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Found 29 results

  1. Christian_Crusader_DCLXV

    Question about the dockyard

    Please forgive me if this post is in the wrong place. I was away from world of warships for some time for personal reasons and when I came back I saw there was the new German destroyer the ZF-1 in the dockyard. The combat missions were long gone so I figured I would just buy the tiers {I collect German ships}. But I am unable to buy them. I thought I would be able to until the end of 10.5 but apparently not. Am I SOL? Thank you for your time.
  2. 6fingeredman

    ZF-6 Dockyard End Time

    Can someone please confirm when the Dockyard event ends for me? I couldn't fine the end time on the event page other than when 10.5 drops, and all it says in game is 2 days. I'm cutting it close and want to spend as little as possible finishing the event.
  3. So on my (almost) FTP account I have finished the last mission and am sitting looking at spending half my remaining dubloons to get her. It looks like an intriguing ship, but I am stingy with dubloon spending as there will be no more. Is the ZF-6 worth it?
  4. LittleWhiteMouse

    Premium Ship Review - ZF-6

    The following is a review of ZF-6, the tier IX German destroyers. This ship was kindly provided to me by Wargaming for review purposes; I did not have to grind or pay to have access to her. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.3. Please be aware that her performance may change in the future. It's dockyard time again! How many of these have we done now? My brain fuzzes over when I try to count. After the Puerto Rico disaster, all of the subsequent dockyard events blur together. Add in the Cossack, Benham and Graf Spee grinds of yesteryear and it's too easy to confuse the two. Anyway, if you want ZF-6, short of outright paying for her, you're going to have to fork over some hard earned cash on top of the grind. This is the first destroyer on offer from the dockyard and it's a German destroyer too. I say this merely to point out that German destroyers in World of Warships do not have the best of reputations. There's a deserved stigma associated with German lolibotes (and the new 150mm armed tech-tree line is not helping). So is ZF-6 worth it? Let's look under the hood. Quick Summary: A small(ish) destroyer with a decent guns and fast, but short-ranged fish. She has access to a weird set of consumables including Main Battery Reload Booster. PROS Excellent AP shells, with good DPM and auto-ricochet angles. Improved penetration on her HE shells. Good fire angles on her guns, making it easy to maximize damage output. Wicked-fast & hard hitting torpedoes. Good surface and aerial detection ranges for a tier IX destroyer. Has access to Defensive AA Fire and Main Battery Reload Booster. Did you hear about her Main Battery Reload Booster? It's pretty important. CONS Small hit point pool for a tier IX destroyer. Anemic HE DPM and fire setting characteristics. Her torpedoes are short-ranged. Not very fast or agile. Shackled with a German Smoke Generator with its short cloud duration. No access to Hydroacoustic Search. (!) Don't worry about these flaws though, guys. She has a Main Battery Reload Booster. Did I fail to mention that she has a Main Battery Reload Booster? Yeah, I dunno what the big deal is either. I'd rather have hydro. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme ZF-6 isn't a ship I would recommend to novice players. Her play style is just going to get them killed. Her torpedoes are too short ranged. She's not fast. Her smoke's duration is very short. She's not very agile. And she's just stealthy enough to let you push in too deep where your friends can't help you. Add on her ammunition demands, her consumable demands and just how much better she performs if you know how to best make use of islands and smoke? Yeah, there's a pretty steep learning curve here. She's effectively a Fletcher with extra-steps. But for all of these same reasons, ZF-6 is a destroyer that will grow with you. Her concealment in particular is fun to use and abuse. The question, though, is if it's worth all of the extra effort to get the same numbers you might on another boat. Options It's easy to get lost in ZF-6 having "ALL OF THE CONSUMABLES!" only to fail to notice what's she's missing: She does not have Hydroacoustic Search as most other German destroyers do. Consumables Her Damage Control