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Found 41 results

  1. I have a Captain with 10 points that I'm using for the German cruiser line. Currently on the tier 4 Karlsruhe. I'm new at this. I started with Priority Target and Expert Marksman. I was going to do Superintendent 3rd but there is a line through it with the message "the skill is inefficient with the ship's selected configuration". Most skills I've seen for the German cruisers use SI for the 3rd skill. Should I just ignore that message and continue with SI? Also, was thinking CE for my 4th skill. Please let me know if you have other suggestions to consider. Thanks
  2. Hi I just want everyone's opinion about the current state of HE spamming and fire. IMO, HE right now is way too powerful, especially those with the capability to penetrate 32mm of armor. Not only they can do super high alpha salvo (Cleveland, Worcester and many more can consistently do 5k dmg per salvo), they can also cause fires. Personally, I would like to see a change to IFHE: Keep the penetration buff but reduce the chance of setting fire by 80% (just putting a number on it). Also, instead of the fires doing direct dmg to the HP pool, they should have dmg saturation like all other types of dmg. A ship would be separated into 4 pieces for fire dmg, and after a certain amount of fire dmg, you won't take dmg anymore to that part of the ship from fire. These are only my opinions and I would like to know what you guys think about this "problem" .
  3. 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~
  4. The following is a review of USS Charleston, the tier III American cruiser. This ship was not provided to me by Wargaming. I purchased it all by myself. Lemme tell you, it was a real pain trying to get access to it too. Seriously, this damn thing initially had a limited release-run given away to new players. However, no one I talked to had any idea how these players were selected because it wasn't just any-old new players that were receiving her. Now compound this with trying to get ME access and it was a bloody mess. This was back in November. We're now creeping up on March and stats are changing every other patch. It's hard to keep track. Anyway, this should be considered current with patch 0.8.0.3 from the end of February 2019. Be aware that her stats may change in the future. Charleston is designed to be a new player's first taste of a premium vessel. She's ostensibly the tier III St.Louis tech tree ship painted blue -- about as safe a purchase you could make short of gift-wrapping a Bogatyr... ...except they did gift-wrap a Bogatyr in 2017 and it was a steaming pile. Granted Oleg is much better now but that's only because they carpet bombed some key ships at tier III with nerfs to make her more palatable. Don't get me wrong: Oleg still sucks, but at least you're not actively hating yourself after the ride. But this review isn't about Oleg. This is about Charleston, the Noo Bloo Saint Loo. PROS Enormous hit point pool for a tier III cruiser. Massive broadside of eight 152mm guns. Easily able to shift fire from port to starboard. Good range of 12.5km. It's a premium St.Louis -- one of the most reliable and powerful cruisers, tier for tier, in the game. CONS Slow with a top speed of 22 knots. Only 1.8 sigma on her guns as opposed to 2.0 for most cruisers. Terrible anti-aircraft firepower with no flak bursts. Very large surface and aerial detection for a tier III cruiser. It's a premium St.Louis -- she's not offering you anything more than you'd find in the tech tree. Overview Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / MODERATE / High / Extreme St. Louis has a faster rudder shift time over Charleston. This is the only performance difference between the two that I've been able to find. That's it. You can add on some economic differences and her permanent camo but all other metrics are identical. Protected cruisers are some of the simplest ships to play in World of Warships. They're not my first choice for teaching players the basics -- you'll learn how to aim and maybe how to dodge torpedoes but that's about it. It's only with an appreciation of higher-end player-skills, such as exploiting terrain, engagement distances and target selection that players can differentiate themselves in terms of performance with Charleston. As such these ships are only really useful for instructing the absolute basics of gunnery and navigation yet nothing else. Charleston is defined by her huge slug of hit points and her solid damage output. This gives her a BEST and GOOD rating in Defense and Offense respectively. Her agility and anti-aircraft firepower are scarcely worth noting. She has some of the worst surface and aerial detection at her tier, though, making her BAD overall for concealment and vision control (which I'm still calling Refrigerator because of Lert). – 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. Options There's not much to say here so we'll skip the usual format. Charleston has one consumable - a Damage Control Party. She has two upgrade slots. The first should be filled with Main Armaments Modification 1 and the second should be player's choice, though I'd default to Steering Gears Modification 1 in an effort to keep your rudder intact. With all of the HE shells being thrown about, it's likely to break often. There's no wrong choice here though. And her camouflage is standard Type 10 Camouflage, providing the usual 50% experience gains on top of a 10% reduction to service costs. Enemy dispersion is increased by 4% when shooting at her and her surface detection range drops by 3%. Two camouflages in one. If you complete the 'American Cruisers' collection, you unlock an alternate palette for Charleston, turning her from blue to off-white. New players won't have access to this for a loooong time, so if you see a white Charleston, it's probably me or another a seal clubber. Make sure to say 'hi' before you show us no mercy. Firepower & Defense Main Battery: Fourteen 152mm rifles with one on the bow, one on the stern and twelve in casemates divided evenly on either side of the ship. Secondary Battery: Eighteen 76.2mm rifles in nine casemates per side. Hit Points: 29,500 Maximum Citadel Protection: 102mm belt + 76mm turtleback Minimum Bow and Deck Armour: 6mm I'm smooshing these two sections together with good reason. The St. Louis-class cruisers are some of the best "battleships" at their tier with a combination of good survivability and excellent firepower. Charleston loves it when enemy ships are dumb enough to try and trade fire with her. There are few ships she can't bully. Lemme show you why: Why You Bully Me? Bogatyr is listed here using her upgraded 130mm guns instead of her stock 152mm. The St.Louis-class doesn't quite top the DPM charts at tier 3, but it gets close enough. Don't worry about Kolberg. The apparently monstrous damage output of her guns is tempered by horrible ballistics and terrible penetration. She needs all of the help she can get. "The Best Battleship at tier III" doesn't quite hold water when you compare her effective hit points to an actual battleship. I stuck South Carolina in here to show the starting point of tier III battleships (I could have gone a little lower by using her stock hull, but whatevs). Don't get me wrong, the St. Louis-class has a enormous chunk of HP for a tier III cruiser, but it doesn't compare to an actual dreadnought's. Thankfully, most dreadnoughts won't be running with all of the potential recovery perks ... well, unless someone's seal clubbing. Moreover, short of meaty citadel hits, battleships cannot keep up with Charleston's damage output. When you look at those two charts, it readily becomes apparent that Charleston is well setup to out trade just about any other cruiser she comes across. It's only some of the Russian cruisers that present any sort of competition. This is facilitated by a lack of precision for her guns. Charleston, like St. Louis, has only 1.8 sigma compared to the nominal 2.0 sigma found on other cruisers. You generally won't feel the difference unless you're trading at long range. Even then, taking on a full health St.Louis-class isn't advised unless it's meant to be a game-winning play. Anything that crosses Charleston is going to come out gutted. Turning fights into slug-matches is exactly the American heavyweight's forte. With guns spread evenly down each side, switching fire from left to right is a snap, mitigating the dangers of close-range ambushes so commonplace on the claustrophobic, low-tier maps. Charleston rewards you for