly feel like I just get instadeleted when running into anyone on the enemy team, BB blow me up from far away before I can gap close, DD come out of nowhere and blow me up, my AA seems really inefficient against CV's but I honestly die before having trouble with them most of the time, I've only really had success against other British Cruisers. I never sail in a stright line when I am detected, I change up my speed and which direction I am going constantly but it seems to really only postpone death. I know I'm supposed to stick to my team's BB but it's pretty difficult when I start way ahead of them and am faster than all of them even when at half speed. I do not want to say that the Emerald just sucks because I know the fault lies in my gameplay somewhere but it really feels like it does.
  22. GothicNightmare

    Which is better

    hello I was wondering which is the better tier 10 cruiser I need a Jap Cruiser and was wondering which one is better
  23. So any guesses? Obviously a super cruiser right (TIX/TX). Maybe the O-Class? If it is an O, IDK how I feel about a Super Cruiser able to overmatch MOST cruisers at tier, even with just 6 guns. Could be a D or P class, but those would be too undergunned for high tiers and odd at mid tiers. Update: It's a T9 O-Class: German cruiser Siegfried, tier IX Siegfried has a very large caliber even within the range of other large cruisers — 380 mm. Despite the fact that the ship has only 6 guns, it is more than enough considering their accuracy, which is an unusual trait for large cruisers. In addition to that, this German Vessel is equipped with a special Hydroacoustic search, increased penetration HE shells and good armor capable of “tanking” enemy shells. Hit points — 62850. Plating — 27 mm. Main battery — 3x2 380 mm. Firing range — 20.6 km. Maximum HE shell damage — 4400. Chance to cause fire — 34%. Maximum AP shell damage — 11600. Reload time — 26.0 s. 180 degree turn time — 36.0 s. Maximum dispersion — 175 м. HE initial velocity — 820 m/s. AP initial velocity — 820 m/s. Sigma — 2.05. Torpedo tubes — 2x4 533 mm. Maximum damage — 13700. Range — 8.0 km. Speed — 65 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Secondary Armament: 7x2 128 mm. AA defense: 7x2 128.0 mm. 12x4 20.0 mm. 8x2 55.0 mm. AA defense short-range: continuous damage per second — 343, hit probability — 83 %, action zone 0.1–1.5 km; AA defense mid-range: number of explosions in a salvo — 9, damage within an explosion — 1190, continuous damage per second — 569, hit probability — 88 %, action zone 1.5–4.0 km; AA defense long-range: number of explosions in a salvo — 5, damage within an explosion — 1540, continuous damage per second — 150, hit probability — 88 %, action zone 4.0–6.0 km; AA sector reinforcement — 25%, sector reinforcement time — 10 s, sector reinforcement shift time — 10 s. Maximum speed — 33.5 kt. Turning circle radius — 880 m. Rudder shift time — 14.0 s. Surface detectability — 15.1 km. Air detectability — 10.7 km. Detectability after firing main guns in smoke — 13.8 km. Available consumables: 1 slot — Damage Control Party. 2 slot — Hydroacoustic Search (action time: 120 s, detection of ships: 6 км, detection of torpedoes: 4 km) / Defensive AA fire. 3 slot — Fighter / Spotting Aircraft. 4 slot — Repair Party. All stats are listed without crew and upgrade modifiers. The stats are subject to change during testing.
  24. LittleBush

    USS Atlanta tier 7

    How is the tier 7 Atlanta in this meta. I know it's still a paper ship and everything. But like how does it hold it owns against carriers. Also can i still hide just a few inches behind a island and shoot over any island in the game or did that get a nerf?
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