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Found 221 results

  1. 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.
  2. Hello hello... i want to be brief Prinz Eugen have a beautiful design, and is a rock between cruisers, but like everyone says, the HE and cadency is really poor, i dont want to talk about how to use the ship, I have a few battles in this ship (+195 Battles - PR: 2301 for now) I found it frustraction sometimes, all the rest of premium ships have a distingtive fight mode or a torrent configuration which works and those ships can aport that personality in battle in form of a smokescreen, radar, endless AA, a full foward torrent configuration, repair party. and more. but the prinz eugen is not even a ship that you can take into a competitve battle like clan wars or rank battles. The rest of the premium cruiser T8 are a good choise for a competitive battle. but this ship has already something good which can be used for make the ship more competitive without being overpowered In real life In the operation Rheinübung the Prinz Eugen took a important role when the bismarck lost her principal radar in battle agains the cruisers Suffolk & Norfolk after the disengage, prinz eugen took the lead guiding the bismarck with reconnaissance radar. Prinz Eugen was the only cruiser of her class equipped with an advanced FuMO set and is cleary visible in-game compared to the admiral hipper-class. In game... in all the servers...the prinz eugen have the most low stats in damage deal... is clear is not a ship for deal damage, no with only 4x2 of 203mm with low fire chance and 13s of reaload in all the servers the prinz eugen have a low win rate... the ship is not key for determinate a victory like one with smoke, radar o high cadency. 8 I dont suggest to make the ship OP, but i think could be more useful to the team if the ship can equip a radar consumible, the prinz doesnt own a good cadency, so will not insta exterminate sneaky ships. but could make a better job as escort ship spotting sneaky destroyers and cruisers than using the hydroacustic search. , which will probably turn a little useless since the new smokescreen mechanics. also could be more critical in a T10 battle, where can compensate the lack of fire power So, What I suggest is add radar consumible to the prinz eugen, with 30s is fine, this is just 2 salvos of 8 shells, but is enough for the team to take some action or indentify the actual position of a close ship. and yeah, c'mon wargaming, is a premium ship, is not even better than the admiral hipper in performance statistics.
  3. I played through Furutaka over a year ago and loved her greatly, much more than Aoba that followed. I haven't played her since, but I recently started leveling my new RU account and got to the mighty Taco a few days back. Initially I thought I'd just have a few games just to get to Aoba, but I'm now almost 30 games in and, by Poseidon, she rocks so hard! The revamped skill tree, cheaper CE and introduction of new squishy cruiser lines, as well as current epidemic of BBs shooting HE (and not only RN BBs too) all work in her favor. So, if you did like her before, I strongly recommend to have another go, because it's just so much fun. And if you struggled at earlier stage, it might be a good time to try again and maybe you'll get to love The Mighty Taco
  4. Poopin' rainbows. Quick Summary: A fragile anti-aircraft cruiser with radar and armed with sixteen 127mm rifles and short-ranged torpedoes. Patch and Date Written: 0.6.1. February 3rd, 2017 Cost: 9,000 doubloons. Closest in-Game Contemporary Flint, Tier 7 USN Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Flint is an Oakland-subclass of the Atlanta-class cruiser, so it stands to reason that the two ships would be very similar. Flint has an upgraded medium-range anti-aircraft suite. She loses out on the two wing turrets found on Atlanta giving her a maximum of a twelve-gun broadside. Flint's superiority is very firmly set by her torpedoes which have a reach out to 9.2km. Lastly, the two ships trade out their third consumable, with Flint having a USN Smoke Generator instead of Atlanta's Radar. PROs Armed with sixteen, rapid fire 127mm rifles in eight turrets dispensing up to168 rounds per minute from a fourteen gun broadside. Turret traverse is blinding-quick at 25º per second. Able to fire over intervening terrain quite easily. Her main battery customizes incredibly with the 0.6.0 Captain Skills. Her torpedoes are very fast and very hard hitting for a cruiser of her tier. Powerful anti-aircraft armament, with unlimited charges of her Defensive Fire consumable. With a full AA-upgrade build, she has some of the best AA-power in the game, tier for tier. She has access to the USN Radar consumable. CONs Tiny hit point pool of 27,500hp. Her machine-spaces citadel sits over the waterline and has a maximum of 89mm of protection. Her bows are overmatched by 203mm guns or larger. Her turrets get temporarily disabled easily. Painfully short ranged at 11.1km stock. Very poor ballistics, with shells being launched into low orbit even at modest ranges. Poor penetration values on her AP and HE shells. She struggles to do damage to tier 8+ Battleships. Torpedoes are pathetically short ranged at 4.5km. Large surface detection range of 11.0km. My last review of Atlanta was over a year ago and there have been some rather significant changes to the game in that time. Atlanta has been graced by some better fortunes, including one direct buff and many smaller, indirect buffs caused by differences in new mechanics and systems. This time last year, she was an overspecialized oddity, unable to perform in the manner players wanted and expected her to perform. She remained a favourite to eccentrics and experts and downright punitive to novice players. Atlanta's fame (or infamy) has waned considerably over the year. She is no longer commonly available, having been removed as a permanent fixture from the online store. She is also gone from the in-game tech-tree where she could be bought with doubloons. Though far from rare, it is likely that as the game matures she may become a more uncommon sight. This said, her game play style has been diluted somewhat by the inclusion of USS Flint, an Oakland-subclass of the Atlanta-class cruiser. Flint shares many characteristics with Atlanta but with the benefits of better torpedoes and a smoke generator -- two fixes for the Atlanta-class many fans of her were clamouring for. We received different fixes for Atlanta instead of questionable effectiveness. This does raise the question if Atlanta is now worth purchasing for those who do not have her, especially given her limited availability. Hopefully this review will address said concerns. Atlanta subscribes to the original Wargaming design for premium vessels in World of Warships, where candidates were to be selected from ships that didn't fit in the tech tree. These "weird" vessels included ships like Kitakami and Tone. Options Atlanta's Defensive Fire is special. Unlike other ships, she has unlimited charges of this consumable. Its other characteristics, including reset timer, duration and intensity remain the same. Atlanta is also one of the few tier 7 ships with Radar. This has an 8.49km range, 25s duration and two or three minute reset timer depending if you took the premium version or not. Consumables: Damage Control Party Defensive Fire or Hydroacoustic Search Radar Module Upgrades: Four slots, standard USN Cruiser options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy Firepower Main Battery: Sixteen 127mm rifles in 8x2 turrets with an A-B-C-P-Q-X-Y-Z arrangement. A-B-C and X-Y-Z are superfiring, with all three turrets capable of shooting unobstructed directly forward or aft respectively. P and Q are wing turrets mounted just ahead of X-turret and behind the torpedo launchers. This gives the ship a fourteen gun broadside. Torpedo Armament: Eight tubes between 2x4 launchers. One is mounted to each side of the ship behind the rear funnel. Let's start with Atlanta's torpedoes; they are terrible. While individually hard hitting at 16,663 damage per and fast at 65 knots they are pathetically short ranged at 4.5km. This limits their utility to ambush scenarios and acts of desperation. In order to properly make use of Atlanta's torpedoes, your opponent has to have made a serious mistake. In such scenarios, a broadside of all four fish will be catastrophic and your opponent deserves the punishment these can dish out for being so horribly out of position. In close range brawls with enemy cruisers, a broadside of her AP shells is often more reliably devastating than her torpedoes. That's really all that needs to be said about these weapons. Main Battery Atlanta has arguably the most entertaining main battery armament in the game. There are few guns as interesting as the USN 127mm/38 rifles in World of Warships. They are not without their controversies either. With 0.6.0 they received a significant buff in regards to how they interact with select Captain Skills and the variety of builds centered around improving these weapons is diverse. But let's start with looking at their raw performance before we worry about how we can modify them. Common Captain Skills taken by Atlanta players to buff their Main Battery. Few ships benefit so greatly from Captain Skills as the Atlanta. From left to right: Basic Fire Training, Advanced Fire Training, Demolition Expert, Inertia Fuse for HE Shells, Adrenaline Rush and Expert Marksman. Not all of these skills should be considered optimal or even necessary. The 127mm/38 rifles found on Atlanta are similar to, but not an exact match to the weapons found on the USN Destroyers. They fire the same shells, with the same relative range, ballistic qualities, alpha strike, penetration values and fire chance to her line's destroyers. However, Atlanta doesn't enjoy the same rate of fire found on vessels like Mahan, Farragut or Sims. Farragut, at tier 6, fires 15 rounds per minute -- a value matched by Mahan at tier 7. Sims gets this volume of fire as high as 18.2 rounds per minute while Atlanta has to make do with 12. For those wondering, this isn't historical and has been reduced for balance reasons. Atlanta may appear to have the equivalent broadside to three USN Destroyers combined, once you factor in her reload time, this works out closer to two. And this brings us to our first two Captain Skills. Rate of Fire Atlanta reloads every 5s giving her fourteen gun broadside a potential rate of fire of 168 rounds per minute. There are two ways to increase this. As a destroyer-caliber weapon, Atlanta enjoys full benefits of Basic Fire Training which drops her reload down to 4.5s and increases her rate of fire up to just over 186rpm. As if that weren't enough, you can also take Adrenaline Rush which increases her rate of fire as your ship takes damage. At half health, this drops Atlanta's reload by another half second, increasing it to 210rpm. Let's look at some real-world examples. Assuming penetrating hits from her HE shells (594 damage per), a full 14 gun volley (8,316 damage per) yields the following. Against saturated areas, the damage will be half this. At 168rpm: 99,792 damage. At 186rpm: 110,494 damage. At 210rpm: 124,740 damage. This is contingent on being able to land hits with that level of accuracy and penetrate vulnerable areas. Like all guns, Atlanta's rifles are exceedingly dangerous up close. Landing with ten or more shells per volley is easy enough inside of 7km ranges. However, even veteran Atlanta players only land between 29% and 35% of their hits overall which much of the accuracy disparity coming from her poor ballistic qualities at range. Range and Ballistics One of Atlanta's biggest weaknesses is her lack of reach relative to her surface detection. Stock, Atlanta's guns can theoretically hit targets up to 11.1km away while she's detected from the surface from 11.0km. This 100m buffer for such a fragile ship forces her to be placed in harms way anytime she pulls the trigger. Taking the skill, Advanced Fire Training extends her reach up to 13.3km. Between camouflage and skills, it's possible to get her surface detection down to 9.4km. In theory, this opens the tiniest of stealth fire windows (less than 100m) but in all practical sense, Atlanta cannot engage targets and stay hidden without the use of cover. This is further compounded by the appalling ballistic qualities of her shells. At her maximum range, her shells are taking a full second per kilometer of distance traveled. This leads to horrible lead times. Depending on game resolution, some players may be prevented from using the maximum zoom when ranging their shells as their targets will be well off screen. This can make targeting specific sections of ships very difficult This is a necessary skill when facing off against heavily armored targets which her HE shells can struggle to damage.Penetration and Fire Atlanta has one of the lowest average damage per game values of any tier 7 cruiser. Stock, Atlanta's high explosive shells can penetrate a maximum of 20mm of armour. Aside from destroyers and some light cruisers, her shells just don't have the penetration power to directly affect vessels short of their superstructures. So while her guns may murder a destroyer with some alacrity, when facing against cruisers and battleships, Atlanta was often on her back foot. Atlanta's AP shells can be truly monstrous when properly applied. However, their penetration values due to their low muzzle velocity and poor ballistics arcs prevents them from being used efficiently outside of 7km ranges. Inside this distance, Atlanta is more than capable of blowing out the citadel of heavy cruisers or hammering the upper hull or extremities of a Battleship with her AP shells and wracking up enormous damage totals quickly. It's not uncommon for Atlanta to deliver seven to ten citadel hits against a broadside cruiser inside of knife fighting range. This can deal a whopping 29,400 AP damage if you can land 14 out of 14 shells as citadel hits. For this reason, Atlanta's torpedoes are often forgotten in the heat of a brawl as her AP can be more than sufficient to put down an enemy cruiser. Outside of this range or against even slightly angled targets, her AP performance becomes quite anemic. For this reason, the ship has often lived and died by her high explosive shells. In the past, this forced Atlanta Captains to rely on the fire potential of her weapons to inflict damage against larger capital ships. As a flamethrower, she was quite good at this in theory but in practice, this was never sufficient. Her individual shells have a poor base fire chance at 5% per hit. Demolition Expert can nudge this number up to 7%. However, this plugs into a larger formula: [Fire Resistance Coefficient x ( 1 - [Damage Control Modification 1 - [Fire Prevention ) x ( [Projectile Base Fire Chance + [Demolition Expert + [signals - [inertial Fuse for HE Shells) = Fire Chance Fire Resistance Coefficients vary, from 0.8668 for a stock tier 5 to 0.5671 for a fully upgraded tier 9 vessel. This makes the chances of stacking fires much easier against lower tiered targets than higher tiered, which is ironic given that Atlanta can often deal more damage directly to lower tiered targets than needing fires to prop up her damage totals. Here are some real world examples: Atlanta with Demolition Expert facing an upgraded Kongo with Damage Control Modification 1 (0.8335) x [1-(0.05) - (0) x [(0.05) + (0.02) + (0) - (0) = 5.54% per shell Atlanta with Demolition Expert facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0) = 3.37% per shell Combine this with Basic Fire Training on the Atlanta (186rpm) and a 30% accuracy and you're looking at 3.1 fires per minute against the Kongo and 1.9 fires per minute against the Iowa. Based on these numbers, an Atlanta should be able to easily stack a fire or two past Kongo's Damage Control Party and disengage. Against an Iowa or similar tier 9 Battleship, it's questionable whether any fires will stick at all if the target Captain manages their consumable properly. Dueling with either Battleship for longer than a minute greatly increases the changes of reprisals from the now-annoyed battleship from which Atlanta is unlikely to survive, so it's important to stack fires in a limited time frame and disappear. Without the ability to do damage quickly to larger targets and her own poor survivability when such ships elect to shoot back, it's perhaps no wonder that Atlanta's average damage has been so low. There is a ray of sunshine, however. Inertial Fuse for HE Shells All light cruisers have benefited massively from this skill and it has been a real game changer. For Atlanta, this increases her HE penetration from 20mm to 27mm allowing her to now damage the extremities of tier 6 and 7 battleships and all cruisers within her matchmaking spread. With this skill, now Atlanta can drop those theoretical 8,314 damage, 14 penetrating hit HE volleys against most of her opponents. Only tier 8+ Battleships retain an immunity to her shells with the exception of their superstructures. This skill isn't without its trade-offs, however. It's an expensive investment for one, requiring the sacrifice of one or more beneficial Captain Skills. In addition, it damages her already poor base fire chance by a whole 3%. It's this latter trade off which can really hurt as her (in)effectiveness against tier 8+ Battleships plummets even further. Let's look at our Iowa example again. Atlanta with Demolition Expert and Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0.03) = 1.92% per shell And if you can no longer afford Demolition Expert: Atlanta with Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0) + (0) - (0.03) = 0.96% per shell Once again, assuming Atlanta is using Basic Fire Training and attaining 30% accuracy, this works out to 1.1 fires per minute with Demolition Expert and 0.5 fires per minute without. So it becomes a question of a trade off. Inertial Fuse for HE Shells greatly increases Atlanta's lethality against same tier or lower tiered battleships but worsens her performance against those found at tiers 8 and 9. Conclusions: Few ships have their performance defined so significantly by Captain Skills as Atlanta. With her torpedoes being a mere afterthought, how a player customizes and elects to use Atlanta's main batteries will largely define their level of success with this ship. There is no build that is optimal against all targets and some that are superfluous or even damaging to Atlanta's damage output depending on the ship type engaged. A player must decide well in advance what kinds of ships she wishes to specialize against and build her Atlanta accordingly. One of Atlanta's more infamous traits is the awful shell flight times. At maximum range (13.3km) it's possible to begin firing a fourth volley volley before the first has hit the target. This makes lead times downright punitive and adjusting fire difficult. Maneuverability Top Speed: 32.5 knots Turning Radius: 610m Rudder Shift Time: 8.4s Atlanta's top speed of 32.5 knots isn't particularly exciting. It's sufficient for her task as an escort cruiser, but she doesn't have the speed necessary to challenge evasive destroyers. Perhaps more pressingly, she is also lacking in sufficient speed to outrun fast Battleships that may seek to engage her, such as Bismarck, Tirpitz, Scharnhorst, Gneisenau or Iowa and she has no chance of outpacing Soviet and Japanese cruisers. So while not slow or inflexible, some care needs to be taken when planning Atlanta's course lest she find herself out of position or over extended. This is a problem common to all USN Cruisers. Ship rotation times from starting at maximum speed and rudder hard over. Each ship was run through the course five times (except Flint and Atlanta which were run for ten to confirm their similarities) and the average taken. Deceleration is the time taken for a ship to reach it's lowest speed in a turn. The two most important factors for determining ship rotation speed is the radius of her turn combined with the average speed while turning. Smaller turning circles and