firing and manoeuvring, turning about to foil enemy fire and torpedo spreads. IFHE Need Not Apply The armour profile of low tier ships will appear strange to anyone more comfortable with higher tiered matches. Cruisers have almost no protection whatsoever. Contrarily, most battleships have dispersed armour schemes -- making them simultaneously incredibly bouncy while still having very convenient holes to play with. The extremities of battleships within Charleston's matchmaking spread do not exceed 19mm making the need for anything more than the 25mm of penetration from her HE shells largely superfluous. However, these same battleships have decks and upper hulls far exceed this armour value, with large areas with armour so thick that even with the IFHE skill, Charleston wouldn't inflict any damage. Charleston's armour piercing rounds are a bit of a mixed bag. While they are some of the most effective cruiser AP shells at their tier, their penetration performance drops off quickly over range. Most cruisers within her matchmaking spread have less than 100mm of citadel protection, making her AP shells effective at blowing out machine spaces at ranges up to 8km or so. This range is generally a good rule of thumb for engaging battleships with AP as well provided they're offering up a flat broadside. Aim for the upper hull you'll see more reliable damage than trying to find the few squishy spots with her HE. Of course, you could elect to ignore AP entirely and simply hope to set the ship on fire. While this will work (sorta), it's leaning on the hope that your opponents will mismanage their Damage Control Party. Charleston is only a passable fire starter. In this manner she pales compared to the Russian ships at this tier and it's probably the only fault of her weapons. Compared to her tier mates, Charleston is only a modest firebug. Again, Bogatyr is listed here with her 130mm guns. Her own protection scheme demands respect from AP slinging ships. She has an impressive combination of a 102mm belt and 76mm turtleback -- more than enough armour protection to keep out most cruiser-caliber AP shells even at point blank ranges. What's more, there's a hidden 51mm sloped plate that runs the mid-line of the ship from bow to stern, preventing overmatch from any large caliber AP shells trying to strike through her citadel roof. This doesn't give her any kind of immunity to citadel damage from battleships -- they'll happily blow out your machine spaces if you give them a chance. Her defense falls apart in the face of HE spam, however. While her 102mm external belt will shatter its share of incoming rounds, the 6mm and 13mm of external structural plate on the rest of the ship will give away penetration damage like no one's business. Best Battleship In the end, Charleston is very well armed and very well protected for a cruiser. She has comparable firepower to the Bogatyr-class cruisers with a better protection scheme and a bigger chunk of hit points. Given the teething troubles of battleships at low tiers, she stands a good chance of giving novice dreadnought players nightmares. You don't quite have the Russian flame throwers going for you, but you've got everything else on your side. Oh, she also has secondaries but they suck. Charleston's citadel protection is excellent for a cruiser. The rest of her armour is very soft. On the plus side, poorly aimed battleship AP shells will over penetrate. On the negative side, everyone spams HE at low tiers... Summary Tough for a cruiser because of her trolly armour vs AP shells and big hit point pool. Her durability does not compare to an actual battleship, though, and she's highly vulnerable to HE of all gun calibers. Very solid damage output. She's only passable fire starter for a cruiser. She's not bad, but she's not a flamethrower. Firepower Evaluation: What it would have needed to be : I'd have given it to her if she could have topped the fire-setting at her tier along with her solid DPM. Defense Evaluation: What would have to happen to DOWNGRADE to : The St.Louis-class is pretty safe here. Something bigger and fatter would have to come along -- or something middling with a decent heal and a half decently covered citadel. That's why Caledon didn't make the mark -- her machine spaces are too exposed. Agility Top Speed: 22 knots Port Turning Radius: 450m Rudder Shift Time: 8.5s Maximum Rate of Turn at 4/4 Engine Power: 6.1º/s Low tier cruisers are all wigglebutts. Charleston is in great company here with most low tier cruisers able to turn about at 6º/s or more. Charleston's gun traverse is fast enough to keep up with said manoeuvres which makes her feel very comfortable to play. This contrasts with some of the Russian gunships which are in bad need of some WD40 on their gun mounts. Charleston's relatively slow speed isn't much of a handicap. Lower tier maps are very small. Her 22 knot top speed is more than sufficient to provide her the ability to flex as needed or keep up with the pace of battle. So, other than "twirling Charleston = very yes", the only other element of note is her rudder shift time. It's slower than that of St. Louis which shifts all the way from port to starboard in 6.4s. Charleston's is two seconds slower. That's it. That's the big ol' difference between the two boats. Evaluation: What it would have needed to be : More speed. Her turning radius is fantastic but speed would make all of the difference here. Anti-Aircraft Defense Short Range: 27dps between 0.1km and 0.7km Lemme just dig up a quick jpeg to summarize my feels on Charleston's AA firepower. It's the same one I used on Varyag's review and I think it's appropriate: The difference is, of course, Charleston actually has AA guns while a good third of the tier III cruisers don't. It's a shame that doesn't mean much. A handful of 7.62mm machine guns aren't going to do anything to deter a tier IV aircraft carrier from making repeated runs against Charleston. Her AA isn't worth specializing into. Your ship is an ideal, squishy target for repeated rocket and dive bomber strikes. Your terrible armour profile means they'll have no problems stacking damage. Your only hope to shoot anything down is for an already on-fire aircraft to attempt an attack run on you -- so it's owing more to the enemy CV misplaying than your own AA Defense. There are two consolations I can offer. First, as of patch 0.8.0.3, it takes forever for a tier IV aircraft carrier to kill anything. Second, most of the other cruisers also have crappy AA so it's not like you're the juiciest target around. Those CVs WILL kill you, though, if given enough time. So don't make it easy on them. Go hug a Wyoming if they're bothering you. Charleston getting bombed by Langley's dive bombers. Note that tracer firing at the aircraft overhead with a single ineffective "pew". This says a lot about the effectiveness of low-tier anti-aircraft firepower and none of it good. Evaluation: What it would have needed to be : Not much actually. This speaks to how terrible most of the AA firepower is at tier III. She'd just need a couple of medium caliber mounts to toss out some explosions and BAM, she might even be the best at her tier. Refrigerator Base Surface Detection: 10.98km Air Detection Range: 5.1km Minimum Surface Detection Range: 9.59km Detection Range when Firing in Smoke: 5.04km Main Battery Firing Range: 12.5km You don't need to know much else about Charleston's concealment other than this graph. She's chubby, sharing a surface detection range close to some of the low-tier battleships. She's going to be one of the first targets spotted by the enemy team, whether that be with surface ships or aircraft. Note these aerial detection ranges are new with patch 0.8.0.3 representing a 20% reduction. Charleston previously had a larger aerial detection range of 6.3km. I don't know yet if this change will be permanent. Evaluation: What it would have needed to be : Greatly reduce that aerial detection or shave off a couple hundred meters off her surface detection. Playin' the Blues Charleston is pretty forgiving when it comes to what skills you stick on her. A lot of them simply don't benefit her in any real capacity. To this end, there's only a few skills that are particularly good for her while the rest are kinda meh. Priority Target (tier 1) - Letting you know when it's time to get wiggly because ither a lot of ships are looking at you or when a hidden destroyer just switched from guns to torpedoes and back again. Adrenaline Rush (tier 2) - Increased rate of fire is always good. Demolition Expert (tier 3) - More fire! Maybe. Vigilance (tier 3) - Help you dodge the attacks of those few destroyers that can launch from stealth. Maybe. Concealment Expert (tier 4) - Make yourself less of a target. Final Evaluation It's a blue St. Louis with worse rudder shift that you can buy for 15,000 Coal. What more do you want from me? Okay, okay, okay. The tier III meta is one of the more interesting ones found in World of Warships, even if it's rather simplistic. All of the battleships can overmatch each other, but the prevalence of extended waterline belts makes bouncing AP shells through angling viable. There are almost no vision-projecting consumables but destroyer torpedoes are either too short ranged or the maps so claustrophobic that it's a challenge to remain hidden. The variety of cruisers is amazing. They have everything from armoured cruisers to scout-cruisers to destroyer leaders. Some of the cruisers have durability that almost rivals battleships. Fire and HE shells are a universal threat to all ships. It's unfortunate that low tiers are slapped with the (admittedly justified) label of being a kiddy pool. I wonder if we'll ever see a tier III Ranked Sprint season? For veterans of the game, it may be a bit of a shocker, but the St. Louis-class (including Charleston) are no longer the heavyweight champions at their tier. The nerfs the class received brought them back into line, with attacks to their sigma and rate of fire. Tier III is a much more comfortable contest now with Aurora and Bogatyr being close competitors with the American giants. Varyag and Oleg are still unfortunate, but they're not so far behind that they're not viable (just don't spend money on them). Charleston's champion-status is also more hotly contested now with some strong battleships to face. Gone are the days where she could easily out pace and out range a Kawachi or South Carolina and win the crown. She now contends with more balanced opposition in the form of Nassau, Bellerophon and Turenne (and unbalanced opposition in the form of König Albert). For me, I have two issues with Charleston. The first is that she's a low-tier premium. She's great for having fun, derping around in small maps and against (generally) novice opponents and hunting down other seal clubbers. However, being low tier, she's not great for earning credits and she doesn't earn nearly as much experience as higher tiered premiums. The second is that she offers absolutely nothing different compared to St. Louis except that slower rudder shift. So the take away is this: If you earn her for free, awesome and grats to you. If you have to pay coal for her, you can probably hold off unless you must-must-must collect 'em all. There's nothing wrong with Charleston. She's a great ship. We know this because she's already present in the tech tree under the name St. Louis. Would I Recommend? Eh, unless you're swimming in coal, I'd hold off. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Charleston kicks butt against bots. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. While she does well in Random Battles, if you're trying to grind credits or captain experience, there are much better choices out there. Save up your coal and get an Oktyabrskaya Revolutsiya instead. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Do you know why? You can't play in the King of the Sea Tournament with Charleston. Did you know you can register for that right now? IT'S SHAMELESS PLUG TIME! For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Meh. She was built and steel and served during the first quarter of the 20th Century, including some escort roles in WW1. She didn't see combat, however, with most of her cruises being political in nature. For Fun Factor: Bottom line: Is the ship fun to play? Yes. It's a St. Louis-class cruiser. It's hella fun. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! Don't worry, kids. That's just ketchup. Maybe. In Closing Shut up. It's still technically "next week". I'm on time. Really. Ugh. I'll have another due out in a few days time, I hope. It's 75% written. I just have ... like ... all of the graphics to do. Which reminds me, I should get started.
  5. I've been reading what commander skills people like on their captains (mostly for CL's and CA's) and a majority of people seem to like PT. I've tried both and I've always liked IFA, which seems to make me the odd one out. My reasoning and experience with both are as follows: I tend to be pretty aware of my surroundings, so if the IFA indicator goes off and catches me by surprise it tells me I've missed something and need to take evasive action RIGHT NOW and figure out where the shells came from. Since the game auto-locks on targets, and because larger ships have a longer turret traverse, I found PT a little misleading since I may be targeted by the enemy but may not be under a real threat for another 20-40 seconds if at all. Knowing when the threat is immediate vs not would change how I maneuver. Early in the game IFA tells me when BB's have fired at me from range, allowing me time to dodge the incoming shells AFTER they're already in the air. With PT I might know someone is targeting me, but if I don't know who or where they are I could be turning directly into their path in an attempt to make myself harder to hit. IFA will also let me know shells are coming before I can see them. I see the main asset of PT as telling you when you're about to be focus fired by the enemy. I play a lot of IJN CA's and tend to hunt DD's and fill support roles earlier in the game, and cap late in the game when I can leverage my speed/maneuverability. Therefore, I'm rarely the target of focussed fire from multiple ships, and if I am I'm likely WAY out of position and that's my own fault. In keeping with the previous point, if I'm engaging someone at under 4km or so (the range where IFA stops becoming effective) there's either a big problem/it's a desperation move, or it's a DD away from the herd and I'm more worried about getting a good firing angle and watching for torps. Maybe a dumb reason, but I tend to see the "detected" icon but in the heat of the moment usually miss the numbers beside it when using PT because of the text size and colour, rendering the investment in that commander skill useless. I also have a little routine for myself when I see the IFA indicator, which involves zoom out if I'm scoped in, identify where the shells are coming from, identify their trajectory, and then figure out the best course of action (e.g. single evasive maneuver, it's just a ship I'm targeting already so no problem, I don't have much data on the area of the map they came from and should give it a wide berth, etc). This could be a large part of it. Am I the odd one out here or are there other people that think like me? Do you prefer IFA or PT and why? How does your play style impact your choice?
  6. So, has anyone else been experiencing this issue with the Orlan? Just look at the HUD. I also can't use the Ctrl to access the cursor, or even when I hit Esc.
  7. The following is a review of Huanghe, a ship kindly provided to me by Wargaming. To the best of my knowledge, this is the release version of the ship and the stats are current as of November 30th, 2017. Red River, Yellow River, Red River, Yellow River, Red River, Yel -- ow, I just bit my tongue. Quick Summary: A British light cruiser with Soviet guns, a Japanese destroyer torpedo reload consumable and a Commonwealth cruiser's smoke generator. She's fragile, agile and tiny. Cost: $26.49 USD with a port slot. Patch and Date Written: 0.6.13.1 to 0.6.14.0 November 16th, 2017 to November 30th, 2017. Closest in-Game Contemporary Perth, Tier 6 British Commonwealth Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Huanghe is an Arethusa-class light cruiser -- a design that came immediately after the Leander-class. There are a lot of obvious similarities between the two, with the Arethusa being a less expensive alternative, allowing the Royal Navy to get more ships for the equivalent cost. In game, the ships appear similar but their performance values are vastly different. They don't share the same guns, torpedoes, armour, consumables or handling characteristics, with Perth being arguably better built in almost every case. PROs Excellent gunnery performance with great ballistics, high fire chance and good AP penetration. Accelerated rate of fire of 8.57 rounds per minute. Extremely agile with a faster rate of turn than some IJN Destroyers (!) Small surface detection, capable of being reduced to 8.14km. Powerful anti-aircraft firepower for her tier. Equipped