Party is standard for a destroyer. It has unlimited charges, a 40 second reset timer and a 5 second active period. Her Smoke Generator is also standard for a tier IX German destroyer, which is to say that it sucks. The duration of each individual cloud is only 73 seconds as opposed to the usual 93 seconds of tier IX Japanese and Soviet destroyers (or the 127 seconds of the Americans). So that's awful. Otherwise it's normal enough, starting with three charges, a 20 second emission time and 160 second reset timer. Her Engine Boost is totally normal: three charges to start, 8% boost to her speed, 120 second active period and a 120 second reset timer. We're going to skip slot four to talk about slot five's Defensive AA Fire. It increases continuous damage by 50% and quadruples flak explosion damage for 40 seconds. It starts with three charges and has an 80 second reset timer. and finally, let's backtrack to slot four... ZF-6 has access to a Main Battery Reload Booster. This is meant to be her main selling feature and is identical to that of the tier IX French destroyer, Mogador. It starts with four charges and cuts the reload time of her main battery guns by 50% for 15 seconds. It has a 100 second reset timer. Upgrades The short range of ZF-6's torpedoes precludes her from being a good torpedo boat, unfortunately. I mean, you can do it. But you're probably one of those nutters who enjoyed AL Yukikaze, you sick momo. Start with Main Armaments Modification 1 in slot one. You can use Magazine Modification 1 if you really hate surprises, though. The Special Upgrade, Engine Boost Modification 1 is best in slot two if you can afford it. It wi ll set you back 17,000  from the Armory. If that's not available to you, default to Engine Room Protection. For slot three, you've got a choice. None of them are bad ones, so pick the one you like best. Aiming Systems Modification 1 is easily going to the most popular so you can just turn your brain off and default to this, confident that it will help (a little) with long-range pew-pews. Torpedo Tube Modification 1 is kinda fun, in that it accelerates ZF-6's already stupid-fast torpedoes up to plaid (78.5 knots, WHOO! ♪). If you just want a quality of life boost, then Main Battery Modification 2 is fine for that extra turret traverse speed. Propulsion System Modification 1 is your best choice in slot four, giving you more acceleration from a dead stop which is helpful when island camping or hiding in smoke. To no one's surprise, Concealment System Modification 1 is still optimal in slot five. Double-yawn. ZF-6 isn't agile enough to make Steering Gears Modification 1 and 2 worthwhile for slots 4 and 5, btw. Cap this gunship's performance off with Main Battery Modification 3. Commander Skills This was the loser-build that I ended up playing with while testing ZF-6. It worked alright, but it's sloppy. I'm pretty lax with my commander builds as of late knowing there's a reset coming. It's hard to fuss over optimization knowing that some key changes are in the works.. Camouflage ZF-6 comes with two camouflage options, Type 10 Camouflage and War Paint - ZF-6. If you complete the dockyard event, you get both with the ship. They are cosmetic swap , providing identical bonuses common for tier IX premiums: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. You can unlock ZF-6's alternate palette for her Type 10 Camouflage by completing the first section of the "German Navy" collection. Crates for this can be purchased for 1,000 in the Armory. ZF-6's War Paint camouflage gets less fancy when you bring it into battle. Firepower Main Battery: Five 128mm guns in four turrets with a twin turret mount on the bow and three single mounts in an A-P-X-Y superfiring configuration. Torpedoes: Eight torpedo tubes in 2x4 launchers with one mounted between the funnels ahead of P-turret and the other behind the rear funnel. The Penultimate German 128mm Gun? If you buy into the hype, ZF-6 has the "best" German 128mm gun in the game right now. Compared to those found on the tech-tree destroyers, ZF-6's guns have a higher muzzle velocity and better auto-ricochet angles on her AP shells all for the cost of a slight dip in shell damage. If you're married to the idea that German destroyers should be throwing AP shells whenever possible, then yes, ZF-6's guns are the best of the 128mm bunch. I am not convinced, however -- mostly because German destroyer AP rounds are not the