higher average speed will result in faster rotation rates. The tier 7 and tier 8 American cruisers are all very similar to one another in their performance, but Atlanta and her sister, Flint, are hands down the most agile of all of the mid tier USN Cruisers with between a 0.5s and 1.0s advantage in turning 90º. Atlanta's handling is almost identical to other vessels found in the American cruiser line. This similarity between mid-tier USN Cruisers makes for easy skill transference from one ship to the next. If you can torpedo beat in a New Orleans, you'll find Atlanta answer similarly to her rudder. Atlanta's turrets have no difficulties tracking targets, even with her rudder hard over. They traverse at a rate of 25º per second compared to the 6.3º per second she turns at full speed, allowing Atlanta to quickly acquire targets and engage new threats from one side of the ship to the other even while under heavy maneuvers. This makes the Captain Skill, Expert Marksman, much less valuable for Atlanta than on other USN Cruisers. Atlanta is rather agile and can be a real bothersome target for destroyers. Durability Hit Points: 27,500 Citadel Protection: 89mm of belt armour Min Bow & Deck Armour: 13mm Torpedo Damage Reduction: None. Over the last year, Atlanta has enjoyed a considerable buff to her turret durability. Patch 5.5 from April 26th, 2016, all small caliber weapons had their hit points increased as much as 2.6 times what they had been. Prior to this, Atlanta's turrets had 1,500 hit points each while she now enjoys 4,000 hit points per. Previously, it was a rare occurrence for Atlanta to survive a battle without losing some of her main battery. Now it's rather uncommon for Atlanta to permanently lose any of her weapons. However, much of what was previously said about Atlanta's durability still holds true.Atlanta is one of the worst protected cruisers in the game, making her truly a glass cannon. She has a pittance when it comes to her hit point total. Her armour layout is laughable with 89mm of belt armour. Her large citadel has a section that sits above the surface running beneath the twin superstructures, from the bridge to the wing turrets. Her bow has only 13mm worth of protection, making it possible to overmatch it with 180mm guns found on the Kirov, Molotov and Dmitri Donskoi, never mind the larger caliber guns found on heavy cruisers and battleships. There are few HE shells not capable of landing penetrating damage on Atlanta, no matter where they strike her. In short, an exposed Atlanta is very likely to become a dead Atlanta. It's imperative to make use of her concealment and agility to stay alive. Hug islands and use them to block incoming fire. Concealment & Camouflage Surface Detection Range: 11.0 km Air Detection Range: 6.4 km Minimum Surface Detection Range: 9.4km Concealment Penalty while Firing: +3.8km (vs 11.1km gun range) For such a fragile and short ranged vessel, Atlanta is shackled with an enormous surface detection range. She is utterly incapable of engaging enemy targets with her torpedoes without giving her position away. It's only when either her main battery range or her concealment is upgraded that she can ambush surface targets with her guns. Even with a full investment into concealment and range modifiers, Atlanta cannot stealth-fire from open water and remains dependent upon friendly smoke or island cover to stay concealed. At best, Atlanta can get her surface detection range down to 9.4km which is still punitive for a ship of her size and range. She's unable to sneak up on destroyers and, unlike HMS Belfast, her surface detection range exceeds that of her radar, giving destroyers time enough to begin evading before Atlanta can light them up with her consumable. It is worth mentioning that Atlanta, with her radar consumable, can make better use of borrowed smoke clouds than some other ships. When divisioned with smoke-laying vessels, Atlanta can help provide eyes for herself and allies while remaining obscured within the smoke clouds. Though her radar has a very short duration, this can tip the balance in some engagements to let this fragile vessel exploit concealment mechanics within the game to her advantage and decide the local fight. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 28mm / 20mmAA Umbrella Ranges: 5.0km / 3.1km / 2.0kmAA DPS per Aura: 121 / 27 / 29 Atlanta used to have the best anti-aircraft armament at tier 7 without contest She has been partially eclipsed by her sister ship, Flint, which has a modernized suite of weapons which replaces Atlanta's 28mm 'Chicago Piano' mounts with the famous (and more reliable and powerful) 40mm Bofors. This gives Flint a better punch at medium to close range while Atlanta dominates at a distance. When combined with Captain Skills and module upgrades, Atlanta competes very well with her sister. The image below breaks down how Atlanta's anti-aircraft power can be modified. * Bonuses are multiplicative, not additive. Note that all DPS values are approximate with some weird rounding occurring (which is why the tool-tip in port is weird when you begin stacking bonuses). This table can be used to calculate partial bonus stacks. For example, a 127mm mount (121dps) with Basic Fire Training (x1.2) Priority Target (x1.1) and Defensive Fire (x3) bonuses would generate an average of 479dps. The maximum output of Atlanta in an optimal situation would be a combined total of 1,215dps. Fully specialized and in an optimal situation, Atlanta puts out 1054 / 118 / 42 dps (a combined total of 1,215 dps) at ranges of 7.2km / 5.0km / 2.9km. Flint manages a combined total of 793 / 392 / 62 dps (a total of 1,247dps) at the same range intervals. No other ships at her tier come close to Atlanta as her sister-ship. With Atlanta's anti-aircraft firepower focused on her 127mm rifles and their 7.2km range, she makes a much better anti-aircraft escort over Flint and bests just about any other cruiser in the game, tier for tier. Atlanta's anti-aircraft advantages do not stop with just raw damage. Her aerial detection range is only 6.4km. If she keeps gun silent and switches off her AA guns, she can ambush incoming aircraft squadrons by sailing into their path to intercept them. By keeping her AA guns silent up until they're all in range, she gives the CV player no warning of her presence and can devastate a concentrated attack wave before the CV player can react. In addition, her and her sister Flint are the only ships in the game with unlimited charges of their Defensive Fire consumable. Specialized in this role, Atlanta becomes a 7.2km no-fly zone which any CV player is fool to test, no matter what their tier. But don't kid yourself. Without this specialization, without Defensive Fire specifically, you're only going to damage attack craft waves, not rout them. Any carrier wishing to delete you will be more than capable of doing so. In her element and unconcerned. Overall ImpressionsSkill Floor: Simple / Casual / Challenging / DifficultSkill Ceiling: Low / Moderate / High / Extreme Atlanta is not a friendly ship for beginners. Her weapons are too short ranged with a very temperamental damage output. Her surface detection range is too large and she has no easy-escape tools. She is far too fragile to account for any mistakes. While it's terribly fun to hold down your left mouse button and poop out rainbows of 127mm high explosive rounds, the efficacy of doing so is highly suspect at best. You can't deal damage quickly with Atlanta unless you get in close and without proper forethought, that will simply get you killed before accomplishing anything of note. The influence a well played Atlanta can have on a game is telling, but it depends entirely upon her Captain / Consumable / Module build. She's a good support ship, however the decision on how to support your team will largely dictate the spheres of influence you can perform. When Atlanta is caught out of position (which, let's admit, occurs almost continually in this ship), her ability to affect the outcome of the match falls away to nothing. Mouse's Summary: One of the oldest premiums in the game. She's also one of the most unforgiving ships in the game. The recent buffs were nice... sort of. I wanted Atlanta to get what Flint has. Despite all of her troubles, Atlanta is a riot to play. What a difference a year makes. Here's the long list of changes that occurred directly or indirectly to Atlanta between February 2016 and 2017. Her main battery durability was buffed, increasing her hit points 2.6 times. She no longer loses her turrets constantly (HOORAY!). The Situational Awareness skill was given out for free. Her AP shell normalization was changed from 8º to 10º. This means that if her shells strike at a 10º angle to the flat broadside of a ship, her shells will treat it as 0º and calculate as if they had struck flush. She received Radar. The new Matchmaker system places her at top tier very frequently. The Captain Skill changes have benefited Atlanta greatly, with easier access to quality of life improving skills like Concealment Expert and the introduction of Inertial Fuse for HE Shells. In addition, many players can't easily afford fire-mitigation skills like they used to. Atlanta has seen both feast and famine. During Closed Beta, when AP shells were dominant, she was as powerful as she has ever been. The changes to AP and HE shells nerfed her considerably, but she still had a lot of functionality with asymmetrical carrier Matchmaking and how common carriers were during Open Beta. There was almost always need for an AA escort and Atlanta filled that role nicely. Once deployment symmetry became a thing when the game was released in September of 2015, Atlanta's popularity began to severely wane. Now in 2017, it's the increase in smoke generators, specifically those of the British Cruisers, that have breathed new life into USS Atlanta. She has a purpose now -- an ability that's always welcome when there's an enemy that needs digging out. It's sad to say, but she gets more use out of that than she does her Defensive Fire consumable. Inertia Fuse for HE Shells has restored some of the bite Atlanta once enjoyed back in Closed Beta. While her upgraded HE shells don't have quite the same ubiquity as AP did back in the day, the average damage that Atlanta is dealing out has been on the rise in the last six months. Looking at a two-week snapshot of her performance ranks her 6th overall for damage output among tier 7 cruisers. It's still not a good performance, but it's definitely better than has been for the last year. Atlanta isn't back to her glory days from Closed Beta. Would I Recommend?Atlanta is a weird ship. She's not something you invest in because you think she's good. You do it because you want something unique. While it is possible to earn an equivalent through Ranked Battles in the form of USS Flint, Atlanta's analogue is likely to be out of reach for much of the player base. For Random Battle Grinding Atlanta isn't going to make it easy on you to earn rewards like High Caliber, Confederate or Kraken Unleashed. While she or any premium will earn a fair amount of experience and credits, Atlanta is difficult to make perform to make such numbers consistent. There are definitely better investments. So no. For Competitive Gaming No. There are much better ships to bring in a competitive environment than Atlanta. She's too fragile and if caught out of position, she has no get-out-of-jail cards to play. For Collectors Yes. They saw lots of action early in WWII and enjoyed success and tragedy (Google the Sullivan brothers and have tissues handy). For Fun Factor Very yes on toast. Her guns are hilarious. Staying near islands is imperative for the longevity of your Atlanta. Use it to set up attacks and cover your escape. Atlanta is not an easy ship to play. She's not like the British Cruisers or premiums like Mikhail Kutuzov or Flint where you can pop an easy smoke consumable and trump any attempts to engage you. Outfitting AtlantaAtlanta can be one of the most complicated premium ships to equip in the game presently. It's important to decide on a role for your Atlanta first. From there you may select Captain Skills and equip consumables which best support the role that you've decided upon. Modules: All of my builds for Atlanta include the same module choices. Main Armaments Modification 1, AA Guns Modification 2, Damage Control Modification 1, Steering Gears Modification 2. There's some pretty simple reasons for this. In slot 1, you can take Magazine Modification 1 if you're really paranoid about detonations. If you're intending to take Atlanta into a competitive environment, this choice should be moot as you should be using Juliet Charlie signals instead to mitigate detonations. Personally, detonations don't bother me. Atlanta does pop a little bit more than other cruisers, so keep that in mind. In slot 2, you may be wondering about the viability of Aiming Systems Modification 1. Skip it. At maximum range, and by that I mean 13.3km from Advanced Fire Training, ASM1 provides an eight meter dispersion reduction. Yep. That's it. Eight whole meters. It's 6.9m at 11.1km. Whoo. Exciting! Take the AA mod. You'll get more use out of it. All of the choices in slot 3 are terrible for the Atlanta. Take what you want. In slot 4, Propulsion Modification 2 is also a fair choice. However, Steering Gears Modification 2 will shave almost half a second off of a 90º turn going at full speed. Core Skills: Despite the 0.6.0 Captain Skill overhaul making several builds viable, there remain some skills that are optimal for Atlanta. They re included in all of the builds below. Your tier 1 skill for Atlanta should be Priority Target. Knowing when you're targeted and when you're not will save your ship and allow you to pull off some rather audacious feats. None of the other tier 1 skills is as useful. At tier 3, Basic Fire Training is the second essential. This increases your main battery rate of fire by 10% and your AA dps by 20%. Few ships gain so much as Atlanta from this skill. Bombardment Build This build focuses upon doing damage to larger ships -- specifically cruisers and tier 6 and 7 battleships. The idea is to keep her guns singing as often as possible and to use intervening terrain to keep safe. Because you're expected to be shooting almost non-stop, stealth abilities are less of priority. This build, grace of taking skills which improve her gunnery, also makes a passable anti-aircraft cruiser but this isn't our focus. Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II Captain Skills: This build is all about maximizing the performance of your guns against these targets. Basic Fire Training and Adrenaline Rush increase your rate of fire. Inertia Fuse for HE Shells allows you to land damaging hits against the plethora of 25mm armoured sections found on ships of your chosen targets. Demolition Expert helps mitigate some of the lost fire-potential. Variant: Swap Inertia Fuse for HE Shells for Concealment Expert. This changes the build from doing direct damage to relying on fire damage to affect your targets. This will generally result in increased survivability but you'll pay for it with lower damage totals. Destroyer Hunter The idea here is to sneak up as close as possible to destroyers and annihilate them at close range. She's built for stealth. This ship is rather vanilla when it comes to the performance of her weapons against larger targets, but such is the price you pay for being a specialized hunter. Keep your anti-aircraft guns disabled until you absolutely need them. Consumables: Damage Control Party II, Hydroacoustic Search II, Surveillance Radar II Captain Skills: The first thing that should stand out is that this will keep your Atlanta shorter ranged than other builds. This will also impair her anti-aircraft power somewhat. Radio Location is used to assist with finding the little blighters. Concealment Expert is used to reduce the range at which you're spotted to give destroyers less time to react. In addition, you will have to go gun silent to evade return fire from larger capital ships. Superintendent provides an additional charge of your Radar and Hydroacoustic Search consumables. You'll use Radio Location to home in on the destroyers until you're spotted. If haven't uncovered the destroyer within 20 seconds of being lit, activate your Radar to light the destroyer and be ready to evade any return fire. Last Stand is there to help keep you alive when your rudder gets shot out as you try to evade. The destroyers will shoot back and they always seem to hit your rudder and set you repeatedly on fire. The last thing you want to be doing is spinning in circles. Anti-Aircraft Escort As the name suggests, this build focuses on protecting friendly ships from air attack. This is hardly an optimal build in the current Random Battle meta -- carriers are not as commonplace as they once were. However, few can argue against Atlanta's efficiency as an AA-platform with this build. Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II Captain Skills: Everything pushes towards increasing Atlanta's AA range and DPS. Basic Fire Training and Manual Fire Control for AA Armament boost your DPS directly while Advanced Fire Training provides the range. Concealment Expert provides some survivability while also helping prevent you from being spotted early by surface ships. This can allow you to better intercept an inbound bomber stream and ambush them. Jack of All Trades is used to reduce the reset timer of your Defensive Fire consumable so that it will always be ready when the next attack wave comes in.
  5. How do you play the french cruisers? Either as a whole or you personally. I am actually using the french premium BB to level the line + captain so I do not have much experience in the line.
  6. She needs help. This much we know. She’s a pass for now, but with 8.1 concealment, she’s got the makings for potential. I think a ROF and Range buff could take her from meh to yeah. What say you?
  7. Put simply, the smoke firing penalty will be dependent upon shell caliber, meaning that 460mm shells will reduce smoke duration by larger margins than 100mm shells. This upcoming update will greatly nerf the British Cruisers, and most DDs. Why? Because of BB favoritism. Both DDs and CVs have been nerfed prior to update 0.6.3 because of BB players crying over getting deleted by torpedoes and/or aircraft squadrons. However, both of these armaments will cause even less damage than conventional HE shells if they know how to dodge properly. It is not that all BB players are potatoes, but it is a proven fact that the majority of the scrub population loves BBs. As if the nerf is not bad enough, stealth firing has been removed in 0.6.3, which is ridiculous for many ships, as their largest advantage is stealth firing. Why this? Because of BB players crying over forums about invisible HE spams. What is not known about stealth firing is that it is difficult to pull off, as there are often ships ahead of the target, which will spot the ship, thus nullifying any stealth firing abilities. Put simply, stealth firing already requires large amounts of skill to pull off, but WG decides that it is a good idea to reward scrubs over the skilled population. 0.6.3 was already a massive nerf for DDs, as they will now have to risk getting spotted and killed, if not having 20 seconds of shite being flung at them. Now WG is planning to nerf smokes themselves in update 0.6.9, which will be a massive nerf for smoke DDs, or RN cruisers, which already suffer from being sniped in smoke by experienced players. And why is smoke getting nerfed in 0.6.9? Scrub BBs. So why is WG making every attempt to reward the scrub population, and the BBs, which are already the easiest ships to play in game; by nerfing every other class? Cruisers themselves are much more tense than BBs, as they will have to pay very close attention to the battle or risk getting deleted, whilst DDs must pay close attention to their position to avoid getting spotted and shot to death. So WG, I kindly ask you to reward the more skilled population, and buffing the ship classes that take the most skill instead.