with the equivalent of Propulsion Modification 2 for free. Has the option of taking a Torpedo Reload Booster. Comes with HMAS Perth's Smoke Generator, with a 90s emission time, allowing her to stay mobile while remaining concealed. CONs Exposed citadel over the waterline, capable of being penetrated by all German and British battleship HE. FUN AND ENGAGING! Her magazines are not housed in her citadel with as little as 32mm of armour protecting them. She has an absolutely tiny hit point pool for a cruiser at 24,100hp. Small main battery armament of only 6 guns. Terrible main battery range of 13.2km which cannot be extended. Torpedoes may only fire in a thin spread with no option for wide or single fire. No Defensive Fire consumable. No aircraft consumable to assist her in detecting enemies while hiding in her own smoke. This review is being published a little later than I would like. It's been a difficult testing period, frustrated by more limited access to this ship than I would like. The wait to publish hinged on confirming final release details -- looking for issues that were noted during the testing period and seeing whether or not they were corrected when she went live. These were tidbits that wouldn't be covered in patch notes or described on third party datamine sites, such as her handling, torpedo spreads or which modules she was compatible with. I didn't get access to the ship until after she had been put up for sale, which is why this is being published now instead of prior to release as I would prefer. Anyway, here we are a day late. Let's hope this review isn't a dollar short. Options Huanghe is weird when it comes to her options. This is, I think, symptomatic of her troubled development cycle as different gimmicks were tried and tested and a hodge-podge of abilities emerged in an effort to balance her. Let's go through them. First, Huanghe counts as a British cruiser for the purposes of her upgrades. As such, she cannot take Propulsion Modification 2 as it's already installed for free. Second, she may take a Torpedo Reload Booster. She's the first cruiser to have access to this traditionally Japanese destroyer consumable. This reduces the reload time of her torpedo tubes to 8 seconds. This has a six minute reset timer for the standard consumable and a four minute reset timer for the premium version. Third, her Smoke Generator is odd, mirroring that found on the tier VI British Commonwealth cruiser, HMAS Perth. This comes with three charges by default and has a 90 second emission time, with each cloud only lasting for 10 seconds. This allows Huanghe to continue to creep forward at 1/4 speed and remain concealed while she moves. The reset timer on her consumable is 240s / 160s depending on if you take the free or premium version. Consumables: Damage Control Party Hyroacoustic Search or Torpedo Reload Booster Smoke Generator Module Upgrades: Four slots. British cruiser upgrades. Premium Camouflage: Standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Huanghe's upgrade choices will deviate somewhat from standard Light Cruiser equipment. Take Magazine Modification 1 in your first slot. Huanghe's magazines are not located in her armoured citadel and they have as little as 32mm worth of armour protecting them. She's as vulnerable to detonations as Perth and Leander are to HE shells of 152mm caliber or larger. If you prefer to live dangerously, you can take Main Armaments Modification 1, but don't come crying to me when you get your ship blown out from under you by a stray 152mm HE shell. In your second slot, you have a choice. You should probably take Propulsion System Modification 1 to protect your engine. However, it's your rudder that will get knocked out most frequently. For that, take Steering Gears Modification 1. For your third slot, take AA Guns Modification 2 for the increased range. Huanghe is a very short ranged cruiser, so it's difficult to justify Aiming Systems Modification 1 as it only reduces her maximum dispersion by a mere 8.7m (from 124m to 115m). And in your fourth slot, take Steering Gears Modification 2. Special Upgrades Huanghe is compatible with the following Special Upgrades. Hydroacoustic Search Modification 1 replaces Propulsion System Modification 1 in your second slot. This increases the action time of your consumable to 110 seconds. Smoke Generator Modification 1 replaces AA Guns Modification 2. This increases the active time of your Smoke Generator from 90 seconds to 117 seconds, but shortens their duration from 10 seconds to 9.5 seconds. Both of these consumables are excellent choices for Huanghe. If you have access to them (and no better ships to place them upon), I would highly recommend installing each. Firepower Primary Battery: Six 152mm/57 in three turrets in an A-B-X superfiring configuration. Secondary Battery: Eight 100mm/70s in four turrets mounted behind the funnels Torpedo Armament: Six tubes in 2x3 launchers straddling the rear funnel. A lot of justified disdain will be aimed squarely at Huanghe's main battery. Let's get them out of the way. Huanghe has only six 152mm rifles at tier VI. This is appalling and regardless of what other merits I list here, there's no getting around just how terrible this is. Huanghe's lack of sufficient main battery firepower really holds her back. Are we all clear on this? I'm saying Huanghe's guns are bad. This "badness" is tempered by a few positive traits, that while welcome, they are insufficient to redeem the overall lack of firepower. These traits are: Huanghe uses Soviet 152mm/57 rifles instead of Royal Navy 152mm guns. These are the same guns found on Budyonny, Shchors, Mikhail Kutuzov & Chapayev. These guns have excellent ballistic arcs, great AP penetration and a high fire chance per shell hit which exceeds those found on the equivalent (premium) Royal Navy armament. Huanghe has an increased rate of fire with her guns to help offset her low DPM and overall fire-setting abilities. She reloads in 7.0 seconds flat as opposed to 7.5s of her Soviet counterparts. Yep, that's it. She's using Soviet guns instead of British and they have an increased rate of fire. In practical terms, this means Huanghe does more damage on a per-gun basis than Perth, Belfast or Leander which is definitely a plus. You'll set more fires, land more citadel hits, and generally be more accurate. However, this does not offset the disparity of losing out two rifles. Perth and Leander both struggle to kill even soft targets quickly and Huanghe amplifies this weakness. I wish I could say that was the end of the bad news, but it gets worse. Huanghe does not have access to the Spotter Aircraft consumable enjoyed by her British and British Commonwealth contemporaries. This means she's capped with an awful 13.2km main battery range with no way to fire beyond that. She also doesn't have very good fire arcs, with her C-turret only capable of engaging enemies 37º off her bow. Her rearward arcs are better, but still not great, with all three turrets capable of putting shells on targets 33º off her stern. If there's one area where Huanghe's guns are at least not-terrible, it's fire starting. She can be a respectable firebug -- almost on the same level as a nine-gun Galissonniere if she specializes for it (and I do stress "almost"). This will come at the expense of direct damage, though. Huanghe would need to sacrifice taking Inertial Fuse for HE Shells to do it which is almost a must have for all 152mm HE throwing cruisers. I'm repeating myself, but let me be absolutely clear: Huanghe's main battery firepower sucks moose-balls. Not just moose-balls, but hairy and sweaty moose balls. It all comes down to her not having enough guns. Good as they are individually, they can't make up for the fact they're overtaxed for damage output. You're welcome for that moose-visual. Huanghe, on paper, has better overall DPM and fire starting abilities than ships like Aoba and Molotov. What these graphs do not describe is the ease at which this firepower is put to use. Molotov can engage enemies at long distances. Aoba's 203mm guns aren't reliant upon commander skills to ensure her HE shells penetrate. Huanghe is best compared with HMAS Perth and Leander in regards to her damage output -- all three are painfully short ranged. However, all three are capable of maximizing their DPM for short periods of time when they can setup their smoke. Her torpedo armament doesn't make up for the faults of her guns. Huanghe has a pair of triple launchers off each side of her ship. If you're hoping she'll get some world-ending fish to compensate for