universal shell that we're so easily led to believe. Let's start with overpenetrations. Overpenetrations take the pop and pizzazz out of AP. Their punchy appeal is predicated upon performing properly when presented with paper-thin panelling upon most perimeter parts of the panoply of presently proffered peers. In other words: the shells won't pop if the steel won't stop. [Lert: If the fuse don't start, your damage's a fart.] This limits the functionality of AP shells when they engage soft targets. Knowing what thickness of steel is necessary to prime the fuses is key. And while angled targets do provide thicker absolute values of steel, one must keep the auto-ricochet values in mind. This creates a rather complicated series of angles where AP = very yes and others where AP = very no. All German 128mm AP shells need 21mm worth of steel in order to arm correctly, so the flat broadsides of a 19mm, tier VIII+ destroyer hull simply doesn't have enough steel present to make the shells go boom. And while good ol' Pythagoras will tell you that 19mm becomes 21mm at about 26º from the perpendicular, the complication of normalization rears its ugly head and you won't see the shells arm until 36º from the perpendicular (though this is always somewhat less to allow for the vertical angle). Against tier VII destroyers with 16mm worth of armour, you're looking at 49º from the perpendicular -- well into ricochet territory for normal 128mm AP shells. We get something that looks like this: AP penetration results for approximate engagement angles against a 19mm armoured target with German 128mm guns. A very special thanks to @mofton for showing me similar graphics earlier! ♥ Against 16mm, the margins get even worse, with normal 128mm AP shells having to contend with ricochets and ZF-6's shells losing 5º on their full penetration arc. I think it's safe to say that ZF-6's AP shells are not the best choice when fighting destroyers. Spamming HE will have you losing many DPM races, even with your vaunted Main Battery Reload Booster. Given her smaller hit point pool and lack of a Hydroacoustic Search consumable, knife fights with other destroyers is an uncomfortable. She can pull it off using her Main Battery Reload Booster as a crutch, but that's definitely outside of her comfort zone. She just doesn't have the health or the overwhelming DPM with her HE shells to be able to out-muscle same-tier (or higher-tier) destroyers. You're essentially hoping your opposite number will flinch when your consumable is active. It doesn't last long enough to decide contests. ZF-6 being a crappy lolibote hunter does not make her guns bad or even sub-par compared to other German 128mm weapons, however. Against battleships and tier VIII+ cruisers, it's a non-issue. Be the best angry smoke cloud you can be and spam that AP to your heart's content. This is where ZF-6's gunnery excels and it's super satisfying to watch hit point pools of cruisers and battleships melt when you can cycle her guns with impunity. Good AP DPM and crappy HE DPM. Pretty standard fare for a German destroyers. Do keep in mind that her lower HE DPM is compensated for by increased HE penetration. While this won't help you against other destroyers, it will increase her overall damage output against larger ships. ZF-6's AP penetration is ... well, it's not great. If you're pelting AP rounds and big-stuff, you want to do so no further than 10km or so to ensure your shells don't shatter against the 25mm/27mm/30mm/32mm of structural plate on your target. Outside of 10km, Pythagoras will tell you that your penetration values get kinda dicey and are likely to shatter. Big surprise, ZF-6's base FPM is terrible. Her Main Battery Reload Booster fixes this briefly. All the more reason to lean onto her AP shells when you can. ZF-6 has some very comfy fire arcs. Her turret traverse rate is kinda slow for a destroyer though, especially if you slap Main Battery Modification 3 on it. It starts at 10º/s but MBM3 will drop it down to 8.7º/s. This isn't enough to make her out turn her turrets, but it's less than ideal. Torpeedus I had a lot of good things I wanted to say about ZF-6's torpedoes. But I can't get past their terrible range. Whatever their strengths, that lack of reach undermines any effectiveness they have. Yes, they're very (VERY!) fast. Yes, they hit hard for a German torpedo, which is great! It's nice to see some German fish with some teeth! Their reload time