  8. So from my understanding of Nürnberg, it is basically and upgraded Konigsberg. I'm thinking the best way to play it would be as a support ship riding alongside a BB preferably with it between you and the enemy. Basically providing DD control, ap rounds into cruisers, and setting fires on BBs while also providing AA support. So I was thinking of doing an AA specked ships. Going with hull C, main armament 1, aa mod 2, steering gears, rudder shift. Commander skills: PT,EM,DE,AF As a basis what do y'all think?
  9. Bogatyr in a sexy black dress. Quick Summary: A stock Bogatyr-class protected cruiser. Patch and Date Written: 0.6.0 - January 25th, 2017 Cost: Undisclosed at the time of publishing. Closest in-Game Contemporary Bogatyr, Tier 3 Russian Protected CruiserDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique The Oleg is a stock Bogatyr-class. Lert and I will go on at length about the difference between the ships, so I'll keep it short here. I was sorely tempted to compare her instead to the Aurora. The Pallada-class is very similar in play style in World of Warships and short of an obvious difference in speed, it would be difficult to really set them apart in terms of performance. PROs The Oleg is very soft skinned leading to many over penetrating hits from battleship-caliber, armour piercing shells. More hit points than the fully upgraded Bogatyr. Fast for a protected cruiser at 24.0 knots. Good HE performance, with 2,100 alpha strike per shell and 8% base fire chance. Great handling, with a tighter turning circle than her sister ship at 450m. Very easy to understand and with a very low skill floor. CONs Low DPM for a tier 3 cruiser with her 8-gun broadside and 9s reload. Agonizingly slow turret rotation made all of the more noticeable by her small turning circle. Guns will often slide off the target in a high speed turn. Her top speed, while perfectly adequate when top tier is severely lacking when she faces tier 4 ships. Short of the turrets, the entire ship has no more than 13mm of external armour plating. Much of it has 6mm. This makes her take high explosive penetrations from any size of shell that strikes her. A small portion of the citadel is raised well over the waterline (found just beneath the two large lifeboats behind the last funnel). This portion has less sloping than the rest of the citadel. Her AP shells are downright forgettable with poor penetration and requiring very short range engagements to be effective. No anti-aircraft firepower whatsoever. Doing the dance. The Oleg cannot win by rate of fire alone. Learn to WASD early and often with your cruisers. It will serve you well. If you ascended the Russian cruiser line, you've already played the Oleg. It's disappointing to say, but there it is. The Oleg is a stock Bogatyr with a few tweaks to her stat line. They can be summarized by the following. The Oleg: Has more hit points. Has a slightly smaller turning circle. Has sexy black camouflage. Good and we're done. Review over. Goodnight everybody! Huh? What do you mean that's not good enough!? Ugh! Fine! I've asked Lert to once again join me in this review to provide his views. Lert has more experience in the Bogatyr than anyone else I know and he's certain a better hand at it than I am. He'll even deliberately up-tier his cruiser to face bigger opponents like the good ol' days. Apparently baby seals aren't enough to sate his appetite anymore. I totally approve of this behaviour. The Lertbox Hello and welcome to another Lertbox. This time we're discussing the russian tier 3 Bogatyr class cruiser Oleg. Is it worth your money? Is it worth being in this game at all? For this Lertbox I will comparing her to Bogatyr, St Louis and Aurora. I feel these are very representative of the protected cruiser gameplay at the tier. (He better make this review good cause I dunno how many times I can repeat myself in saying this is a stock Bogatyr and be expected to be entertaining!) Options No surprises here. Low tier cruisers aren't terribly complicated. Consumables: Damage Control Party Module Upgrades: Two slots, standard cruiser options.Premium Camouflage: Tier 2 to 5 Standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. The Oleg's camouflage is pretty sexy looking. Firepower Primary Battery: Twelve 152mm rifles. Eight guns are mounted in casemates along the flanks of the ships, four to each side. The remaining four are divided into two, two-gun turrets on the bow and stern. Secondary Battery: Twelve 75mm rifles, with six down each side of the ship in casemates. Let's start with what was almost a deal breaker for me: The Oleg has horrible gun handling. It takes 30s to rotate her guns 180º. This is so slow that in a turn, your guns will slide off your target every single time. This is so slow that you're unable to shift fire from one side of the ship to another quickly because it will take so long for the guns to acquire their target. Yes, even the casemate guns bolted to the sides of the ship which can only face on side will take too long to rotate onto your target. This is so slow that you'll be using the rudder to line your guns up. It's that bad. Expert Marksman, the tier 2 Captain Skill, is almost a must.The Oleg has less main battery firepower than the Aurora despite having the same broadside of eight 152mm/45 Canet guns. This disparity comes from a difference in rate of fire. The Pallada-class cruisers reload in 8.6s while the Bogatyr-class cruisers reload in 9.0s. This places the Oleg third from the bottom in terms of HE DPM among the tier 3 cruisers. 140,000 - Bogatyr (B-Hull) 152mm 126,667 - Bogatyr (B-Hull) 130mm with Basic Fire Training 126,000 - St.Louis 118,800 - Kolberg with Basic Fire Training 117,209 - Aurora 114,000 - Bogatyr (B-Hull) 130mm 112,000 - Oleg 108,000 - Kolberg 96,000 - Tenryu But let's be clear here -- she's not that far behind the Bogatyr with 130mm before Captain Skills. The 2,000 DPM between them is the difference of 1 extra hit from the Oleg's 152mm rifles. In the real world with shot dispersion, the Oleg's damage is going to compare very closely with the Bogatyr until Basic Fire Training is added. To this end, the Oleg won't feel that far behind ships like the Aurora or an upgraded Kolberg. The Oleg's main battery is supplemented by twelve 75mm secondary guns. However, like most low-tier vessels, her secondaries are hamstrung by painfully short range -- in this case, a mere 2.5km. Their small caliber isn't too much of an issue against anything short of a Battleship. While it's possible to engage targets with these guns, it's never going to end well unless you already have the upper hand by a significant margin. Overall, the Oleg's firepower is pretty average with nothing really spectacular about it. She has only a modest a 10.8km range, her AP performance is hamstrung by poor ballistics and she can't out muscle any of her contemporaries in terms of raw damage. This might be acceptable if the Oleg had other abilities to supplement her firepower but as you'll see in subsequent sections, these advantages fail to materialize. While her guns are completely capable of doing damage and performing, the Oleg does not win any recognition for what she brings to the table as a gunship. Rivals: Versus the Bogatyr Against a bone stock Bogatyr you actually stand a chance in an Oleg. Similar range, similar broadside with the same guns, similar reload, similar speed, same armor profile but more hit-points. It's when the Bogatyr starts upgrading though that Oleg is left choking in the dust. The B hull gives Bogatyr a heavier broadside, the FCS gives the tech tree ship better range and the 130mm guns give her a better fire chance. Plus, if the Bogatyr player has the 130mm guns mounted and AFT researched, he can keep you at arm's length without ever allowing you a chance to shoot back. The best (and only) way to handle a Bogatyr is when the latter is distracted. Get your fire in, while he's concentrating on other things. Try not to be the easy target, because he outguns and out-ranges you. The Oleg, doing what she does best: Providing supporting firepower into an engagement from the second line. She doesn't have the DPM, armour or hit point total to trade blows effectively. Maneuverability Top Speed: 24.0 knots Turning Radius: 450m Rudder Shift Time: 7.1s This is probably the best bit of news about this ship. The Oleg is, for a tier 3 protected cruiser, both fast and maneuverable. Her 24.0 knots isn't a blistering top speed by any means, but it does give her longer legs than most of her contemporaries with the exception of the Tenryu and Caledon. Her turning circle is also very tight at a mere 450m. This is a marginal 10m improvement over the Bogatyr herself, though she loses out on rudder-shift time. Still, she is very wiggly and this can be used to help dodge incoming fire and attack planes. Her top speed really feels lacking when she's facing tier 4 ships, though. She's easily outpaced by every other cruiser found at this tier and even some of the Battleships like the Ishizuchi and Myogi are outright faster. Being kited is a real risk in this ship, especially if the Oleg is fool enough not to silence her guns and turn away to drop back into concealment. A second drawback is that the Oleg WILL out turn her turrets. Firing and maneuvering just isn't possible as your guns will slide off their targets. Even with Expert Marksman, it's impossible to keep her guns tracking an enemy while she has her rudder hard over at full speed. Durability Hit Points: 24,100 Citadel Protection: Layered armour, with a 13mm outer hull and a sloped 70mm citadel deck. Min Bow & Deck Armour: Between 6mm and 11mm. The Oleg is an experience and credits pinata in her matchmaking spread. Hit her with anything and rewards leak out. She can be penetrated almost everywhere even by the smallest caliber HE shells and her bows can be overmatched by even 88mm worth of AP fire. You're simply not going to bounce a whole lot in this ship. Though she has more hit points than the Bogatyr, it isn't an appreciable gain over her sister ship, nor is it anywhere near enough to allow her to make up for the deficiencies in her DPM against vessels like the St.Louis. The Oleg shares the raised citadel weakness of the Bogatyr. There's a small section behind the funnels, found underneath the large lifeboats mounted there where the citadel rides significantly higher than the waterline. The only defense the Oleg has is to use terrain and her maneuverability to attempt to avoid fire. Rivals: Versus the St.Louis On paper, Oleg looks ok against a stock St Louis. You have a heavier broadside, slightly more range and are a hair faster. But that's where your advantages end. Even stock, a St Louis has more hit-points and better armor. When the American fighting lady is fully upgraded however, you're in trouble. A heavier broadside, much more hit-points, better armor, similar range and only a little bit slower, she'll outgun, out-tank and out-brawl you. It helps a lot to know where to aim on a St Louis. While she has better armor, that only covers her machinery spaces. Her extremities and superstructure are still soft, and that's where you should put your HE. Other than that though, the best you can do is pray that the St Louis driver is a worse shot than you are. She will outlast you in a direct slugging match. Concealment & Camouflage Surface Detection Range: 10.3km Air Detection Range: 5.7km Minimum Surface Detection Range: 8.8km Concealment Penalty while Firing: +4.56km (versus 10.8km maximum range) The best that can be said for the Oleg is that at least her surface detection range doesn't outstrip her guns. It's a very near thing, though, and something for players to be aware of. In the claustrophobic maps found at tiers two through four, there's not a whole lot of room to use range to hide, but there are a plethora of islands behind which cover can be found to break line of sight. Make judicious use of these to keep your Oleg not-sunk and to control the engagement. Anti-Aircraft DefenseYou can find it by reaching down and grabbing your ankles. It's down there somewhere. Just keep looking. Rivals: Versus the Aurora Finally a comparison where Oleg comes out at least looking equal to her competitor. Where Aurora has slightly more range, she's considerably slower. Where she turns better, she has less hit-points. The differences are small though, except for a 5 knot speed difference. Even the armor scheme is close to the same. With Oleg's superior speed you might try to kite Aurora and rain down fire from range, but she can turn better to avoid your fire, and return fire from just outside our range. Conversely you might try closing the distance to knife fighting range and bringing your secondaries in, but you're not walking out of that trade smelling of roses. In a 1v1 duel between these two Russian premium tier 3 cruisers, it usually comes down to who is the better shot and who manages his damage control party better. Both ships are underwhelming compared to their direct rivals, but between the two of them I would still choose Oleg. Her 5 knot superior speed cannot be underestimated, it gives her an edge in flexibility that Aurora simply cannot match. The Oleg is utterly reliant on friendly ships to shoot down aircraft. With it's good agility, it can be an annoying target for inexperienced carrier players, especially for torpedo bomber strikes. But don't get complacent. Overall ImpressionsSkill Floor: Simple / Casual / Challenging / DifficultSkill Ceiling: Low / Moderate / High / Extreme Game play doesn't get much more simple than that found in the Oleg. The only complexity to this ship is the choice of ammunition, the use of range, terrain and maneuver and the optimization found in the correct choices of Captain Skills. This is one of the ship's greatest strengths. It's also one of the ship's greatest weaknesses. There's not going to be a whole lot that separates an experienced Oleg pilot and a great Oleg pilot. The Lertbox Welcome to the most superfluous ship in World of Warships. Yet another Russian premium ship, at a tier where one already exists, and offering a playstyle that is done better in the free tech tree ships. Oleg offers nothing that hasn't already been done better before. She doesn't really offer that great captain training, and did we really need another premium Russian cruiser? Mouse's Impressions: Dirt simple game play -- often devolving into simply trading damage. There are a couple of ways to include sister ships in the game -- this isn't a very interesting way of doing it. Not different enough from the Aurora to matter, IMO. Her awful gun traverse was almost a deal breaker for me. Expert Marksman is a must-have. The Oleg has it pretty rough. Her big sister Bogatyr is arguably one of the best tier 3 ships in the game. I had high expectations for the Oleg as a Bogatyr-class premium. She looks really sharp in her black and gold camouflage. However her performance is admittedly lacking. She's not a bad ship, but she's definitely not a great one either. She's just the sister ship of a vessel already available in the tech tree, accessible simply by not unlocking any improvements. This is probably a big strike against her for some players, especially when she doesn't offer anything new in terms of game play. The Oleg doesn't follow the example of the Missouri or Texas which are an improvements over the Iowa and New York respectively. She also doesn't have a gimmick in the way the Lo Yang incorporates a Hydroacoustic Search to the Benson. She's not even like the Shinonome which now offers a weapon configuration no longer available to the Fubuki. I mean, if we thought the Prinz Eugen was pretty blah for being so similar to the Admiral Hipper, well at least the Prinz Eugen compared well to an upgraded Admiral Hipper. And on top of that, she had a baked in bonus with her premium camouflage. But the Oleg doesn't even have that going for her. And worse still, it's not like there's a drought of low-tier Russian protected cruiser premiums. The Diana and Aurora are so similar in play style as to be almost comical. Taken in isolation? Yeah, the Oleg is an okay-ish premium if you absolutely must have a low-tier cruiser to help train Captains. But she's not good and she's not special. Would I Recommend? No, I wouldn't. For a start, the Oleg isn't that different from a stock Bogatyr -- meaning if you really wanted to try this ship out, play a stock Bogatyr. The differences are so minor as to be near trivial. On top of that, there are comparable ships in and around that Matchmaking spread. While she's objectively better than the Aurora grace of her speed, that doesn't make her a "good" ship. For Random Battle Grinding Mouse: I did earn Confederate medals very easily in the Oleg. But then again, I earn Confederate medals very easy in an Aurora, St.Louis or a Bogatyr so... yeah. Nothing special there. So overall? Nope. Lert: No. She barely makes more than a tech tree ship, and she doesn't offer that much in captain training. If you really need a captain trainer or credit grinder there are better options out there. For Competitive Gaming Mouse: No, the Bogatyr is hands down better. And free. Lert: Ha. You make good joke. For Collectors Mouse: The Oleg is a well storied ship and for those interested in Imperial Russian Naval History, she's a little gem. Aside from that? Meh. Lert: Maybe. Oleg's combat history is actually quite extensive. She fought at Tsushima and survived, she fought in World War I and survived, finally meeting her end in combat in the Russian Revolution, being sunk by a Royal Navy torpedoboat. All that still doesn't make her a good ship though. For Fun Factor Mouse: Meh. I love riding on a sleek, black vessel as much as the next girl but I didn't get my jollies on the Oleg. Lert: No. There are tech tree ships that offer the same play style but are more fun to drive and flat-out better. Plus, they're free. Fire is a huge problem for low tier ships. Proper use of your Damage Control Party is paramount to survival. How to Equip your Oleg Recommended Modules As a low tier ship, the Oleg doesn't have a whole lot of options to choose from. Take Main Armaments Modification 1 in your first slot and back that up with Damage Control System Modification 1 in your second slot. Recommended ConsumablesThere's only one consumable here. You'd be wise to upgrade to the premium version of the Damage Control Party. Fires will be everywhere and the shorter reset timer can really help mitigate the damage here. Recommended Captain Skills The essential skills for the Oleg on your first pass through the tree are: At tier one, Priority Target. This will let you know when it's absolutely imperative that you start wiggling your tush. You should be going semi-evasive anyway to avoid torpedoes, but this is less of a concern at lower tiers. Follow this up with Expert Marksman at tier two. You'll almost be able to keep your guns on target while turning. At tier 3, Demolition Expert is probably your best choice as the rest of the skills are pretty lackluster for the Oleg. And finally, at tier 4, Concealment Expert is your best choice to let you go gun silent and sneak away when things get scary. Other useful skill include: Preventative Maintenance (T1) and Last Stand (T2). The Oleg loses her engines and steering gears frequently and each of these skills can help with that. If you take Last Stand, you won't necessarily need Preventative Maintenance, so make it an either-or choice. High Alert and Adrenaline Rush are both good skills from Tier 2. The former will reduce your reset timer on your Damage Control Party to as low as 54s if you're using a premium consumable. Adrenaline Rush will help accelerate your DPM as you take damage. And you will take damage in almost every game. Skip Tier 3 skills. Vigilance would be the only other one worth while here. None of the other Tier 4 skills are particularly useful for the Oleg though there's two interesting choices at least. Inertia Fuse for HE Shells is curious. There isn't enough 25mm armour at tiers 2, 3 and 4. Most Battleships have 16mm of armour on their decks and extremities and your 152mm HE shells will handle that just fine. However, the decks of all of the IJN cruisers found at this tier are vulnerable if you take this skill, letting you land citadel hits against them. If this feels like a worthwhile investment for you, go for it. It's a lot of points to spend to help against one specific enemy. Radio Location may look appealing and you can certainly consider it but you won't get much use out of it in low tier games unless you come across an Isokaze seal-clubbing division.