the problems with her guns, Huanghe will let you down. The good news is that these aren't Deepwater torpedoes -- they can engage any target she faces. The bad news is that these aren't Deepwater torpedoes -- they don't hit especially hard, move particularly fast, have great range or good concealment. Huanghe can't even launch these torpedoes from stealth. What's more, Haunghe's torpedoes appear to have been implemented haphazardly. It's as if they copy and pasted the British torpedo launchers, removed the British single-fire option and then forgot to replace it with the wide spread after the fact. This means Huanghe is limited to a narrow spread and a narrow spread only. It becomes almost laughable that Wargaming baits players to take a Torpedo Reload Booster to prop up Huanghe's firepower. This is the first time this consumable has been made available outside of the Japanese destroyer line. In order to take it, a player must surrender access to her Hydroacousic Search consumable. This gimmick might have more weight and appeal if Huanghe had an impressive torpedo armament -- something with more launchers or more teeth. The ability to double dip with another helping from her triple launchers doesn't strike me as terribly appealing. I can imagine some scenarios where it might change the outcome of a given match, but on the whole it's highly situational for an armament that's already lacking in versatility. In my play testing, I never came across an opportunity where I could have made good use of it. In short, redemption isn't found in Huanghe's torpedo armament. Summary: Garbage-tier firepower. Yeah, there are some redeeming qualities. No one could argue otherwise. But on the whole? Garbage. With all of this poo-pooing of Huanghe's firepower, do not make the mistake of thinking she's utterly incapable of dealing damage. That's not the message I'm trying to deliver. She's not going to put out as much damage as comparable ships, or do so as reliably. More fool you if you underestimate her. Are you regretting purchasing her yet? DurabilityHit Points: 24,100Maximum Citadel Protection: 70mm Min Bow & Deck Armour: 16mmTorpedo Damage Reduction: None Everything here is also terrible. Huanghe puts on a whole new level of 'suck' when it comes to defining mid-tier cruiser durability. She makes Omaha look tough. Within her matchmaking spread, there is no cruiser with less hit points. The closest is Königsberg with 24,300hp -- a ship that's already known for capsizing and exploding violently when a loud noise occurs in the next grid-square over. Every other ship has a more significant advantage in health. It's well within the math for some tier VII and VIII battleships to delete Huanghe outright with no more than a pair of citadel hits. It's not like things get any better when you look at her armour scheme. Huanghe shares a similar protection scheme to the preceding Leander-class upon which the Arethusa-class was based, albeit having a weaker scheme overall. This comes with a few quirks: She has a small citadel, composed of only her engine spaces which sits slightly over the waterline. Her citadel wall extends to the exterior of the ship, making them potentially vulnerable to HE citadel hits. Her magazines lie outside of the armoured citadel directly beneath her guns and well submerged. So the only ray of sunshine is that people may miss your citadel when they think it extends further forward and back than it actually does. If you're lucky, you'll take some overpenetrating hits there which will keep you in the game just a little longer. As damning as this assessment is, let's be real: few light cruisers could ever make the claim of being reasonably protected. What's likely to kill an Arethusa-class would be just as traumatic and world-ending to a Nurnberg or Leander. Heavy cruisers will bully you. Battleships will savage you. And, even destroyer-caliber guns can be painful if you have to suffer their attentions for long. But this is worth looking into more closely. Yes, a Leander or Nurnberg may appear on the surface to be as fragile but Leander can heal. Nurnberg or Budyonny can sit back at 14km+ and use that extra range to give them more time to dodge. Huanghe can't. She has to tough it out and 'tough' is something she does not do well. Really, though -- don't expect to live long under fire. Death comes quickly and suddenly to Huanghe -- and it's your own damn fault for buying her. Shame on you. Though Huanghe's durability would have you wanting to hiding around friendly battleships in the second line, her range dictates that she must go forward into harm's way to score any damage. This is a common problem associated with all British cruisers. They get around this vulnerability by making use of a Smoke Generator and good concealment values -- traits Huanghe boasts as well. Manoeuvrability Top Speed: 33.0knotsTurning Radius: 570mRudder Shift: 6.7s Maximum Turn Rate: 7.1º per second. Alright, I can almost forgive you for forking out the cash for Huanghe for her agility. If she had a little more speed, she'd put many destroyers to shame. As it is, she out performs all other cruisers with her ability to dodge and twirl. She can even out turn several IJN destroyers. It's strange, but she does this without the funny turning-acceleration quirks found in the Royal Navy cruiser line. Huanghe doesn't preserve speed in a turn the way Leander, Belfast or Minotaur does. She does have the equivalent of Propulsion Modification 2 installed -- her initial acceleration from a dead stop is very comfortable. She just doesn't get all the Royal Navy manouevrability quirks. The only thing she really lacks is a little more grunt in her engine and I could ignore all of the miserable, eye-bleeding terrible aspects of her durability. She's just not fast enough to dictate engagement ranges against anything other than a standard-type battleship and that's a big fly in the ointment. At 33 knots, she's not terrible in this regard, but I would have been much more excited to see her exceed 34.5 knots. At least at this speed she could conceivably run down a destroyer she caught flat footed and out pace any battleships she might face without much issue. I dunno, maybe I'm just being greedy. But after the disappointment of her guns and torpedoes, can you really blame me? Manoeuvrability ratings of the tier 6 cruisers. Note that De Grasse and La Galissonniere have access to the Engine Boost consumable which increases their top speed by 15% for 3 minute intervals. Huanghe's ability to turn and throw herself about is on par with many destroyers she faces. She's only lacking in a good top speed to really allow her to enjoy the same level of flexibility. Concealment & Camouflage Base Surface Detection Range: 9.54km Air Detection Range: 5.97 km Minimum Surface Detection Range: 8.14km Main Battery Firing Range: 13.18km Detection Range when Firing from Smoke: 4.2km Surface Detection Rank within Tier: 1st among 14 cruisers. Surface Detection Rank within Matchmaking: 1st among 43 cruisers Huanghe's concealment also redeems her somewhat, but again it's not without its flaws. This is the sneakiest cruiser within her matchmaking spread and not by a small margin either. When fully specialized, she enjoys as 450m advantage over Perth and a 600m advantage over Leander and Belfast. The closest non-British cruiser comes in with New Orleans with nearly a 1km gap and everything else is considerably worse from there. As good as this looks, let's be realistic -- it's not enemy cruisers that you need to worry about spotting you; it's destroyers and aircraft carriers. We'll speak about the latter in the next section, but let's discuss destroyers for a moment. Huanghe is looking at needing to sprint across as much as a 2.7km gap in order to illuminate what's detecting her, all the while being under fire from the lolibote's big friends in the back. Given her 33 knot speed, it's just not feasible for her to cover this distance unless the destroyer makes a stupid mistake. As good as her concealment is, she can't perform the role of a forward scout even though her main battery range precludes her from skulking in the second line and firing from a distance. You're going to need to use cover to stay undetected to move into engagement ranges -- at least until the herd thins out. Thankfully, she brings her own concealment with her. Smoke Generator Huanghe has the same consumable found on HMAS Perth. While each smoke cloud lasts a mere 10 seconds, it continues to dispense smoke for a minute and a half. While Huanghe's Smoke Generator is in use, she may remain mobile and keep concealed while she does so, though she is normally limited to between 1/4 and 1/2 speed (12.5 knots). This allows her to foil the usual traps of air dropped and ship launched torpedoes aimed at smoke clouds as she slowly crawls away. Allied ships may also make use of this smoke, though doing so is much more difficult and it requires a conscious effort to match speed and heading. Huanghe has less tools to provide her vision beyond her smoke than HMAS Perth, though. While both use the same Hydroacoustic Search consumable, HMAS Perth has the extra advantage of a Spotter Aircraft to assist with detecting enemies. This lack would be damning were it not for the changes in smoke detection while firing. Any enemy battleships that opens fire within 10.5km of Huanghe is visible for twenty seconds and she can use that to give herself something to shoot at. This is a bit of a double edged sword, however, with Huanghe herself being visible within 4.2km within her own smoke when she shoots beyond it. This makes it risky to charge cap circles early on (a challenge she shares with Perth), especially if there are larger craft looming behind the lolibotes that have also rushed the control point. Even with these challenges, Huanghe's smoke is meant to redeem all of the other weaknesses so far described. She may have low DPM, but her smoke allows her to cycle her guns aggressively to take better advantage of their reload time for short periods. Her fragility may be masked behind concealment. Her difficulties in disengaging with her modest top speed can be corrected by hiding in smoke until she can put an island between her and her enemies. This is a huge burden for one consumable to bear, and I'm not certain it entirely corrects the deficiencies found so far within Huanghe. Still, it's not hard to see how powerful Huanghe can be in the right circumstances through clever use of her concealment and smoke. Opening moves on an Epicenter match. Though Huanghe shares a lot of traits in common with destroyers, it would be a mistake to play her as one. You're a support ship, not a front line scout or knife-fighter. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 78 / 73.6 / 28.8 Huanghe doesn't approve of your planes. One of this ship's most surprising characteristics is her anti-aircraft firepower. She uses a modern Soviet anti-aircraft suite -- a combination of dual purpose 100mm guns and 37mm automatic cannon to make the life of any planes within her sphere of influence miserable. It can be a rude shock for carriers that loiter around Huanghe's moving smoke cloud, hoping to spot her when the consumable wears off, only to have their air groups shredded. This is something HMAS Perth could never do. In terms of raw damage, Huanghe sits behind only Cleveland at tier VI in terms of her anti-aircraft firepower, which is no mean feat. Unfortunately, she does not get access to Defensive Fire. This was one of the casualties of Huanghe's long development cycle -- she used to have Defensive Fire and in this role, she could play an excellent support vessel. However, she had to surrender this for her Smoke Generator in one of the updates, so it was a fair trade off. Huanghe's anti-aircraft firepower will never truly be a dominating threat to enemy carriers and remains merely a nuisance that will cause them a few casualties, but it cannot stop attacks from being made. From HuangMeh to HuangGud Like all 152mm HE throwing cruisers at mid tiers, Huanghe's performance is really locked behind getting access to 14pt commander. While she can perform reasonably well before this, it's the ability to direct damage to all targets that makes her come into her own. Give the skills which optimizes her performance, she becomes a poor choice for training Pan Asian destroyer commanders, unfortunately. Here's what your first 10pts should look like: Take Priority Target. Follow this up with Adrenaline Rush. Your DPM needs all the help it can get. Next, take Demolition Expert. Setting fires is the only thing you're good at. And finally take Concealment Expert. The big skill you're racing towards is Inertial Fuse for HE Shells which should be your 14th skill point. This gives her the ability to directly damage large areas of any battleship she might face, along with some of the heavy cruisers when she's bottom tier. Your final 5pts should be placed between Vigilance (which stacks with Hydroacoustic Search to better spot torpedo threats while you're creeping along in smoke) and either Expert Marksman to buff your horrible turret traverse or Last Stand if you're sick of having your rudder shot out. An inefficient, entirely situational build for hilarity's sake is an anti-aircraft build. Drop Demolition Expert and take Basic Fire Training instead. Load up on Advanced Fire Training and Manual Fire Control for AA Guns and complete the set with Preventative Maintenance. This is hardly a good build, but at least you'll shoot down a lot of planes. Oh, it's going to be like that, is it? Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Huanghe isn't going to do novice players any favours. She's a British light cruiser without a Repair Party that has to sneak in even closer to do damage. That's a recipe for disaster. Skill Ceiling: Low / Moderate / High / Extreme Properly managed, Huanghe can pull her own weight -- you just need to really flex those carrying muscles to do it. This makes for an interesting challenge for those inclined. Getting those Soviet 152mm up close opens up the opportunity for all kinds of hilarity, especially against enemy cruisers that are probably not used to getting their citadels shot out from smoke 12km away. However, her overall lack of firepower holds her back. Mouse's Summary: Perth-lite. Same Perth flavour with half the effectiveness! I kid, Huanghe isn't that bad. She's just not as good as Perth. I can already tell there's going to be a counter-culture movement that absolutely loves this ship... Can destroyer-levels of agility, the smoke generator of HMAS Perth along with good values for her AA firepower and concealment make up for garbage levels of firepower and durability? I was full ready to slap a 'Garbage' label on Huanghe and wash my hands of her. I don't care if she has good AA firepower -- that's a window dressing; it doesn't define a ship as being good or bad. Destroyer levels of twirling are nice but without speed to dictate engagement distances, it's a half measure. Her stealth is good, but not good enough especially in light of her weapon ranges. These arguments all strongly point towards a wholesale condemnation of this ship, but there's one thing and only one thing giving me pause. It's her damned Smoke Generator. Without it, this would be cut and dry: slap a trashbote label and move on. But, I cannot ignore how powerful this is when played well. It allowed me in play testing to rip the throat out of several ships that, on paper, had me dead to rights based on firepower, speed and durability. Yet, I must remind myself that a bad ship is still fully capable of doing damage and even sinking another. This isn't a game like World of Tanks where a disparity in power levels can mean outright immunity to a lesser-vehicle's attacks. I cannot outright dismiss the successes I did enjoy with this ship, but I must weigh them in context. Perhaps it's simply best to separate the two. Huanghe is a trashbote with a good Smoke Generator. So ask yourself: What you want to play with? Is it the trashbote, or is it the Smoke Generator? Because if it's the latter, HMAS Perth will be back around in the shops sometime soon... Would I Recommend? I'm forced to ask myself: "Why would you buy this?" If you're looking for comparable game play, HMAS Perth is superior in almost every regard. For trainer for the Pan Asian destroyer line, there are better choices. Loyang is one of the most competitive destroyers at her tier and Anshan comes in at a similar price tag with added economic bonuses baked in to boot. Huanghe is a premium without a purpose... PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Also no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Very no. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Very no on toast. For Fun Factor: Bottom line: Is the ship fun to play? Actually, yes. Be advised: Mouse has a soft spot for lame-[edited]ships, like the pre-buff Atlanta, Albany and Prinz Eugen. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. Her Smoke Generator gets a Gudbote, though.
  8. 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.
  9. MrThorp