  10. Just Saw Farazelleth's take on Clan Wars, I see it being nothing but Cruiser Wars with Conqueror as a super cruiser. Here is the vid: I will not be taking part as I do not see it as being fun being mostly cruisers. While I know he was talking about CVs mainly I see his point on what he thinks will happen.
  11. Greeting captains, i recently became more interested on cruisers and wanted to find out which cruiser would be best for me. I began the Japanese line and i found it a bit boring, i hit tier 6 on the German line and lost interest. So i began doing some homework on this site ( I compared cruisers' AP and HE damage of all nations and of all tiers because that's a factor that would heavily affect my choice of ships. I'm not just looking for the most powerful tier 10 cruiser, i also want to enjoy whilst grinding. So i came up with these images based on data from * T10 British cruiser doesn't have HE shells. After spending my time doing all this, i figured i should go with British cruisers because they become increasingly powerful as you progress up the tiers and apparently have smoke, which can be very useful as a cruiser. Any recommendations about which line i should choose?
  12. I'm deciding to go down the German DD line and I was just looking for general tips on how to play them... I'm Getting two crowds, either telling me to stop now because they're bad as all hell and the time would be better wasted trying to file a complaint to Wargaming Customer service...or people telling me they're awesome in versatility, and to play them like a stealthy CL with better than average torpedos and poor firing concealment. I just need some outside opinions...Thanks in advance!
  13. so all the cruisers are seriously either he spamming [edited], or battleships. why not add more variety, like medium cruisers. some cruisers will be like the british cruisers but a bit more beefier and dont totally look like a battleship. add more cruiser variety id like to have for instance a rapid firing short range cruiser that doesnt die so fast from citadels and fires torps. like a medium range cruiser. just do what the russian dds did branch off into a second branch in a cruiser line for lets say umm... japs or the russians. give them cruisers that are actuall CRUISERS. Like 90% of all cruisers are just watered down bb's that have rapid firing ability.
  14. Hello all, With the changes, and the dare I say the direction this game is headed towards. Does anyone else think perhaps there is a need for Heavy Cruisers? By that I don't mean, cruisers with heavier guns only. But rather a tech tree of cruiser lines that have more tanky characteristics. Discuss...
  15. I started up the IJN cruiser line a long time ago. Got to Aoba and just stopped. Ugh. Then I got all of the ARP Myokos and slowly learned how to play an IJN CA. Decided I wanted a 155 Mogami - good choice BTW. Today I unlocked the Zao. This is my 10th battle: I think she's working as intended! BTW some may think my positioning at the start is a mistake. It was a calculated risk and I almost got deleted for it...
  16. The following is a review of De Grasse, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 9th, 2017. Workhorse Quick Summary: A Jack-of-All-Trades light cruiser, excelling at nothing but being pretty good at just about everything ... except shooting down planes.Cost: Approximately $25 USD.Patch and Date Written: June 6th, 2017 to June 9th, 2017, Patch to 0.6.6 Closest in-Game Contemporary La Galissonnière, tier VI French Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I'm stepping slightly away from my usual format to compare De Grasse directly to La Galissonniere in each section. De Grasse is largely an improvement over La Galissonnière in nearly every category that matters. PROs Large hit point pool for a tier VI cruiser at 31,200hp. Trollish armour along her citadel against British Light Cruisers Her nine 152mm guns have good fire starting characteristics. Good shell performance for both HE and AP adding to her versatility against all targets. Excellent gun handling with a 12º per second rotation speed and decent shell flight times over range. Decent torpedoes with a 9km range, 60 knot top speed and 14,883 damage. Flexible agility -- able to bump her speed up to 38.5 knots for three minutes with Engine Boost consumable. CONs Her citadel sits high in the water and is very exposed beneath her #2 turret and bridge. She's a large target -- easy to damage with HE Shells. Poor fire angles on her forward guns which makes kiting difficult and dangerous. No spotter aircraft to extend the range of her guns or to assist in aiming into concealment and cover. Disappointing AA DPS despite her good range. Only modest rate of turn, maxing out at about 6º per second. Large surface detection range of 13.3km. I am pretty salty about this ship. Lert had gotten my hopes up about De Grasse after he introduced me to the ship through one of his "A Detailed Look At" articles about the ship itself. This isn't that cruiser. Well, it is, but it's the De Grasse that could have been had WW2 not broken out in 1939. Lemme tell you, this ship had to do a lot of heavy lifting to make me start liking her with this disappointment dogging my review. Thanks a lot, Lert. Fortunately for everyone involved, De Grasse did win me over. Options De Grasse has a lot of consumable slots, but this should become quite familiar for most French cruiser players. The only real choice to make is whether to equip Defensive Fire or Hydracoustic Search. Consumables: Damage Control Party Defensive Fire or Hydroacoustic Search Engine Boost Catapult Fighter Module Upgrades: Four slots, standard cruiser upgrades Premium Camouflage: Tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. You're not reinventing the wheel when it comes to De Grasse's upgrade choices. For your first slot, Main Armaments Modification 1 is arguably your best choice. Alternatively, if you're allergic to detonations, you can elect to take Magazine Modification 1. This module does help a lot, people. If you hate suddenly blowing up more than your guns being temporarily disabled, it's a good choice. For your second slot, Aiming Systems Modification 1 is optimal to help tighten up your dispersion at range. Alternatively, you can elect to take AA Guns Modification 2 if you fancy giving her a bit more AA range over gun accuracy. By default, take Damage Control Systems Modification 1 for your third slot. This will give a nice bump to your torpedo damage reduction. If you have it available, the Super Upgrade Engine Boost Modification 1 is an excellent choice in this slot. And for your final slot, Steering Gears Modification 2 is arguably the best for Random Battles. If you team up with smoke-laying allies often, then Propulsion Modification 2 is the better choice to help accelerate you from a dead stop when the smoke expires. Make sure to equip premium consumables as you can afford. The priority should be on Damage Control Party first, followed by Engine Boost, then the others as credits will allow. Firepower Primary Battery: Nine 152mm rifles in 3x3 turrets in an A-B-X superfiring configuration. Secondary Battery: Six 100mm rifles in 3x2, rear facing turrets with one mounted on the centerline Torpedo Armament: Six tubes in 2x3 launchers, one to each side mounted behind the funnel De Grasse is very well armed for a tier VI cruiser, with versatile weapons. French 152mm guns are no slouches. They have comparable shell damage to Soviet 152mm guns while retaining the fire chance of American weapons. Where Krupp, muzzle velocity, shell flight time and penetration are concerned, the French goes round out as being quite average -- never at the bottom of the pile, but never on top either. What holds these weapons back on la Galissonnière is their horrible rate of fire at 6.67rpm. De Grasse doesn't suffer quite this much of a setback, firing at 7.4rpm, though this lags behind ships like Budyonny with 7.5rpm. Combine this with nine guns, a decent range of 16.2km and excellent gun handling (12º per second gun rotation) and you effectively have one of the better gunships at tier VI in terms of raw potential. De Grasse is certainly not the best when measured against her peers. However, she doesn't come out poorly in direct comparisons. She is the third best fire starter at her tier. She comes in the middle of the pack among the 6" armed light cruisers for AP and HE DPM. Approximate HE explosion sizes of tier VI Cruisers (and Dunkerque). Reference Mahan (208m in-game length) used for scale. This gives an idea of the radius in which modules can be damaged by HE shells, including AA guns and weapon mounts, but also including things like the magazine and engine. De Grasse's HE shells, like those of other 6" armed cruisers, do not generate a significant blast size and precise aim is necessary to bulls-eye specific modules in order to disable or destroy them. Budyonny has the best HE shell ballistics among the 6" armed cruisers, with the shortest shell flight times to range. De Grasse's are decidedly average, being closely comparable to German 150mm guns. De Grasse's secondaries are largely forgettable. They have decent rates of fire and a good range of 5.0km but she has only six barrels with which to shoot and only four of those will be brought against a target at a time. For torpedoes, she has two triple launchers with a 90 second reload. These are quite respectable torpedoes, though they're not the heavy hitters found on British or Japanese cruisers. Still, with their 60 knot top speed and 9km range, they have enough reach to cause enemies issues if they're not careful. Regrettably, De Grasse cannot launch them from stealth without the use of allied smoke or an island for cover. This relegates them to an opportunistic weapon. They have better rearward firing arcs than forward. Summary De Grasse is a cruiser designed to fire from the second line, similar to Budyonny, Molotov or Cleveland. She is not meant to be a frontline scout in the same manner as Duca d'Aosta, Perth or Leander. Her guns are excellent harassing weapons, ideally suited to taking bites out of everything she can lay her sights upon. Combined with Inertial Fuse for HE Shells on her commander she can do significant amounts of direct damage to the extremities of all Battleships she will encounter, greatly increasing her threat to these warships. Demolition Expert can help pad her fire starting numbers back up to 11% which will greatly tax the Damage Control Party of these larger vessels. Remember not to neglect her excellent AP shells, though. Inside of ranges of 12km, De Grasse is quite capable of stacking citadel hits against select enemy cruisers that offer her a broadside. There are only a couple of drawbacks to De Grasse's guns. Their range is only a modest 16.2km. This isn't a serious flaw by any means as her speed can help bring her into range when needed. However, De Grasse lacks any float plane aircraft to further increase this reach which limits some of her versatility. This makes her average engagement range sit in around 14km which is well within medium (and even close range) for some Battleships. Proper use of cover is essential to keep her from suffering the predations of these larger warships if she wants to keep her guns singing. The second is rather poor rearward firing angles. While she can bring all of her guns against targets 36º off her bow, she has to swing out a full 45º off her stern to fire them all to the rear. Be very careful while making fighting retreats. De Grasse can brawl in a pinch. Her durability and agility do not make her well suited to this role (see below). However, between her fast turning turrets and the sting of her torpedo armament, she can be a dangerous opponent at these ranges. Fighting at range allows De Grasse to maximize her enormous damage potential while also giving her time enough to dodge return fire. De Grasse versus la Galissonnière De Grasse uses slightly modified versions of the French 152mm naval rifle. In almost every respect that counts, they identical to the guns of la Galisonnière except in three key areas. De Grasse has 300m more range than her tech tree counterpart. The difference in range isn't terribly surprising as this is generally evaluated on a per-ship basis. Still, the premium ship has the advantage. De Grasse's main battery is dual purpose and lends firepower to AA defense. De Grasse uses more modern 152mm, dual-purpose guns circa 1936 versus 1930 for La Galissonnière. De Grasse has a 0.9s faster reload and thus 11% more DPM than la Galissonnière. For secondaries, la Galissonnière has more of them (eight 90mm guns in 4x2 turrets), but De Grasse's weapons do more damage with the same reload rate. They also start more fires and have 500m more range. Each ship can only bring four guns against a single target, providing la Galissonnière the advantage only if she was ever bracketed on both sides by close range, enemy ships, which would let her fire with all eight to De Grasse's six. It doesn't get any better with torpedoes. La Galissonnière can only launch two torpedoes per side to De Grasse's three. This does give la Galissonniere a 30s advantage on reload. Otherwise the torpedoes are identical in terms of speed, damage, range and detection. So, short of being in a prolonged close-range brawl where torpedo reload decides an engagement, De Grasse outclasses la Galissonnière. Manoeuvrability Top Speed: 33.5knotsTurning Radius: 690mRudder Shift: 8.8s Maximum Turn Rate: 6.0º per second. De Grasse disappoints in the agility department, at least initially. On the surface, her top speed and turning isn't bad. She manages 33.5 knots in a straight line. This puts her behind ships like Duca d'Aosta, Molotov, Budyonny and Aoba. Touching her rudder will see her speed bleed down to 26.8 knots which makes chasing destroyers a no-go, especially when you have to avoid incoming fire from her allies. At least she handles reasonably well in the turn, doing as much as 6.0º per second rotation rate, though she only manages about 5.3º per second in the first 90º. With De Grasse's Engine Boost consumable, she tops out at 38.5 knots for three full minutes. This is a tremendous advantage when used properly -- especially in the closing minutes of a match when it can allow her to run down destroyers she might not otherwise catch or to move from one end of the map to the other to secure objectives. If you have access to it, the Super Upgrade Engine Boost Modification 1 is an excellent choice for De Grasse, extending this time to four and a half minutes per charge. Add a Sierra Mike signal and you'll see a maximum speed of 40.5 knots. You'll have the enemy destroyers wetting themselves with terror and enemy battleships and cruisers cursing your ability to control engagement ranges with these velocities. De Grasse versus la Galissonnière La Galissonnière comes out favourably against De Grasse in this category, at least in part. The French tech-tree ship has a tighter turning circle by 40m and a 1.1s faster rudder shift right out of the box. However, she is slower than De Grasse by a full 2.5 knots. This lower top speed means that her rotation rate slows down to be comparable to De Grasse overall, despite having a tighter turning circle. So while on paper la Galissonnière appears more agile, in practice the only real advantage she has is the ability to cut in a little tighter on corners. She still needs as much time as De Grasse to complete a manoeuvre. DurabilityHit Points: 31,200Maximum Protection: 100mm + 18mm Min Bow & Deck Armour: 16mmTorpedo Damage Reduction: 10% Don't get your hopes up. De Grasse has two good features in regards to her durability (and really only two). The first is her torpedo damage reduction. It's a mere 10%, but that's a far cry more than what a lot of mid tier light cruisers can boast. The second is a related feature. Along her machine spaces, there is a pronounced gap between her belt armour and the citadel itself. This creates a trap of sorts which can cause smaller caliber AP shells with short fuse timers (typically those of British cruisers but including some destroyers) to detonate within this gap, causing the ship no damage. This will award the attacking ship a penetration ribbon, but De Grasse will go onto absorb these shells indefinitely. This really only works against hits that strike De Grasse in the waterline in the section behind her bridge extending back towards her crane. It is not something to be relied upon. These are both small consolation prizes for what is otherwise quite a fragile vessel. De Grasse is a large target. This, in part, explains her large hit point pool but it also creates a large and inviting silhouette for enemy gunnery. This might not be so bad except that she has an equally large citadel with 2/3s of its length being exposed over the waterline. Her real weak spot, however is located beneath her #2 turret extending back to her bridge where her citadel flares outward and abuts against the edge of the hull. This section is easily struck by ships that have her broadside and is especially vulnerable to battleship fire coming head on. Her transverse bulkhead is a mere 60mm thick. Shells that overmatch her bows have only this 60mm plate standing between them and hoovering up all of De Grasse's hit points with a couple of citadel hits. At least her large magazines are fully submerged. De Grasse's weapon mounts and modules get damaged frequently. To this end, Main Armaments Modification 1 is almost a must have to keep them working. In addition, the Captain Skills Preventative Maintenance and Last Stand aren't bad investments either. Two images showing De Grasse's citadel. Much of it resides over the water, but it's the forward section that's most vulnerable, especially to Battleship caliber guns. The image within the image is looking down the long axis of De Grasse and shows the gap between the belt armour (yellow) and the narrow part of her citadel (teal). AP shells with fast fuse timers that penetrate her belt will detonate in this dead-space in between for no damage, but this is largely limited to British cruisers and destroyer AP shells. De Grasse versus la Galissonnière La Galissonnière and De Grasse both are large, vulnerable cruisers. While De Grasse has nearly 4,000 more hit points, la Galissonnière has 5mm more belt armour and 2mm more citadel armour along her long axis. La Galissonnière also has a (marginally) less exposed citadel. These difference don't amount to much, however De Grasse's extra hit points will be more valuable over the long run, if only just. Concealment & Camouflage Base Surface Detection Range: 13.3km Air Detection Range: 7.7 km Minimum Surface Detection Range: 11.4km Main Battery Firing Range: 16.2km De Grasse shares Cleveland's ignominious distinction of being the most visible cruiser at tier VI -- larger in surface detection than even the monster, Admiral Graf Spee. This is largely what precludes De Grasse from being a good scout. She's spotted far too early and when spotted, it will take her a lot of room to disengage from enemies. Her large size and exposed citadel make her a very inviting target to battleships with itchy trigger fingers in the early stages of a match. It's really ill advised to put De Grasse on the front line until enemies are spotted and engaged. Her large surface detection range makes her decent gun range and her reasonable agility all the more important. Speed must be De Grasse's armour. Holding fire to drop back into concealment will often be a must to keep this ship alive. Husband your Engine Boost consumable until you need it. It can often save your life by helping De Grasse disengage from tight spots, or to sprint from cover to cover. De Grasse versus la Galissonnière La Galissonnière has just as large a surface detection range as De Grasse, but her aerial detection range is 500m smaller. At least in this regard, the tech tree ship can look down her nose at her premium counterpart. Anti-Aircraft Defense AA Battery Calibers: 152mm, 100mm, 37mm, 13.2mmAA Umbrella Ranges: 5.0km / 3.0km / 1.2kmAA DPS per Aura: 45 / 9 / 12 For those of us who were hoping to see her anti-aircraft cruiser, postwar design, De Grasse's AA power in World of Warships