    Degrasse camo question

    Ive noticed it a while now, but never bothered to ask.. On the port side of the ship, under the rear gun, there seems to be a section of camo missing. Is this on purpose? is this to pay homage to some thing that happened to the ship? Just some sort of skin error that was never corrected?
  10. SteelShadow105

    Modeling Takao?

    Hi, I'm planning on trying to scratch build Takao and was wondering if anyone could give some help. I've tried to look online to get better ideas on her measurements and dimensions, but I'm left with just the general measurements of just the ship. I would just try to just wing it, but I'd like to make it realistic. If anyone could send me links or recommend books that can give me measurements of everything I'd appreciate it. I'm open to any advice about scratchbuilding it!
  11. ObiphanKenobi

    How to Exeter (casual player)

    U.K Cruiser EXETER Quick Summary: Very versatile ship, do not show your broadside and always do something unexpected and you will be fine Cost: free from WG event, she could come back in the premium shop at later state PROs She had decent AA at tier5 Highest chance of fire from HE shells AP shells pack heavy punch (comparing to other t5 premium ships) Best concealment (comparing to other t5 premium ships) UK heal consumable The only low tier UK cruiser so far in game that shoot HE (Belfast is another story) You can use this ship to train your captain without the penalty She came with a free Premium camo, earn some extra XP/credits, 6 pts captain. CONs Easy target for any ship, BB LOVE her Will get focus fires down very quickly No armor REVIEW Disclaimer: Not aiming for veteran players, but more for open ended to new players. I also obtained this ship through normal grinding. Had taken the opportunity of free re-spec captain skills points, and free un-mount upgrade modules thus making cheapest testing ship. What is my broadside or profile? By reaching t5, new players are now expected to be semi-pro = knowing at least some game mechanics. So congratulation, you reached t5, you finished the grind and got a free Premium t5 UK cruiser, EXETER. You are now no longer protected in the match making, you are going to face higher tier ships and some CV, but had no fear; this is where and when you going to decide to excel further or go to the corner and cry like a baby. You going to face players who will be better at aiming, they know where to hit you and hurt you (very badly). So first, head over to the Wiki and do some homework, learn your ship, the EXETER, while at it, do some youtube searches for clips about game mechanics, about how to play better, how to improve yourself. If you get wrecked playing Exeter, then i suggested you stop and re think about your play style and how would you adapt, twist and change, improve your skills to re-fit her. There is no such thing as bad ship, only bad player. Please read LWM review. What other t5 Premium cruiser to compare with Exeter? I can see Marblehead, Murmansk and Krasny Krym Other t5 tech tree cruiser to compare with Exeter? Furutaka, Omaha, Kirov, Konigsberg, Emerald and Emile Bertin (EB) Exeter’s consumables are: super Heal, Hydro and Fighter Your main battery value as showed When i had the Exeter, initially i did a quick 3 builds for her. Trollish AA platform (just for fun and if you hate CV), RedDragon (fire spamming), and Allrounder. Primary Armament The Exeter is armed with 2x3, 203 mm in a turret gun layout (AB-X). Her max firing range is 14.3 km, not the best, actually less then medium distant. Comparing Exeter to Furutaka (fully upgraded B/C hull and 203mm; if not, basic hull 200mm), others cruiser 152mm, and Kirov 180mm. The Exeter fire chance with 2 fire signals, and DE skill from the capt skills gave 19%, bring her to best fire starter (premium ships). But be mind full of her reload time at 15 seconds Secondary Armament She had torp and the range is 8km, it located middle so the fire angle is very NICE. It means that you don’t have to turn and show your profile to a great length just to torp. You can also select 1 torp lunch or full salvo torp Maneuverability With the U.K trait, she turned like a pro, but the initial time to accelerate is horrible. This is where most players miss-calculate the timing, because she turned quick, sometime this will overturn and accidentally show more profile then needed. Her concealment is going to be 9.6KM, the best so far. So if you are in bad situation, you can dis-engage, turn and run away so you can fight another day. OK, so in this situation you need to stop fire, check the mini map and the situation and find a get-away route/s or closest island to help with covering yourself. Durability and Defend She is a light cruiser; any t5 bb will laugh at you. Other cruisers will sneezes on you, so expected to get under heavy focus fires. To me, she had no armor value How to Kill HER In Destroyers: be caution when engaging the Exeter at close range. She turn fast so dodging incoming torp easy. So 1st salvo as a lure, then pending on the reaction 2nd salvo Or close range ambush when she is busy dealing with others. Her 203 mm hurt very bad With Cruisers: Any opportunity you get to fire AP into her soft armour should be taken care of her. For Battleships: Stick with AP rounds no matter what aspect she gives you. Lastly Carriers: Questionable Recommended Modules: Your first slot is easy: Main Armaments Modification 1 is the only one that makes sense For your second slot: Damage Control System Modification 1 For your third slot: AA Guns Modification 1 or Aiming System Modification 1 Recommended Consumables: I cant stress enough on how important it is to equip a premium Damage Control Party. Recommended Captain Skills: For tier 1: Preventative Maintenance should be one of the first skills you grab (reduced the risk of everything on you incapacitated 30%). For tier 2: I strongly recommend investing in Adrenaline Rush. You're going to need this for output as much shots as possible For tier 3: Demolition Expert or Superintedent is your best choice taking full advantage of the line For tier 4: there aren't very many good choices. Concealment Expert is probably the best option. Then double back to tier 3 skills for either DE or SI Recommended Flags: Indian X-Ray and Victor Lima to increase your fire chances Juliet Charlie to mitigate the Indian X-Ray detonation November Echo Setteseven to increase your AA and self defences against air attack Indian Delta to assist with the super Heal Any other XP flags to your liking Recommended Camouflage: Just like any other cruiser, it is best if you are not detected and able to rain shells at the enemy so any camouflage that at least have -3% to detection, +4% to enemy dispersion when shooting at you + any other extra bonus EXETER’s 3 variant builds As stated, she can be fun bote for Trollish AA platform, RedDragon (fire spamming), and Allrounder. This is my builds for fun Trollish AA Equiped the bote with AA Guns Modification 1 at 3rd slot. November Echo Setteseven, Sierra Mike signal are a must Your captain skills BFT and AFT You will be staying with bb and play as 3rd support role. You will be staying at range from 13km. You need to watch the map and go in to 2nd support line (10km-8km) to lure the opponent CV player thinking that you are easy target to pick off. Doing this you still within 3 km range of bb AA, you still able to have your AA and combine with the bb AA. The Sierra Mike give you a small speed boost so you can go back and forth within bb range. Toward end game, you can then do “clean-up”. Because you took BFT/AFT, you will be lacking of CE (still decent CE), you don’t have extra heal from the SI until you level your captain up. RedDragon (fire spamming) You will need Aiming System Modification 1. Demolition Expert and Concealment Expert for Captain skills, then go back to SI Indian X-Ray and Victor Lima to increase your fire chances Juliet Charlie to mitigate the detonation side effect Juliet Whiskey Unaone for flooding You need to get in to 2nd support role. So the more you can hit enemy ships, the more chances you can create fire. You need to predict the enemy fleet where about so you can position your self. You need to learn that if ship used the damage control (DC)/repair, 20 sec of immunity on that ship you can not make fire. So you need to shoot at other ships until you get a fire and move on to the next ship until 20 sec countdown, you return and shoot the first ship. Get 2 fires then move on to the next ship. Your AA is not good with this build, but you going to hang out with most of the cruiser and dd not too far ahead. You going to eat torp and will get focus fire so learn to “Dance” AllRounder Adrenaline Rush, DE, SI and CE Aiming System Modification By this time, i hope you can play the Exeter well. You can get couple of citadels, fires and shoot down some planes. You know what to do and do your job. This will get you in closer to cruiser and ambush them, citadel hits, use cover, run if you have to, hunt dd and use the hydro. You need to learn the cool down of bb shooting so that you can turn and run and show as little of your profile as you can (it between 26 to 30 sec reload) or so when it save to turn and unload your torp or just angle-in. Conclusion Have a positive attitude, the Heal will get you back to the fight. Need to know when to stop shooting and just turn and run. Mini Map awareness and situational awareness. Know your ship characteristic well and determined her role, stick to it until you can be flexible toward the end. Need to know the reload count down of bb so that if you need to turn and run, it is save to turn. Learn armor value when pens and bounces (WoWs Wiki is a great sources for researching). Switch between HE/AP. If needed, stop playing and do research then get back to the game. Experiences playing Exeter and adapt to her. Of course, there are other builds that different from mine, but that is the beauty of the game. If you had successful with different build and it work, please share it here
  12. Tier 3 is such a fun tier. Most people are just chilling. The extremely OP sharks are rare to be seen (unless uptiered to face that certain battleship). If winning and teamplay is a priority like in a ranked game, which ship will be your choice? Also tell us what's the favourite quality about that cruiser you like!!
  13. The_first_harbinger

    Meanest Tier 5 cruiser

    Tier 5, not exactly the most comfortable tier for the current MM situation. Cruisers, not exactly in the best shape either. Then how can you enjoy yourself playing a tier 5 cruiser? For me, picking Kirov does the trick. Heaviest Boardside among all tier 5 cruisers, while Furutaka lacks the volume of fire, Konigsberg lacks the sheer punch, Omaha-class and Emerald aren't even close. Armor and sleek hull allows overpen when board side and can still bounce in angled well, excellent speed and firing range are all extra. My absolute favorite among all tier 5, not only cruisers, but all classes at tier 5. What do you guys think?
  14. I collect German ww1 and 2 trinkets. While antique shopping a few months ago i came across this item. Its an actual photo taken of der fuhrer while visiting panzerschiff Deutschland on 31 March 1941. Ive had it on my wall of paintings and posters since i picked it up but i thought i should share it with the community because its pretty cool. I have never seen this image on internet searches of ww2 stuff and thats why i really like it. It has original typing on the bottom. I think its eligible if you zoom in. Sorry for the reflection on the plastic covering. I also bought a pair of nice jack boots on the same trip. hail genossen. BlackSunRising
  15. rafael_azuaje

    Indianapolis Need Buff

    I have the Indianapolis , the cruiser need some buff becuase he is very fragile/weak is a omaha in T7, maybe Add Heath consumable.
  16. I have been hearing constant bemoaning on how "Carriers can't be ignored now" and "Carriers are broken", I thought I would finally toss my thoughts into the shark tank. Since the beginning of the game ,you NEEDED to deal with Battleships. Since the beginning of the game, you NEEDED to deal with Destroyers. Since the beginning of the game, you NEEDED to deal with Cruisers. Just so, Carriers NEED to be dealt with and not ignored. Every ship-class should be a persistent threat until it's eliminated. The only way you dealt with Battleships, Destroyers, and Cruisers is to remain hidden or remove the threat. To this affect, the solution to Carrier issues lie in their power projection and ability to reveal the enemy. My solution to the issues plaguing the CV community,lovers and haters alike, are as follows: Reduce the speed of aircraft (realism-killer) -OR- Limit the range of the aircraft by means of fuel; Adding some sort of leash to aircraft, or reducing their mobility, would help reign in their power projection. I personally lean towards the latter. Re-balance AA with Fleet Cooperation in mind. Players who stick together, as in the past, were always protected from, if not immune to, carriers. Meanwhile, Players who went out on their own got sunk. This is a RULE of the game, and should be a constant that is balanced around(with exceptions for destroyers, discussed later). In my opinion, they could incorporate a slightly unrealistic (gasp) mechanic into the game: Force multipliers. Reduce the base effectiveness of all AA, but scale it based on nearby ships; For every allied ship within 8km, increase their AA effectiveness by some sort of constant (eg. 10% DPS) and increase that bonus every 1km closer the allies are, up to 3km (eg. +50% DPS). Add a HARRIED mechanic to aircraft; For every ship within range / firing on a squadron, there should be a harried effect (eg. 20%/2%/5% reduced rate of aiming and 20%/2%/10% increased movement-induced aim disruption, per ship for Torpedo Bombers/Dive Bombers/Attack Craft). Dive Bombers being affected less, Torp Bombers being affected more, and Attack Aircraft being somewhere in the middle, because [insert rantings about speed/altitude/angle of attack/directions of freedom to evade/shock-value of flying into-vs-over a wall of bullets]. This value could vary based on the ship type. This value could possibly scale with time (10%/1%/.5% at start, increasing per second under attack to some max value). Increase torpedo range to 8-10km. If torpedo bombers are going to be completely shut down by teamwork, we could at least let them hold onto their fleet disruption capabilities. That wave of 4 torpedoes might be slow, spread out, and dropped at almost 10km out with instant visibility, but you can't completely ignore it. Make aerial-torpedoes always visible. I'm sorry, but if you see the torpedo plane, you are going to be watching for the torpedo. It's no secret when they drop it, nor what angle they are coming from... unlike destroyers. This will also help offset that added range. And again, if you are out on your own, you should make a Carriers day. RIP. ... Unless you are a Destroyer. In consideration of their Lone-wolf roles, I offer the below changes: Reduce the spotting range of aircraft; Maybe considering earlier example on force multipliers: Larger Ships/groups of ships should negatively impact your detection range, while smaller ships / lone wolves should be damn near impossible to spot. Finally, consider adding a delay to when targets, detected by aircraft, are relayed to allies. Planes didn't have the best radio communication back then, if any. You could even go as far as to only update the mini-map, but not show visually, the detected ships position. Just my two cents from someone who has loved this game since Alpha, yet is constantly watching heavy handed changes chase away the friends I play with.
  17. So I've been sailing in a Fiji with 12 Six Inch gun, and still love it, after 200+ games. Accumulated a lot of credits, etc. during the Free Premium weekend and from before. Now I want to try a heavy cruiser (203mm, 8 inch) guns so I don't have to get quite as close and can do more damage. I'm seeing (in the Tech Tree) a few cruisers, Like the Myoko, that sound good on paper - most of the reload times are 11-14 seconds. And it would be nice to have torpedoes also, but that is not an absolute requirement. Mostly I do Random and co-op now... I would work up from a cruiser of a lower tier if it was a nationality that I didn't have experience with. ...so what do you think? Thanks in advance for the input!
  18. @ Min 55 of today's WOWS live stream. Its still live, the min will change until the stream is over I am at a disagreement with Mr Conway's opinion/bias narration on how the tier 10 match "should be" because "500k DMG that's excessive". I was disappointed with his POV. I think he was trying to say was, If it was a CV/Cruiser/DD who do 500k DMG then is "excessive". If a BB does it "perfectly normal", "working as intended". The reason a CV got 500k DMG was because BB have 95k to 105k HP AND heal. WIth 5 BBs to each side (Ref. the now infamous bias commentary CC youtube video "flying Shimakazies) Its still can happen again. Now for my point about the hot fix. Cruisers, can reach to 500k DMG. It has fire/HE pens AND some have good AP. However, thanks to BBs having the "alpha strike" capabilities (the only ship in the tier). One ship will not reach it DD, Torp DDs will never reach to 500k DMG, 3 years of torp/torp ships nerfs along with other DD counter measures. Gun DDs, They have a shoot but IMO they have to low HP pool to withstand, cruiser HE spam, radar, or other factors. It takes time with low caliber pew pew guns, to sink even one BB. BBs, Thank to all the help of upper MGT of WOWS over the years (Lowered Citadel, ETC.). Now that torps are no longer an issue (as in you dont have to change your BB cpt skills to adapt to the arial torps). BBs have a better chance of breaking 500k (and as of right now, the only capable class to do so). BBs have limited threats/workload then say a DD/cruiser. My argument, tier 10 is stale (I dont represent the majority, I represent people who want diversity game play in the tier). Nerfing the Haku is the reason why tier 10 BBs drivers dont play as a fleet. There is no reason to adapt OR play with your cruiser teammate when you just nerfed the CV/DD/cruiser torps DMG potential to the ground AGAIN. BBs, should not be autonomous/stand alone ship in a team game. The hot fix- I am just floored that a hot fix had "unattended consequences" (Quoted by Mr. Conway) To lower tier CVs. To appease the tier 10 BB population, its wiling to alienate/sabotage the otherwise great work the new CV and new CV cpts. To keep BBs happy ? Seriously ? Based on my experience with WOWS. If its torp related, the nerf bat goes way to far. Any other exploit, it take longer. This hot fix is one of many examples of it. Its unfortunate, the above circumstances are prevailing. I am not surprised, its disheartening to watch WOWS repeating their mistakes on a very hard worked CV rework...
  19. Let me start with, you can't truly rank ships. These are all stats and you can have your own opinions about it. https://www.gamersdecide.com/articles/world-of-warships-best-ships https://www.gamersdecide.com/articles/world-of-warships-best-destroyer-lines https://www.gamersdecide.com/articles/world-of-warships-best-battleships https://www.gamersdecide.com/articles/world-of-warships-best-cruiser-lines These are articles I wrote, ranking ships for whatever use it may bring you! Maybe assist you in searching for a ship to play, though I sound like a broken record, it's all stats. So the French in "Best Cruiser lines" don't have such a good spot, due to little information on them, not many people playing them since they're so new. Do enjoy!
  20. As the subject says, is it fun to play with that boat? Usually I do not usually do these topics. But, now I will tell you about my experience and maybe some people agree with me and some do not. let's start The boat has an excellent maneuverability, its turrets rotate very well, can hold very well the impacts of light and some heavy cruisers. aesthetically the ship is beautiful. Very fast recharge time 18.5 s 16 s with the improvements But! Let's talk about the most important thing. It has a pessimism secondary weapons, bad AA, a shield that in theory should withstand large impacts oh at least 330 mm front and 275mm back. in theory it works against lighter cruisers, but against 406 it is excellent for you to make a penetration and make citadel very easily, Even the 380mm of the bismark, at least some cruisers do them on penetration. in this case the armor works against this ship, of course I do not say it's wrong. Something bad must always have the boat. And as we know it is a hunter of cruseros, but if I tell you that your dispersion is bad but very bad that you can even fail to 8km? And not just once, many times in different games. They will apologize but I do not fail 8km with a republic. which has a 322m dispersion compared to the Kronshtadt ... 252mm. If you have bad AA bad secondary weapons, at least I ask WG to leave a good dispersion, the same story is repeated with the rome, to roma personally tell him not to buy it It has everything wrong even their guns dispersion malisima the NC to otherwise it is an excellent boat with one, I will not enjoy playing with it, personally, I have it with 19 points I have spent doubloons investigating what would be my best way of playing with the two boats, and I say NO FUN. of course I do not say that they are bad boats, but you will use more a boat if you have fun with it. I only ask that Kront's dispersion ... has improved the rest, it does not matter if he has good cannons, I do not want the same story to be repeated with Rome. For the time being I will tell you to get off the boat if you want, but 750,000 Exp ... It's not worth it. You will not enjoy playing with the boat, it is better to play with tirpitz than your disperception in theory is bad but really you will hurt the other boat. Shot that you make there, you will hit .. If you want to do a lot of damage, you will have to go through bad times and try harder than you should do with Zao or Des Moinds. Here I leave some where I put more effort than normal.
  21. 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
  22. Korn_Bread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a still relatively new clan that is about more than Warships. We are about family, an online family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats, we don't require a tier 10...There are almost no requirements to join! What we do require is: Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break. We currently have 25 members. If you're interested join our discord and talk to us!
  23. rafael_azuaje

    USS charleston the ghost cruiser

    hello everyone I have the charleston cruise, and checking right is exactly the ST.luis, has nothing new, is a st.luis with a blue camouflage. does not have any review on the page that speaks more about it. they should add something special that makes the difference to their sister ship, for example increase the range of secondary batteries. HE NEED 3 THINGS 1-comemorative flag 2-camo white fleet 3- up 500meters range secondaries white fleet camo CAMO BLUE PLEASE I KNOW THAT WG CAN UP SECONDARIES TO 3K BASE MAKE FUN, THIS SHIP DONT HAVE ANY REVIEW WOWS, AND IS PART USN HISTORY!
  24. kukailimoku

    Pensacola or Dallas line

    Pensacola or Dallas line? Why?
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