is doubly disappointing. If anything good could be said about her AA power, it's that it's long ranged. De Grasse's 152mm and 100mm guns both contribute to a 5.0km AA bubble and form the lion's share of the vessel's damage against strike aircraft. The bad news is that she does not follow this up with any appreciable medium or short ranged AA guns of note. It is possible to specialize De Grasse into a fleet-defense anti-aircraft ship, but she's a pale shadow of what she could have been. Cleveland has more AA power in her 40mm Bofors than De Grasse has in her entire compliment of weapons. To make her any sort of credible threat to aircraft, you need to invest heavily into upgrades, skills and maybe even a signal flag to boost her AA power and range in every capacity. Even then, De Grasse will at best be a nuisance and not a show-stopper when it comes to hampering enemy aircraft operations. I am disappoint. Probably the best recourse with De Grasse is not to bother specializing into AA Power to any serious degree (if at all) and instead keep her armed with Defensive Fire. Your mileage may vary given the frequency of encounters against enemy CVs, but this will play up to De Grasse's strength of being able to handle herself in any given situation, if only to make the attack planes flub their drops. De Grasse versus la Galissonnière De Grasse's anti-aircraft firepower is such a disappointment, is it any surprise that this is the one area where la Galisonnière stands ahead? Well, she kinda does anyway. You see, la Galisonnière's 90mm guns cap out at a 4.0km range which really hurts her ability to provide AA defense to friendly ships. Maximizing her reach between skills and upgrades buffs her reach up to 5.8km which isn't terribly useful. Overall, la Galissonnière can really only boast that she has more AA DPS, with most of it relegated to self defense ranges. How to Save 'Murica You could build your De Grasse commander to shoot down aircraft, but it's going to require a very heavy investment to make it anywhere close to worthwhile. These are skill points that could be much better served making her a sleek gunship and late-game destroyer hunter. However, let it never be said that I wasn't thorough. Let's take a look at a couple of Commander Skill options. You're going to want to race to the tier 4 skill right away, so take one from each tier to begin with. Your core 10pt skills for any build should be: Start with Priority Target. Next, take Adrenaline Rush at the second tier. Follow this up with Demolition Expert at tier three. And finally take Concealment Expert at the last tier. For an AA build, you'll want Advanced Fire Training and Manual Fire Control for AA Guns. Some quick math will tell you that this will use up all but your last point if you follow the core-build as described above. And this really speaks to how sub-optimal the AA build will be for De Grasse. If you want, you can drop Concealment Expert to take one of the two aforementioned AA skills. This will free up more points to grab good follow ups like Basic Fire Training and Superintendent -- the first for 20% more AA DPS and the latter for an extra charge of your Defensive Fire consumable. Just be aware that you've really hurt your damage potential by doing so. A more reasonable choice would be to keep the core build and add onto it Inertial Fuse for HE Shells. Now your tier VI cruiser is a credible threat to tier VIII battleships. Good follow up skills include: Superintendent, Last Stand (she loses her steering gears often when dodging), Preventative Maintenance, Directional Center for Catapult Aircraft, Radio Location and Vigilance. Mix and match to your preferences. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme De Grasse plays very much like Budyonny with a bit of a safety net. On the surface, this isn't very complicated: pick a target, select HE and hold down the left mouse button until it burns to death. Hooray! Bonus points if you don't get your citadel blown out by their return fire. The skill ceiling for De Grasse doesn't max out, however. She's not stealthy enough to take full advantage of a concealment / spotting meta. She has enough armour to angle against most cruisers, but nothing over that. Her exposed citadels really hurt her. This limits some of her carry potential and how far skill will take you. Mouse's Summary: Jack of All Trades, Master of None Very comfortable to play. She burns stuff very nicely. She's still very much a light cruiser. She pops quite suddenly. De Grasse is a great mid-tier cruiser. She's not the best at any one category but she holds up well. She has good DPM, great fire starting, good agility, decent main battery range, good speed, excellent gun handling, a workable reach on her torpedoes and reasonable levels of protection for a light cruiser. There are only two real areas that I can point where she comes out weak -- that's overall AA power (even though her AA auras are nice and big) and her concealment, which isn't terrible but it's not good. So I say again: De Grasse is an excellent mid-tier cruiser. For all of my salt about De Grasse being better than la Galissonnière, she is not overpowered. While it's lamentable that a premium ship is better than the tech tree counterpart within the same nation, she does not inherently unbalance the tier at which she plays. I will say she is a strong contender for being one of the best tier VI cruisers right now. However, she will not displace Cleveland (DPM monster, best AA ship currently). She does not provide the long range, accurate firepower of Molotov or Budyonny. She doesn't have the speed and concealment of Duca d'Aosta or Aoba. She doesn't have the ability to scout and smoke up like Perth and Leander. She does not have the durability and alpha-strike of Graf Spee. De Grasse has a place in the cruiser lineup as a good jack of all trades ship. La Galissonnière never did. Wargaming ensured that when they nerfed her rate of fire to oblivion during development. Her flexibility will not appeal to everyone. For those looking for excellence and primacy, look elsewhere. That's not De Grasse's appeal. Instead, if you like a ship that can handle herself against almost any opponent if you've built her right, then look towards this ship. Take Defensive Fire instead of Hydroacoustic Search even without an AA build and you're going to be nuisance to carriers while still maintaining that awesome damage potential. De Grasse doesn't have a lot of flaws and those she does have aren't crippling. If you're looking to be distracted bells and whistles, you won't find them here. But if you can see past the gimmicks and glitter, De Grasse is one fine ship. Would I Recommend? For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? I highly recommend De Grasse for PVE modes. Her high fire chance is great for prompting bots to waste their Damage Control Party, often within the first volley. This makes stacking fires upon them very easy and greatly increasing her damage output. Combined with her ability to flex with her Engine Boost, De Grasse is an excellent ship for co-op or operations. Just be careful of loading up on premium consumables as you may end up winning but losing credits. For Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. It's difficult to recommend her here. The only issue with buying De Grasse to train Captains is that all of the high tier French Cruisers are heavy cruisers, so the Captain Skill choices may not mesh up very well. Taken on her own merits for grinding credits and the like, she does alright. However, having four consumables can get expensive if you're the type of player that buys premium versions for each, especially without a premium account. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. De Grasse isn't the best choice for competitive environments. Don't get me wrong -- she can do very well here with her reliable damage output and speed. However, her gimmick (high top speed for a limited time) isn't a trump card the way smoke or amazing anti-aircraft firepower can be in the right circumstances. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I wouldn't recommend her for collection's sake. While it's nice to have a version of the ship as she was meant to be designed, historically it would have been nicer to see her as-built. For Fun Factor:Bottom line: Is the ship fun to play? Hells to the yeah. She's a very comfortable ship to drive. If you like making Battleships cry while they burn to death, so much the better. 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.
  17. The following is a PREVIEW of the upcoming release of Duca d'Aosta, a ship Wargaming very kindly provided me. This is the second version of the ship seen during testing and her stats are current as of April 7th, 2017. However, the statistics and performance discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. Here we go again... Quick Summary: One of the fastest cruisers in the game with destroyer-levels of handling and agility. For a cruiser, she is under gunned with painfully slow turning turrets compensated for with very long range (and slow) torpedoes. Cost: Undisclosed at the time of publishing Patch & Date Written:, April 5th through 7th, 2017. Closest in-Game Contemporary Budyonny, Tier 6 Soviet CruiserDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Budyonny remains the closest analogue to Duca d'Aosta, but the gap between the two ships is growing. On the surface, they are both fast, 152mm armed light cruisers with interesting armour layouts. The two ships share very similar ballistic qualities with their AP shells. However, Budyonny relies on range more than agility to keep her safe from enemy fire. Duca d'Aosta also has the odd combination of consumables and her very long ranged torpedoes which definitely sets her apart PROs: Excellent muzzle velocity and ballistic arcs on her AP shells. HE shells, with their higher ballistic arcs, can be lobbed over intervening terrain giving her more gunnery flexibility. Her torpedoes have a 12km range enabling her to launch from concealment with the proper stealth-build. High top speed of 36.5 knots coupled with a decent turning radius of 710m and short rudder shift of 6.7s. She is one of the most agile ships at her tier. Able to use both Defensive Fire and Hydroacoustic Search consumables at the same time -- a rarity among cruisers. Gorgeous looking -- one of Wargaming's best ship models to date. CONs: Long citadel which peeks well above the waterline. Despite the recent buff, she still takes frequent critical damage to her steering gears. Horrible fire chance (7%) and bad long ranged ballistics of her HE shells. Anemic main battery DPM for both AP and HE. Slow turret traverse, taking 25.7s to rotate 180º. Her torpedoes are slow at 51 knots, don't hit particularly hard and she only launches three fish per side. Terrible anti-aircraft damage and an ineffective range on her large caliber AA guns. I was hoping for subtle changes. Duca d'Aosta has changed quite significantly since my last review -- so much so that I felt it prudent to look at the ship with a fresh pair of eyes and a brand new article. More changes are possible (perhaps necessitating a further review), so please keep in mind that Duca d'Aosta is still undergoing testing and that this may again not be the final version. It's important to keep in mind where these changes are coming from. Contrary to popular belief (and sensitive egos), it's the feedback provided by the Supertest program that shape the design process -- not the previews done by Community Contributors. This does not mean that the changes we're seeing are the direct suggestions from testers. They are more likely the developers interpretation of acceptable changes based upon the challenges testing identified, plus whatever other whims tickled the devs' fancy in St.Petersburg. I can't sing enough praises for the volunteers who put their time in to try to help improve the game. Their work is often getting lost in all the fuss of these early sneak peaks. Really, we can't thank these volunteers enough. With that said, let's take a look at what the developers have cooked up for Duca d'Aosta and how she now appears in World of Warships. Yes, it's a port shot. But it's a damn pretty port shot. OptionsDuca d'Aosta boasts the ability to use Defensive Fire and Hydroacoustic Search at the same time. It's highly recommended that a premium version of her Damage Control Party is equipped, with the other consumables being upgraded to premiums as well as the player can afford. Consumables: Damage Control Party Hydroacoustic Search Defensive Fire Spotter Aircraft Module Upgrades: Four slots, standard cruiser options Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For upgrades, Duca d'Aosta should equip the following modules: First slot - Main Armaments Modification 1 will reduce the number of incapacitations of your main battery and torpedo tubes. Second slot - Aiming System Modification 1 provides improved accuracy and faster torpedo traverse. Third slot - Damage Control System Modification 1 or Steering Gears Modification 1 are both good choices. The first will improve your torpedo defense while reducing fire damage. The latter will help keep your fragile rudder intact. Fourth slot - Steering Gears Modification 2 or Propulsion Modification 2 are good choices. The latter is especially helpful if you division with smoke-laying ships often. What Changed? Duca d'Aosta initially had to choose between using Hydroacoustic Search or Defensive Fire in her second consumable slot. She now gets to use both at the same time. Most cruisers would happily give up their range finders for this kind of buff... Firepower Primary Battery: Eight 152mm rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Six 100mm rifles in 3x2 turrets with one to either side of the ship behind the rear funnel and one mounted dorsally in front of X-turret. Torpedoes: Six tubes in 2x3 launchers, one off each side behind the first funnel. Let's start with Duca d'Aosta's Torpedoes. She has a pair of triple launchers on either side of the ship. These have good fields of fire, perfect for aggressive plays with a 25º launch angle off her bow. This comes at the price of being less ideal for defensive, rearward launches. Her torpedoes can only be sent off at 140º behind her, creating a 80º blind spot across her stern. Overall, given Duca d'Aosta's speed and agility, these fish are well situated. From their stats, one problem becomes readily apparent: Her individual salvos simply don't do enough damage. With only a single triple launcher per side, she isn't able to put out a sufficiently devastating strike to gut even a tier 5 Battleship. This limits their effectiveness as a clutch weapon when matters come to a head, at least when encountering enemy dreadnoughts. They are sufficient for tearing apart any destroyer she's likely to face, though a full three hits may be needed to put down enemy cruisers. Duca d'Aosta's torpedoes take about 88 seconds to reach 12km -- a lot can happen in that time and even a small course adjustment by her quarry can make these torpedoes miss. This combination of low speed and long-range has been seen before with ships like Marblehead (49 knots at 8.2km), Sims (49 knots at 9.2km) and Black (43 knots at 13.7km) and often earn the fish in question the affectionate appellation of "water mines". The next salvo of torpedoes will be ready before the first has reached the end of its run. With the commander skills, Torpedo Armament Expertise, this reload drops from 71 seconds to 63.9 seconds. Adrenaline Rush will cut it further -- at 50% health, the two skills combine to bring the reload down to 57.5 seconds. It's entirely possible for Duca d'Aosta to launch her torpedoes without being detected. Fully specialized with camouflage and using a Captain with Concealment Expert, Duca d'Aosta can reduce her surface detection range to a mere 10.3km, opening up a 1.7km stealth-firing window with her torpedoes. This will no doubt create all sorts of excitement and several fun theory-craft builds. Relying on such slow torpedoes to provide consistent damage totals from long-range stealth-firing would be a mistake, however. Game to game performance will vary considerably. In some matches you can seem to do no wrong and hoover-up massive damage totals from people derping into your fish. The pendulum may swing to the other extreme, though, and enable little to no damage at all for several games. The tremendous range of these fish makes Torpedo Acceleration an interesting skill choice. This increases her torpedo speed to 56 knots while reducing their range to 9.6km. With the 1.0km surface detection, enemies have no more than 6.9s to react . This really helps Duca d'Aosta perform well in a brawl where these fish can be used more aggressively. As you can see, her torpedo armament has become very interesting and perhaps a defining feature. This is good news because her guns are lackluster. ArtilleryWe'll start with her secondaries and work our way up to her primaries. Duca d'Aosta is armed with six 100mm rifles for secondary mounts. Mounted between three turrets, Duca d'Aosta has one to each side as "wing" mounts and the third mounted dorsally. This provides a maximum broadside of four guns at a range of 4.5km with a rate of fire of 10 rpm. They have a 6% chance to start fires with these shells. Like most cruiser secondaries, they're more cute than they are effective. Her high explosive shells are terrible. Their good muzzle velocity bleeds away quickly, giving them scarcely any better performance than Royal Navy and Commonwealth shell ballistics at maximum range. Her lightweight shells have the additional flaws of providing low shell damage and an appalling 7% base fire chance. Their saving graces are twofold. First, her shells maintain a good velocity at medium and close ranges, making them accurate enough to reliably hit destroyers within their detection range without too much lead. Second, at extreme ranges, Duca d'Aosta can lob her shells over intervening terrain -- something that isn't possible with her AP shells. It's possible to give her HE shells with a bit more ubiquity by using the Captain Skill, Inertial Fuse for HE Shells. This will allow Duca d'Aosta to penetrate the fore and aft sections of most Battleships within her matchmaking spread -- something her 152mm shells are unable to do otherwise. This does come at the cost of some of her already poor fire chance. Alternatively, you can use Demolition Expert instead and prop her fire chance up to 9%. Combined this with the right signals and her fire chance will boost up to 10% which is closer to an acceptable level for a cruiser. Mixing and matching these two skills will never fully prop up her flagging HE performance. Duca d'Aosta must be very dynamic with her ammunition choices, switching between HE and AP as opportunities arise. Speaking of which, her AP shells are very interesting. They are again a rather lightweight shell, but they maintain their speed sufficiently over range that they end up comparable to Soviet 152mm rifles like those on Chapayev and Budyonny. This gives them good penetration power at a distance, making Duca d'Aosta quite capable of stacking citadel damage against even heavy cruisers at ranges of 10km to 11km. Only two issues hold these shells back. First, they're a bit soft and they have a tendency to shatter against thick or angled armour. Second, their individual shell damage isn't inspiring. Boiled down, Duca d'Aosta's only real point of merit with her guns is her muzzle velocity and, as shown, this really only applies to her AP shells. She does not seem to have any special bonuses to normalization. Her AP shells auto-ricochet at 60º like most nations. They also have standard fuse timers at 0.025s, meaning that they will over penetrate soft skinned targets like destroyers. But, perhaps most telling, Duca d'Aosta only has eight guns. On paper, Duca d'Aosta has better DPM than the British and Commonwealth light cruisers at tier 6, but she falls behind all the other vessels armed with six-inch rifles. Budyonny and Nurnberg have nine guns with comparable (or better) reloads. Cleveland has twelve. Short of trading AP fire at their broadsides, Duca d'Aosta will always come out the worse in raw slug fests. Even Leander and Perth are more reliable gun platforms grace of their Smoke Generators, which can create long opportunities to cycle their weapons with less fear of reprisal. Duca d'Aosta doesn't have this advantage and is often forced to manoeuvre and dodge. This hurts her already low DPM, especially when she's down to just two turrets firing. What you need is time to make Duca d'Aosta's weapons sing. They create their own special brand of chaos, but it's a slowly growing calamity rather than sudden mayhem. It takes time for her to stack damage. It takes time to get into position to catch the broadside of a cruiser, to run down a destroyer or for her fish to travel the distance to her target. Fortunately, this ship is specifically built to buy time. Summary: Her best performing weapon is her AP shells and this should be relied upon to do much of her damage. Even with Captain Skills and signal flags, Duca d'Aosta's HE performance is poor, both for damage and fire starting. Her torpedoes are interesting, but not powerful in and of themselves. Attempts to snipe at very long range will provide inconsistent results and are better used as area denial weapons at such distances. Incidental hits can be telling however and they make good brawling weapons. Overall, she is under-gunned. Proper positioning, ammunition and weapon choices based on play style will be key to getting good results. What Changed? There were a few changes to Duca d'Aosta's armaments, though this was primarily focused on making her torpedoes serviceable at long-range. This had the effect of making her much more comfortable to use offensively. Before these changes, her guns were difficult to keep on target while she manoeuvred and limited her torpedoes to close range ambushes or acts of desperation. Her turret traverse was increased from 6º per second to 7º per second. Her torpedo range was increased from 4.5km to 12km (!) Her torpedo speed was reduced from 65 knots to 51 knots. The visibility of her torpedoes was reduced from 1.4km to 1.0km. These are very significant quality of life changes and they go a long way to reducing the dependence on having a well-trained Commander or a highly skilled player at the helm to enjoy this ship. Duca d'Aosta's torpedoes are best used aggressively. Manoeuvrability Top Speed: 36.5 knotsTurning Radius: 710mRudder Shift: 6.7 Duca d'Aosta can chase friendly destroyers into the cap circles and easily outrun pursuing foes. Being so fleet of foot allows her to dictate engagement ranges against almost any enemy ship she faces and to flex where she's needed most. Be aware of speed's double-edged sword -- Duca d'Aosta can get you into trouble very fast and over extending is a constant danger in this ship. But even with this caution, Duca d'Aosta's agility is truly her greatest strength. And it's using this strength which affords you time to make your mediocre weapon systems shine. Duca d'Aosta can disengage from unfavourable encounters or change the angle of engagement to make weapons like her torpedoes and AP shells more viable. She can keep pace with a fleeing destroyer to give herself more chances to land those last few hits with her HE shells. And finally, she can twist and dodge while she gradually chews through the hit points of an enemy ship. Speed and agility is life for Duca d'Aosta. To be successful in this ship, you will be dodging often. Doing these kinds of manoeuvres will tax the turret traverse of Duca d'Aosta's main armament. Often, you'll find yourself with only two turrets on target while the other two are out of position. This is a very active, very frantic style of play and it's not for everyone. Duca d'Aosta is well equipped to do it, What Changed? Duca d'Aosta had her rudder shift time reduced from 8.4s to 6.7s. This increased her top speed, 90º rotation speed by 0.1º per second to 5.8º per second. Her 360º rotation speed did not change appreciably. In short, they made an agile ship even more nimble... for some reason. It's worth repeating that her turret traverse for her main battery was also improved, making her unable to out turn her turrets. However, their slow turn rate will often limit the number of guns you can bring to bear on a target as they struggle to keep up. DurabilityHit Points: 29,700Maximum Protection: 70mm of belt armour + 40mm of magazine protection (or 35mm of engine protection) Min Bow & Deck Armour: 16mmTorpedo Damage Reduction: 7% Few people would ever call a Light Cruiser well protected. Duca d'Aosta is no exception. This said, her armour is almost on the level of a heavy cruiser, with 16mm deck plating and the same measure found on her bow and stern. Thus, she's sufficiently protected to tank even 220mm AP shells provided she angles properly which can make her a real nightmare for British cruisers. Duca d'Aosta's armour profile is a little trollish. It's possible for her to ricochet 283mm rounds from Scharnhorst or Admiral Graf Spee off her upper hull armour on rare occasions due to her 20mm armour above her belt. Her citadel, though raised above the waterline, doesn't span the width of the ship. As a result, some shells that penetrate her bow may miss her citadel entirely in lucky cases. This said, I wouldn't count on her standing up to the attentions of enemy Battleships, nor a constant barrage of high explosive shells. One particular vulnerability of Duca d'Aosta is her steering gear which breaks frequently. Players may want to consider equipping Steering Gears Modification 1 to help protect it or investing in the skills Preventative Maintenance or Last Stand. As ever, you also want to make sure you have the skill Priority Target on hand to keep you appraised of when you need to go evasive. What Changed? Previously, Duca d'Aosta took critical damage to her steering gears with painful regularity. added additional protection to her rudder assembly. While still vulnerable, it isn't as likely to be disabled. Concealment & Camouflage Base Surface Detection Range: 12.1km Air Detection Range: 7.3 km Minimum Surface Detection Range: 10.3km Main Battery Range: 14.0km Like a destroyer, Duca d'Aosta is a ship that becomes progressively more dangerous the longer she survives in a match. This comes from a combination of her speed but also her concealment. With less ships (and planes) about, it becomes easier for her to hide and redeploy, shifting to where she will best influence the outcome of the match. Concealment Expert is a key skill for Captains of Duca d'Aosta, and acquiring it opens up many opportunities to truly get the most out of this ship. One of her big weak points with stealth and concealment is her vulnerability to aircraft. Her aerial detection range far exceeds her anti-aircraft firepower, allowing carriers to safely shadow her. This can complicate early engagements, especially risky pushes near cap circles. Players of Duca d'Aosta had best keep this in mind when setting up to attack enemy capital ships as she may not have the option of disappearing by silencing her guns grace of the aircraft overhead. Overall, Duca d'Aosta's stealth rating is best described as 'sufficient' -- it's not so large as to be a hindrance, but not so small that it's an immediate advantage. You won't sneak up on any destroyers with this ship and you may find yourself caught out on occasion by other cruisers. What Changed? With the increased reach of her torpedo armament, it's now possible for Duca d'Aosta to launch torpedo attacks from open water against enemy ships without being spotted. Properly specialized ,with her premium camouflage equipped and taking the tier 4 Captain Skill Concealment Expert, her surface detection range reduces to 10.3km. With her torpedoes able to hit targets 12km away, this provides a 1.7km stealth window to launch attacks unseen. Islands are still your friend, even with all of the changes -- perhaps even more so with her increased agility. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 13.2mmAA Umbrella Ranges: 4.0km / 3.5km / 1.2kmAA DPS per Aura: 20 / 46 / 16 There isn't much redeemable about Duca d'Aosta's anti-aircraft firepower. She's crippled by her 4.0km reach with her large caliber 100mm rifles -- this is just beyond self-defense range. Even with a full anti-aircraft specialization, Duca d'Aosta's maximum range would cap out at 5.8km which is barely acceptable and hardly usable for fleet defense. She is further hampered by low average damage values across her different armaments. She is no threat to most carrier attack-squadrons even when propped up by signals and skills. This range deficit is a particular concern. Even with a Concealment build, Duca d'Aosta's aerial detection sits at 6.5km -- far outside the reach of her 100mm rifles. This means that a savvy carrier can keep her permanently spotted and there's nothing she can do about it. Duca d'Aosta's only saving grace is having access to Defensive Fire. While this is of little help to her team mates in most circumstances, it at least makes her a slightly less appealing target for enemy carriers due to the disruption effect this provides to attack plane accuracy. However, it would be foolish to assume that Duca d'Aosta is going to shoot down a large number of planes in a match. What Changed? Duca d'Aosta no longer has to choose between equipping Defensive Fire and Hydroacoustic Search, meaning she will always have her AA consumable in every game she goes into. Got any Grapes? And the man said... When you're training your Captain for Duca d'Aosta, these are the skills you should invest your first 10pts. Tier One - Priority Target Tier Two - Adrenaline Rush Tier Three - Demolition Expert Tier Four - Concealment Expert These core skills will warn you when you're being shot at, increase your rate of fire as you take damage, improve the fire chance of your HE shells and reduce your surface and aerial detection ranges. From this point, you can choose to specialize your commander as you see fit. Here are some possible skill combinations to consider. Torpedo Specialist There are two skills to consider taking to improve her torpedo performance. Tier Two - Torpedo Acceleration Tier Three - Torpedo Armament Expertise The former will cut her torpedo range down to 9.6km but it will increase their speed to 56 knots making them a lot more useful against targets closer in. This will also give your quarry almost no chance to dodge them, reducing their reaction time below 7 seconds. Torpedo Armament Expertise will accelerate her reload from 71s down to 63.9s. This will stack with Adrenaline Rush. Both these skills are excellent investments for this ship. Inertial Fuse for HE Shells Duca d'Aosta will never have good HE shell performance, no matter how you prop them up. She should be reaching for her AP shells whenever possible. But sometimes your opponents won't give you the luxury of a flat broadside to shoot at, which forces you to reach for her HE. Stock, Duca d'Aosta has to rely on hitting the superstructure of tier 6+ battleships to do direct damage. Otherwise, she has only her poor fire starting to rely upon. This tier 4 skill changes this, allowing Duca d'Aosta to penetrate most cruiser she faces anywhere but their belt armour and to damage the fore and aft ends of all Battleship she meets. This comes at the cost of greatly reducing her chance to start fires, so its usefulness will be up to the individual player. Radio Location Another skill of questionable merit (but potentially interesting play) is Radio Location. Duca d'Aosta is fast enough that she can intercept most destroyers, especially if they're running on anything but a parallel course to the fast Italian cruiser. This skill can help track them down, especially in late-game scenarios. Miscellaneous Useful Skills For filler, the following skills are worth looking into: Tier One - Preventative Maintenace - This will help reduce the chance of your weapon mounts, engine and steering gears from being knocked out. Tier Two - Expert Marksman - This increases her turret rotation speed by 10%. Tier Two - Last Stand - Duca d'Aosta regularly gets her steering gears shot out. Tier Three - Vigilance - You're so fast that the closing distance on approaching torpedoes exceedingly dangerous when you're bow on to their approach. This provides you with extra reaction time. Duca d'Aosta accompanied by HMS Leander brave the narrows after purging an enemy Mahan-class destroyer from within its own smoke screen. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme With all the changes added in, Duca d'Aosta has moved from a challenging ship to play to a very comfortable one. The bar has been lowered significantly with a combination of quality of life buffs and outright performance buffs. She won't out turn her turrets. Her torpedoes are easy to use and there's no debate on which consumables to mount. For the expert player, Duca moves up from a cruiser that fights you for every scrap of performance to one that arms you with enough tools and tricks to make you a real threat to anything you might face. It's only her fragility and her lack of show-stopping weapons that keeps her from being more influential. Mouse's Summary: Shoot and scoot, baby! God is this thing fast. It's weird to be able to keep up with destroyers. Always having Hydroacoustic Search AND Defensive Fire is so welcome. She's always got the right tools handy. Her water mines are interesting. A lot of people will get hung up on the idea of sniping with them at long-range (good luck with that), but what the range has really done is improve Duca d'Aosta's performance at mid to close range fights. I had hoped for some subtle buffs. Well, I got those and more. In her current state, Duca d'Aosta is ready for prime time. If they released her as she is, she'd sell like hot cakes and with good reason: A lot of assessments have come out labeling her as being a little too powerful in her current iteration -- that Wargaming swung the pendulum a little too far when they improved Duca d'Aosta. Is she overpowered, though? She's good. She's definitely good. It's now safe to be aggressive. The extra range on her torpedoes allows her to launch attacks with more confidence and her improved gun handling makes brawling much more appealing. But how distinct of an advantage does Duca d'Aosta bring over other cruisers? There are three main traits that really define this ship: Her speed, her consumables and her long-range torpedoes. There is no argument that Duca d'Aosta's speed is excellent and very powerful. She can control engagements, outrun enemies, redeploy and secure objectives. Proper use of this trait will always put her at an advantage. But what of the other two traits? The combination of Hydroacoustic Search and Defensive Fire are far from game breaking. These consumables do not synergize the way Belfast's do. Furthermore, Duca d'Aosta's Defensive Fire can scarcely be used in support of her team and is largely limited to self-defense purposes. It might be different if we saw this combination on Cleveland or Atlanta, where their AA firepower is incredibly effective and dangerous to all tiers of carriers they face. This just leaves on last trait to consider. Duca d'Aosta's torpedoes are going to get so much undue attention. Yes, they have a 12km range. However, I don't believe that people need to worry about her stealth-firing her water mines and racking up tons of damage. Individually, her torpedoes aren't devastating and she doesn't fire many of them at a time. Their slow speed precludes them from being used from stealth to attack ships running a parallel course to Duca d'Aosta. At these very long ranges, they are best used defensively -- pooped back into the angle of approach of pursuing vessels in the hopes of tripping them up. They are area-denial weapons in this capacity. This doesn't prevent her torpedoes from being powerful, however. Used aggressively, they get far more dangerous. In a brawl, they can force ships to turn disadvantageously. If they miss they can still foul up enemy reinforcements moving into the area. With this said, it's worth keeping the most ready victims for these attacks in mind: slow (American) battleships. In an end game scenario, these torpedoes become much more useful against these leviathans, making their lives miserable and keeping Duca d'Aosta free from reprisals. While I don't think Duca d'Aosta will easily sink an American standard-type Battleship in such scenarios, it won't be a fun time for the USN dreadnought. Realistically though, the lion's share of the damage Duca d'Aosta is going to score will come from her guns and they're ... well, they're not great. She's no Cleveland or Molotov or Graf Spee where their guns can end worlds grace of DPM, accuracy or alpha strike. It takes time for Duca d'Aosta to stack up her damage -- time where enemies can shoot back and chew her to pieces if she plays poorly. And this is what makes her power level acceptable to me. She's good, but she's not overpowered, in my opinion. For all the buffs (necessary or not) she received, they didn't give her improved survivability on the level of Leander or Graf Spee. Her attack power didn't climb to the point where she can easily best opponents quickly and efficiently such that she'll come out of any engagement unscathed, the way that Graf Spee and Molotov can. This creates a finite amount of influence she can have before she runs out of steam. Duca d'Aosta is good to go, in my opinion. Thoughts on Changes This isn't the route I would have gone to 'fix' the older version of Duca d'Aosta. Some of the changes are welcome. Slower torpedoes with longer range was something I should have foreseen, though Wargaming pushed this far beyond what I would have. I am also very happy to see the buff to her turret traverse. However, some of the changes seem downright unnecessary, such as the improvement to her rudder shift time and the ability to use both Defensive Fire and Hydroacoustic Search. This latter ability is just a bit too convenient, in my opinion. Overall, I'm not alarmed by the changes. I don't agree with them wholesale, nor do I think they push the ship into the realm of being grossly overpowered. Of course, it's easier to say that with ships like Leander and Cleveland lurking at tier 6. Would I Recommend? Well, here we are, twenty-five more Random Battles later. I can safely say that Duca d'Aosta is as ready as she'll ever be. I took her out to Co-op and she does ... well, she does meh. Once all of the friendly destroyers are dead, bots like to sail bow-in against her, reducing the effectiveness of her AP shells. They're also annoyingly good at torpedo beats so sniping with her slow fish is right out. If you're up against cruisers and destroyers, you'll do okay but she just doesn't have the massive alpha strikes to put bots down quickly like some other ships can. Expect to bleed hit points. Getting good results consistently is certainly possible, but it's easier in other ships (especially battleships). For Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. The changes Duca d'Aosta received makes it far more easier to play aggressively solo. This allows her to sneak on caps more (which is a huge boost to experience and credit gains) and her improved gun handling and torpedo range will facilitate doing damage. I was easily able to exceed 1,500 base experience on winning matches. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Her long range torpedoes and quick speed will ensure that Duca d'Aosta has a place in competitive matches. To be clear, she's not the ideal candidate for competitive play (it's going to be hard to nudge out Leander and Graf Spee), but she can definitely hold her own. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. She's a beautiful looking ship. She'll make a good port queen if nothing else. It's a shame she doesn't have a more storied history, however. For Fun Factor:Bottom line: Is the ship fun to play? Good news: I like her more than Krasny Krym. Truth be told, I did enjoy my time with this updated version of Duca d'Aosta. Her speed is wonderful and that's really what I like best about her. Her weapon systems aren't scoring any points with me. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Good - Overpowered?
  18. That's a mouthful. The following is a PREVIEW of the upcoming release of Duca d'Aosta, a ship Wargaming very kindly provided me. This is how the ship appeared in the testing period up to and including the publish date of April 3rd, 2017. The statistics and performance discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. Quick Summary: A wicked-fast and agile cruiser that's painfully under-gunned and short ranged. Cost: Undisclosed at the time of publishing Patch & Date Written: 0.6.3, March 30th, 2017 Closest in-Game Contemporary: Budyonny, Tier 6 Soviet CruiserDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Duca d'Aosta is superficially similar to Budyonny. They share very close ballistic qualities with their AP rounds. They're both very fast ships. Both have pathetically short ranged torpedoes. Duca d'Aosta suffers in range, fire setting, torpedo armament and anti-aircraft defense compared to the Russian ship, but she's overall faster and better protected. PROs: Surprisingly good armour versus cruiser AP shells, capable of bouncing up to 220mm rounds off her bow and deck and 283mm rounds off her upper hull when angled. Good AP gun ballistics from a 1000m/s muzzle velocity. Excellent forward torpedo arcs Very fast at 36.5 knots She has one of the fastest tier 6 cruiser rotation speeds, making her very agile. Modest surface detection range of 12.1km. CONs: Long, high water citadel. Poor main battery DPM. Her HE shells are terrible fire starters and have "floaty" ballistics. Only a modest main battery range of 14.0km. Short ranged and weak torpedo armament. Slow turret traverse of 6º per second. Poor anti-aircraft DPS and a short 4.0km max range. Wargaming very kindly supplied Duca D'Aosta for me to preview. Well, it was love at first sight. The ship looks gorgeous and her camouflage scheme is amazing. Unfortunately, the whirlwind romance lasted about as long as it took to get into my first game. The problems with the ship became apparent very early on and the more I did my research and digging, the worse things began to look. Buckle up, boys and girls, this won't be a comfy, fluffy read for anyone who had high hopes for this ship at first glance. The testing period usually takes a couple of iterations of the vessel to smooth out all of the wrinkles. So enjoy this preview of one of the first test-iterations of Duca d'Aosta. Options There are no surprises here, with no special consumable bonuses present for the Italian cruisers. Consumables: Damage Control Party Defensive Fire or Hydroacoustic Search Spotter Aircraft Module Upgrades: Four slots, standard cruiser options Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Equipping her Modules is a pretty unimaginative affair. For your first slot, Main Armaments Modification 1 is the best choice. Follow this up with Aiming Systems Modification 1 in your second slot to reduce dispersion and increase the rotation speed of your torpedo launchers. Alternatively, you can try and correct her turret rotation deficiency by sacrificing some reload speed by equipping Main Battery Modification 2. In your third slot, take whatever. Damage Control System Modification 1 is probably best, nudging your torpedo damage reduction up to 10%, And finally, take Steering Gears Modification 2 for your fourth slot. You'll be zigzagging often in Duca d'Aosta. Firepower Primary Battery: Eight 152mm rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Six 100mm rifles in 3x2 turrets with one to either side of the ship behind the rear funnel and one mounted dorsally in front of X-turret. Torpedoes: Six tubes in 2x3 launchers, one off each side behind the first funnel. My first impression of Duca d'Aosta's game play was dictated very early by her guns. The closest analogue to her weapons are a weird combination of the AP shells from Budyonny and the HE shells from Perth. Her turrets are slow turning, her guns are rather short ranged and her munitions don't hit very hard. Duca d'Aosta's turret traverse rate is 30s for 180º or 6º per second. This is slower than the ship's ability to turn, meaning that any form of high-speed defensive manoeuvres will throw off your aim. Given her short-range and her inability to kill anything quickly, you'll be dodging often.The best thing about her guns is their AP performance. She has a 1000m/s muzzle velocity -- the highest at her tier. Duca d'Aosta has excellent ballistic arcs with AP shells, and though they are lightweight, they have comparable flight time to the Soviet 152mm rifles. Her damage is a modest 3,200 hit points and she's fully capable of landing citadel hits against the broadside of enemy cruisers like Shchors or Furutaka at ranges in excess of 10km.This contrasts sharply with her HE performance. While they do up to 2,100 hit points per hit, they have a horrible 7% chance to start fires. Unlike her AP shells, the ballistic quality of her HE rounds isn't as forgiving. There's a lot of float time at range, being comparable to British 152mm shells in this regard. This does allow her to fire over some types of intervening terrain with her HE rounds when she might not otherwise be able to engage a target with AP, providing some flexibility. However, note that they still have a high muzzle velocity, so this ability to lob shells over islands is limited to firing at extreme ranges.With these qualities in mind, AP is the shell of choice with Duca d'Aosta. She can only reach out to 14km with her guns, so there's still plenty of penetration power in them to put the hurt on cruisers and even battleships. It's only when targets angle or when you're facing something like a destroyer that you should switch back to HE. One of the major flaws of Duca d'Aosta's weaponry is that she does not do damage quickly. Though this is a problem common to all Light Cruisers, it's especially pronounced here. Her 7.5s reload and eight guns just doesn't spit out shells fast enough. Short of catching the citadel of an exposed cruiser at point-blank range, chewing through enemy hit point pools will take time -- even small hit point pools like destroyers. And it's not like she can park in her own ready-made concealment like the other eight-gun light cruisers, Leander and Perth. Short of lobbing fire over terrain, it's important to keep moving and dodging in Duca, limiting her ability to rain fire. There's a strong case to be made that Duca d'Aosta should use Inertia Fuse for HE Shells -- her tier and armament are tailor-made for maximizing the gains from this skill. However, this will cut her base fire chance to a mere 4% per shell unless padded with Demolition Expert which will prop it back to 6%. To this end, spamming HE with this skill combination does not generate comparable damage numbers to other tier 6 cruisers. Dynamic ammunition choices are key to getting the most out of her. Even her torpedoes are of little help here. Her torpedoes have a maximum reach of 4.5km, making it a real challenge to make use of them in the average fight. And, though their fire arcs are very comfortable when on the attack, her triple launchers don't hit particularly hard. They're utterly ill-suited to gutting a hale and healthy battleship and best used against weaker prey. Duca d'Aosta's secondaries are cute, but hardly threatening. They have a modest 4.5km range and you'll be able to fire with a maximum of one turret per side plus the dorsal mount which can swing left or right as needed. They have a good rate of fire of 10rpm and a rather low fire chance of 6% per round. It's kinda sad that these have only a 1% lower chance of starting a blaze than her primary battery. Summary: Duca d'Aosta struggles to do damage quickly. You have very different flight characteristics between HE and AP shells. Her best asset is her AP rounds, but they cannot be used universally against all targets or at all ranges. She's one of the worst fire-starters among the tier 6 cruisers. Her torpedoes provide a nice close-range sting, but can't kill a full health battleship by themselves. Duca d'Aosta has phenomenal forward torpedo arcs, making her able to engage targets as little as 25º off her bow. Manoeuvrability Top Speed: 36.5 knotsTurning Radius: 710mRudder Shift: 8.4s Duca d'Aosta's biggest strength is her handling. At the time of writing, she's the fastest tier 6 cruiser in the game with a half-knot advantage over her closest competitor. I would normally associate this straight line speed with some rather shoddy handling, but that's not the case here. While her statistics look unimpressive, her ability to turn at high-speed is excellent, bested only by the British and Commonwealth cruisers with their souped-up engine physics. Duca manages a 5.7º/s rotation rate for her first 90º in a turn, accelerating to 6.2º/s rotation once her speed levels off to 29.1 knots. As such, she feels like she responds very quickly even to small touches of her rudder. The only down side to this is that her turret rotation is slow. Without modification, her guns traverse at 6º/s making it impossible to keep them locked on a target when in heavy manoeuvres. To this end, investing in the tier 2 Captain Skill, Expert Marksman, is highly recommended which will allow you to keep your guns trained upon an enemy no matter how you throw the ship about. Duca's agility is entirely necessary. Her high top speed partially mitigates the weakness of her below-average gun range. She can quickly flex from one section of the battlefield to another. In addition, this allows her to become the threat to enemy destroyers caught beneath her guns. Short of using an engine boost, many destroyers cannot successfully disengage from such a fleet-footed ship. Finally, her short gun range often means she has to fight at close quarters with enemy vessels and without this great handling, she would have a much more difficult time evading incoming fire. Duca will be zigzagging often to avoid enemy fire, so it's imperative that you install Steering Gears Modification 2 to help her. In summary, the handling of Duca d'Aosta is downright amazing. She's fast. She's responsive. She's got a very wiggly tush. If you're looking for the gimmick in this ship, it's definitely in her speed and agility. Durability Hit Points: 29,700Maximum Protection: 70mm of belt armour + 40mm of magazine protection (or 35mm of engine protection) Min Bow & Deck Armour: 16mmTorpedo Damage Reduction: 7% Duca d'Aosta has some surprising qualities to her protection scheme, such as her 7% torpedo damage reduction. Let's be clear form the get go, though: she is a light cruiser and you cannot rely on her armour to provide any form of reliable protection from Battleships or torpedo strikes. What's described below are quirks of her protection scheme that can provide some interesting counter-play against enemy cruisers. Over her belt armour, running down the side of the ship, Duca's hull armour is a surprising 20mm thick. While this provides no real protection against HE shells, it can provide protection against AP shells and bounce strikes that would otherwise hammer her citadel. It's possible (if however unlikely) that shots baited against the side of your ship from 283mm guns from Scharnhorst or Admiral Graf Spee can be repulsed, provided you turn into the attack at the right moment. I won a couple of duels against a Graf Spee this way. Duca's bow and deck armour is 16mm thick. While this again is insufficient to protect her from just about any HE shells she will encounter, this is enough to provide immunity to up to 220mm AP shells when angled. Finally, Duca's citadel is quite slender, running little more than one and a half times the width of the ship's barbettes. Even penetrating hits to her bow from shells that overmatch it may still miss the citadel given its dimensions. This all amounts to a ship that's rewarded very heavily for taking evasive action against incoming fire -- even shells you might not be able to dodge outright. Baiting enemies to use AP shells to hit your ship's exposed broadside and then turning into enemy fire can pay off tremendously in duels, especially given Duca's lower DPM. It's worth reiterating that Duca d'Aosta is not a well protected ship and her citadel rides very high over the water's surface. If you get caught unawares by enemy fire, you'll lose your modest hit point pool very quickly if you don't get deleted outright. Concealment & Camouflage Base Surface Detection Range: 12.1km Air Detection Range: 7.3 km Minimum Surface Detection Range: 10.3km Main Battery Range: 14.0km Duca isn't a ship you want to take an active scouting role in -- certainly not in the early stages of a match. Until you unlock Concealment Expert on your ship's Commander, it's important to keep her in the second line and follow your scouts from a safe distance. With her short main battery range and high-speed, you'll find it quite possible to control your detection range against larger ships by resting on the cusp of your maximum reach. There's one catch to this, of course. Duca has a rather large surface detection range compared to the cover provided by her anti-aircraft batteries. It is quite commonplace for this ship to be lit up by shadowing aircraft while still being unable to engage them. Unless you stick to the back of the pack, you'll exist in a semi-permanent state of being illuminated by the enemy. Even with Concealment Expert, if you venture up the firing line it's very difficult to dictate when (and how) you're visible to the enemy fleet. One of the worst things you can do in Duca d'Aosta is make yourself the first target seen. To maximize her own firepower, she needs distracted or isolated enemies to pick on. Once she goes evasive, it's very difficult to keep her guns firing. To this end, I strongly recommend taking Priority Target as your first Captain Skill in this ship. Like all light cruisers, making proper use of cover will keep Duca alive. Anti-Aircraft DefenseAA Battery Calibers: 100mm / 37mm / 13.2mmAA Umbrella Ranges: 4.0km / 3.5km / 1.2kmAA DPS per Aura: 20 / 46 / 16 For raw damage numbers, Duca d'Aosta has some of the worst AA power for a cruiser at her tier. It's not just the low average damage which holds her back -- it's also the poor range of her large-caliber guns. Even fully specialized, Duca's 100mm rifles can only reach a maximum 5.76km. With a full stealth build, her aerial detection range caps out at 6.5km. This creates a joint problem where Duca doesn't generate enough DPS to really be a threat to enemy aircraft nor does she have the reach necessary to drive them off when they're spotting her. The two rays of sunshine for her anti-aircraft defense are her good agility and Defensive Fire. The latter will disrupt the attack runs of enemy aircraft when they commit while the former will better allow you to dodge any air dropped torpedoes. Her spiked AA DPS may allow her to shoot down a plane or two in the limited window in which they expose themselves to make their attack run. Unfortunately, once an enemy carrier player gets wise to the limited reach of her mounts, it will be easy enough for the CV's planes to loiter beyond the aura of Duca's100mm batteries, waiting out the active period of her consumable and then re-engage. Duca d'Aosta should always be considered vulnerable to enemy air attack. How to Waddle Away Waddle waddle waddle. Until the very next day... Outfitting Duca d'Aosta is pretty straight forward. For your consumables, it's best to grab a premium version of your Damage Control Party right from the start. If you have the credits to spare, you can also take a premium version of your Spotter Aircraft though this is an expensive luxury. It's really the second slot where you need to make the tough decision. My preference is for Defensive Fire between the two. While aircraft carriers are not present in every game, Duca d'Aosta's a fairly inviting target for enemy attack planes and this can help give some survivability. In addition, it's rare that Duca d'Aosta is up on the front lines providing spots for her team, so the need for Hydroacoustic Search is diminished somewhat. Still, for someone who prefers to engage enemy destroyers, this latter consumable is worthwhile and certainly viable. Whichever consumable you take, make sure you take the premium version to mitigate the long reset timers. For your Captain Skills, your core build should look like the following: From the first tier, take Priority Target. This will help keep you appraised of when you need to go evasive when spotted and from which vectors. At tier two, Expert Marksman is your best choice. This will increase your turret rotation such that you'll still be able to keep your guns on target through the early part of a turn. At tier three, Demolition Expert is easily the best choice, nudging up your pathetic fire chance per shell from 7% to 9% (which is almost acceptable). And finally, at tier 4, you have a choice. Concealment Expert and Inertial Fuse for HE Shells are excellent choices for your first skills. Be aware that the latter, while providing more direct damage opportunities for your HE shells, it will also hurt your chances to start fires. Good follow up skills include: Adrenaline Rush, Superintendent, and Last Stand. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Duca d'Aosta isn't an easy ship to do well in. She just doesn't have the concealment or reach to make using her easy, nor does she have the offensive punch to make taking risks worthwhile. If it weren't for her good agility, she'd have no real redeeming qualities. She doesn't have a lot of consistent carry potential. High skill play in Duca will keep you alive longer and let you start stacking up damage. But, it's a very steep uphill climb and predicated mostly by an opponent's mistakes and not the opportunities the ship brings to the table. Mouse's Summary: It took me a lot of games to finally "figure out" Duca. She's a very passive ship, requiring a lot of defensive play to apply steady pressure to the enemy. Taking an aggressive stance with this ship at nearly any stage will simply get you killed. I don't like this ship and that's a shame. I really wanted to. She's not broken, but she's not exactly fun. Duca d'Aosta is presently setup as a support ship, but she's not terribly good at the role. She's meant to fire from the second line, to pick on distracted targets and avoid their attacks. Now she's good at dodging and I have to applaud Wargaming for making a vessel with such fine handling out of very modest looking manoeuvrability statistics. The problem I really have with this ship is that if you're dodging, you're not returning fire. Duca d'Aosta struggles to keep her guns on target and the necessity of heavy evasive manoeuvres completely shuts off her offensive capabilities unless you take Main Armaments Modification 2 (which doesn't reverse this issue entirely). This would not be a problem if she had better "fire and forget" weaponry, such as a decent chance to set fires or long ranged torpedoes. She's lacking both. Her eight rifles can put out damage decently against specific targets but she doesn't get the chance to keep her guns singing for very long. Ships either move out of range or it becomes time to start dodging and disengaging again. This passive style of play isn't very rewarding -- not in fun factor or in the experience and credits department. Duca cannot provide secondary support roles, such as smoking out destroyers (she's too big to get close) or providing AA support (her auras are too short ranged). Charging into contested cap circles will just get her citadel blown out. So that really leaves direct damage as her sole source of income and the well can run pretty dry when you spend much of your time evading enemy fire and struggling to keep your guns on target. It's very difficult to get more than small 600 to 2,000 damage hits in before it becomes time to evade again. Hiding behind cover wasn't really a viable option. Her AP shells don't have the arcs necessary to clear intervening terrain. Her HE shells do but only at the extreme ranges. It's not like I could set many fires when I tried. And worse, she just doesn't have the range to continually engage a target once you find the perfect spot to set up. Ugh, it was an exercise in frustration. As it stands, Duca is an low-side of average ship at best. Her great speed and agility doesn't make up for her modest concealment, short-range and mediocre damage output. Wargaming could release her as is and people will enjoy her agility. They could make a good go of it, but she'll never be the darling of the community in her current setup. I'm curious to how other testers will view her -- my own take is probably not universal and it will be interesting to see what changes (if any) occur with Duca over the testing period. Let me be clear: I don't want to see any drastic changes made to Duca -- she doesn't need smoke or some gimmick to make her a competitive ship. Her speed and agility is novel enough. Where she lacks is in firepower. This could be provided in several different ways and any of the following on their own (or in combination) would be sufficient. A faster turret rotation -- even 0.5º per second would be enough. An extra 500m to 1km her range. A slight rate of fire increase. Improved fuse timers, autobounce angles or normalization values on her AP shells. There are potentially a lot of 'fixes' but such tweaks need be subtle. Duca isn't broken, she's simply not competitive at this time. Duca d'Aosta is one of Wargaming's best looking models in World of Warships to date. Would I Recommend? Duca d'Aosta doesn't even make a good Co-Op warrior in her current arrangement. She just doesn't have the offensive output to do kill anything short of another cruiser quickly, and again, only if they're not intent on shooting back. Duca's problems in Random Battles are certainly compounded by tier 6 Matchmaking. For Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No, I can't recommend her here. She has to play defensively to survive long enough to stack up damage. And short of the enemy leaving you alone for the full match, it's difficult for you to stack up enough hurt on the red team to regularly farm decent rewards. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No, she doesn't bring anything to the table competitively other than her speed and that's matched (or at least matched close enough) by better ships like Budyonny. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. There's going to be some appeal here as the first Italian ship in the game. She did survive the war after serving throughout the Mediterranean, but it wasn't an especially distinguished career. So if that's your thing, absolutely. I will grant that she is a very pretty ship and would make a lovely port-queen. For Fun Factor:Bottom line: Is the ship fun to play? I had more fun playing Krasny Krym.
  19. Anyone else have the Oleg? I was told that she sucks, but I've been having fun with her.
  20. Hi guys! Yeah, sorry, I have been distracted the last couple weeks and haven't tried to do one of these. But now I'm back, and bringing you the St. Louis-class of light cruisers for the USN. Made up of only two cruisers, USS St. Louis (CL-49) and USS Helena (CL-50), they were an improved Brooklyn-class light cruiser featuring improved machinery which prevented a single hit from immobilizing a ship, as well as being the first USN ships to mount the dual 5"/38 caliber gun mount. Pics have been taken from If you want to keep up with when I post these be sure to follow me on my profile as I post these on my status. Let's get this show on the seas! First we start with a true color picture of St. Louis at Tulagi, Solomon Islands, in 1943. She is underway at low speed in this shot, with the bow of the USS Lackawanna (AO-40) seen on the right. St. Louis undergoing repair and overhaul at Mare Island Navy Yard, CA, in 1943. The large structure hanging from the crane is the upper section of her midships searchlight platform; it is being removed to reduce her topside weight. Also of note is her 6"/47 caliber guns are removed from their turrets; kinda odd looking isn't it? St. Louis off San Pedro CA, October 5, 1944. She sits stationary, training all main guns to starboard in what I can only guess is gunnery practice. Same day different angle. Here we see the stern port side of her, as well as her aircraft handling facilities with her hanger doors open. A long range shot of Helena at Mare Island Navy Yard's waterfront, March 13, 1942. From left to right, on the slip is USS Whale (SS-239) under construction, USS Humphrey (DD-236) just under her, and Helena. Helena under repair and overhaul. She is getting her new superstructure and new FCS directors. Helena off Mare Island Navy Yard, July 1, 1942. Fully finished with her reconstruction, she lies at anchor awaiting further orders. Helena during the Battle of Kula Gulf July 5-6, 1943. She is center and firing just before being torpedoed and sunk. The ship behind is St. Louis, the photo was taken by USS Honolulu (CL-48). That's all folks I hope you enjoy! I don't know which one I'll do next, but I'll figure something out. As always, Fair winds and following seas captains!
  21. Hi, This topic is specific to hot cruiser on cruiser action at close range. In my Moskva, I've had good success hitting the citadel on German cruisers at range >10km; however, at close range my volleys have been disappointing. I realize German cruisers have turtle back, so if the shells are not plunging, then they will not likely penetrate into the citadel. Given this, where should I aim to maximize damage? Keep in mind the Moskva has very punchy 220mm guns with strong AP. Should I adopt the same strategy used against BB's and aim for the armor belt? Is it realistic to find a citadel through the barbettes under the turrets? Help me Obi Wan Kenobi. You are my only hope...
  22. Hi guys! New info has come from WoWs Asia: What do you think the new cruiser will be? Or what port? Fair winds and following seas captains! Info provided by @renegadestatuz
  23. Meep! Meep! This cruiser really is the Road Runner of Tier VIII cruisers. When I think of the Charles Martel as compared to other Tier VIII cruisers, I see a lot of great potential. When the French cruiser line was first advertised, many noted that the ship had a high citadel and that the wet tissue paper protecting the citadel was insufficient for the ship to survive. Because of this obvious weakness, many recommended that sailing the French would lead to disaster and frustration. I have found that this cruiser does not need to be well armored, because like the Khabarovsk, she can sit at a distance and simply pepper her enemies to death with high explosive shells all the while running and dodging everything they are throwing at her. How to Sail Her: This will likely receive some backlash, but I will make the statement, this cruiser excels in open water. I know counterintuitive to traditional cruiser play. The Martel needs to be moving, constantly, and almost never in reverse, although be used to kiting early and often in the match. A sitting Martel is going to be dead from AP in a few short bursts. You want your cruiser moving in open water, zigging and zagging between 13.5km and 17.5km from your targets. I have found that I am most effective with this cruiser at these ranges, at least until the later portion of the mid-game or even late game when you either need to make a play or you are on mop-up duties. So, is the Charles Martel another Heavy Cruiser designed to spam high explosive shells on a target for shock value after getting in as close as possible? Some would argue yes. I find that the Martel is best suited for shooting early, often and starting with the largest ships available. Now this might seem backwards to those who play cruisers/rely on them and those who feel the job of the cruiser is to sink the destroyers first and foremost. Do not get me wrong, a destroyer inside of 11km is still a viable priority target, but outside of that look to bigger slower moving targets. Let your damage per a minute slowly eat away at the enemy fleet. Unlike the Japanese Cruisers which use stealth to get close and punish, the Martel wants to simply get off the first shot while kiting away. Other cruisers want to deal with DDs, the Martel, wants to deal with/impact the overall health pool of the enemy team. During the early game, that is the first five minutes of the match, the most important thing you can do is, ensure you are not seen until you fire your first salvo, be already turning away before you fire, and don’t take massive damage to early. Try to avoid getting any closer than 14km from a BB during this period because inside of 14km they can and will citadel you. Additionally, unseen cruisers screening for them will likely be 2-4km in front of them and will melt you. The key is to try and do 20-30k early damage, cause some fires, evade, and escape to the mid-game where your ship will really begin to excel. During the mid-game 15 minutes remaining till about 6 minutes remaining OR when the enemy is reduced from 10 to 5 ships remaining, your ship needs to pull its weight. No matter the tier. Here, you need to pound overextended battleships, lighting fires as you go. Once one or two are set and burning, move on to the next target. Keep the fires spreading around the enemy fleet. Here you may even find a use for your torpedoes. I usually use my speed boost to get to a weak flank, and since the enemy is usually pushing at this point, here is where I let the torpedoes fly. This is often done between 13 and 10.5km, as an oncoming ship will more than make up the ground to run into the torpedo before it hits its maximum 9km range. Most importantly, during this time is keeping the guns hot. Always be moving and always keep them shooting as much as possible at something. If not, be moving to an area where they will have that impact. During the late game, that is when the enemy is reduced to less than 5 ships or under six minutes remain, you may have to be a little more aggressive. If that means capping, do it. Whatever it takes. Your speed makes you probably the most flexible cruiser in the game (tier for tier). You may have to risk your ship, at least you know you can still outrun problems. Strengths: Speed/Maneuver: So the base speed with my signal flag is 34.1 knots. With the Speed Boost, I can hit 40.2 knots. Only thing outrunning you at that point is a Russian DD…and let’s be clear, you probably don’t want to be chasing a Khab anyways. This really makes this ship the Road Runner as I suggested above. You can outrun just about every design to hurt you, but if Wyle Coyote ever catches you, it’s going to hurt a lot. If I could give advice to Captains (BB and CA) who are engaged with a Martel, break contact (run away) and don’t waste ammo on one that is over 14km away and actively maneuvering unless there is just no other target available. You will miss most of the time, and this can become a very frustrating ordeal as your decks go up in fire. The exception to that comment is the Zao and Moskva, which with their rail guns, seem to have better success. Also, since you are usually operating from a bit further in the back…things like radar are of little consequence. High Explosive Shells: In my ships current configuration, I have a 19 percent chance to cause a fire with each salvo. Not as good as the Japanese cruisers with their 22 percent, but with a faster rate of fire, it all works out. With a range of 17.6km, you will start hitting enemy battleships early in the match and this is always a great benefit to the team. Most BB captains tend to let a single fire burn. If you are trying to stack damage, I found that by the 16-minute mark remaining, I was often sitting at 25k+ damage and it would just continue to roll. I would average about 12 fires per a game in the Martel, and having an Arsonist or Witherer every few matches was not uncommon. Survivability: Yes, I just said that about a French cruiser. Of all the cruisers that I own at Tier VIII (which is all of them), the Charles Martel has the highest survival rate. Interestingly, because of this, I think I have also benefited from a higher win rate, damage per battle, and overall experience. Something about this ship just clicks, and because of its speed and maneuverability combination, it is not easily killed. Even when I did die, it was often because I was the last ship on the field. This ship has the potential to carry a Captain to the late game, they just need to understand how to sail her. Weaknesses: Armor: Wet tissue paper over an ammo magazine. You will get citadel’d from just about any angle if you take a hit. If not, it will almost certainly be a pen. The key is to keep moving, stay over 14km, and dodge. Taking a pen or over-pen is fine if you are greatly punishing the pursuer in return. Health: You can ill afford to get into a gun duel with a well angled cruiser inside of 12km. They will eat you alive. Even if you win the exchange you are usually reduced to under 25 percent health. The exchange in this manner just is not good, and this is in large part due to the soft armor of the ship. Worst mistakes I have seen and committed myself, was getting to close to a Bismarck or other German BB with secondary’s that melt your hull. Destroyers: This ship can deal massive damage to a DD inside of 10km. That is not the point. The slower reload makes it better suited for hitting larger ships. I have struggled with this ship to take down destroyers. However, in the current meta, with heavy focus on BBs, this shortcoming is easily overcome. Other: The torps have good angles, but do mediocre damage for torpedoes and rarely cause flooding. Lastly, there is only one set, so they are meh, if not a bonus. The armor piercing is solid and I have scored plenty of citadel hits on other cruisers from Tier VI to Tier X, but it is nothing extraordinary and seems standard for a cruiser. The shell arcs are in the middle of the pack and I have adjusted to them. They are not rail guns, but they don’t take 3 minutes to land on a target either. Captain Skills: I took the following skills to complete my French Captain, slowly building them over time. This is the recommended order. Priority Target (1) – Always good to know who is looking at you and how many. Expert Marksmen (2) – Turret traverse was important for me as I was constantly re-angling my ship to avoid incoming fire. Demolition Expert (3) – 2% Fire Chance to hit. Yeah…extremely useful. This skill is critical to maximizing the fire starting on enemy vessels. Concealment Expert (4) – I like stealth. I prefer to get in the first shot. I do not like having the priority target indicator showing 4-8 before I ever open fire with my main battery. Adrenaline Rush (2) – Critical in the mid to late stages of the game. This will increase your rate of fire and just makes your ship a juggernaut of burn to enemy vessels. Advanced Firing Training (4) – I elected to go AA build on my cruiser. I was rarely if ever in torpedo range, and therefore skills like Vigilance were never really needed. In 100 games, I think my ship hit a total of 4 or 5 torpedoes. Basic Firing Training (3) – To help finish the AA build, plus made the secondary batteries a bit meaner. Ship Modules: Main Armaments Modification 1: A must have. The turrets on this cruiser tend to get incapacitated on the regular, (especially the rear turret) as you kite away. This will reduce that just a bit. Aiming Systems Modification 1: Again, I want as many shells to land on the target I am aiming at as possible. While many will shatter, the chance of fire is greatly increased. Engine Boost Modification 1: Four minutes and thirty seconds of speed boost per a charge. Enough said. This also allows you to save captain points and not necessarily invest in Superintendent. You essentially have a charge available for every stage of the game and can be moving at full speed for 13.5 minutes of the match. That is a nice feat. Steering Gears Modification 2: Let’s be clear, your turning shift is not great, this gives you a 20 percent reduction and brings your rudder shift down to 7.9 seconds. While not ideal, this combined with your speed should be just enough to get you over the hump. Concealment System Modification 1: This will bring you down to a 10.5km detection range. Not great at Tier VIII for a cruiser, but good enough that you can be sure to get in your first shot instead of waiting for the enemy to give you theirs. Also, the +5 percent to dispersion of enemy shells can really help! Signals: Here is my recommended list of signal flags by priority for this ship; Victor Lima, India X-Ray, Sierra Mike, India Yankee, November Foxtrot, Juliet Charlie, November Echo Setteseven, and Juliet Whiskey Unaone. The first two increase fire damage/chance for flooding, the next speed. Beyond that it is more about ship survivability and managing your health pool by reducing the time a fire will burn, cooldown on consumable, and risk of detonation. The remainder is about improving AA, and chance a torpedo will cause a flood. Of note, I did not use detonation flags and was only detonated one time in 100 matches with the ship. In summation, in the current heavy BB meta, this cruiser is absolutely broken and in my opinion the strongest cruiser at Tier VIII. Its ability to do damage, survive, and avoid a lot of damage make it an ideal cruiser for captains to try out. For me, averaging over 99k damage a game and having a 55 percent survival rate says it all. Now, that said, if the meta returns to a DD or Light Cruiser play, then perhaps you put this ship aside for a while in exchange for something else. As always, I look forward to feedback and constructive criticism/techniques you have found useful when sailing this ship.
  24. i mainly play DD's, so i would love to add the HSF Harakaze to my lineup, But, im wondering if the belfast is worth it aswell, as i would like to buy one today, and the belfast is on sale, and the Harakaze is not,. any and all views is wellcome!!!