is normal, so there's no extra penalty incurred for being special. But that range. Oh, that RANGE. Outside of using them to sweep smoke clouds, it was a pain in the butt to make use of ZF-6's torpedoes on the regular. After my play test games, I concluded there were really only two opportunities to make good use of them in the average game. The first, as I mentioned before, is to use them to rake through smoke clouds. This typically happens in the early portions of match in those invariable duels against other lolibotes as you contest cap circles. ZF-6's torpedoes are so fast that it's easy for an opponent to misjudge just how much room they have to manoeuvre. While they don't provide much in the way of reduced reaction time, it's that they move so quickly that your opponents may misjudge and mistime their dodges. I had a lot of success picking off destroyers in smoke -- in fact, this was the number one source of damage with my fish, which is kinda sad but kinda hilarious. The second opportunity comes in the end game, when there's a lot more room to manoeuvre and a lot less Surveillance Radar and Hydroacoustic Search being thrown about, where ZF-6 can take advantage of its low surface detection to finally bring its fish into range of juicier targets. Of course, this latter scenario is generally predicated upon carriers being distracted elsewhere or absent from the match entirely. If there are attentive aircraft present, you can generally forget ZF-6 has torpedoes outside of a suicide charge. The same goes for Surveillance Radar equipped cruisers. If they're still in the game and operating anywhere near your side of the map, then forget this ship has torpedoes. Just don't do it. VERDICT: Good AP shells and a good gunnery consumable. It's like spamming shells with a more-different duckybote. Her torpedoes are too short ranged to get used on the regular. Durability Hit Points: 17,000 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm ZF-6 has almost the same amount of health as a Fletcher-class destroyer. I am now going to tell you that this is a bad thing. If you don't have heals or a monster-pile of hit points, your destroyer's durability is sub-optimal. The trickle down effect here is that unless your gunship destroyer severely out-muscles her opponents in terms of damage output, this really limits their ability to go heads up in a knife fight. Similarly, not having a whole lot of health limits how often (and how long) a given destroyer can take risks like hammering a larger ship from open water without the cover of islands or smoke to protect it. This is doubly dangerous for ships like ZF-6 that aren't especially fast or agile. A smaller hit point pool acts as a lens, magnifying a destroyer's problems in other areas. For example, remember those torpedo woes we talked about? Because of ZF-6's low hit point pool, creeping in close onto an enemy battleship to use her torpedoes is all the more dangerous because if she gets lit, she's not likely to last very long. The same goes with surprise knife-fights, getting spotted by aircraft, lit by Surveillance Radar and you name it. So, low hit points = bad. Welp, we're at the stage where the vaunted Fletcher-class has been so badly powercrept their hit point totals are considered "bad". VERDICT: Crap. Agility Top Speed: 35kts Turning Radius: 670m Rudder Shift Time: 3.9s 4/4 Engine Speed Rate of Turn: 6.7º/s at 29.3kts It's ZF-6's low top speed that gets her in trouble. She's one of the slowest destroyers at her tier and indeed, within her matchmaking spread. Only Shiratsuyu, Yudachi, Akizuki, Fen Yang, Jutland are slower. 35 knots is pretty much the baseline of most high-tier destroyers so not being able to exceed that largely dooms the ship to mediocre agility unless they have some gimmick to compensate. The British (including the aforementioned Jutland) manage this with improved energy retention and ridiculous acceleration. Others, like Mahan, have very tight turning circles, making them feel more agile than their slow speed would otherwise suggest. But not ZF-6. While her turning radius isn't terrible for a German destroyer, it's certainly not "good". Her rate of turn sits in the doldrums at her tier being among the worst present. The only reason ZF-6 doesn't look worse is that her turning radius is average. VERDICT: ZF-6 isn't Soviet rancid-mayonnaise-bad here, but her speed and agility are both pretty lame. Imagine having just enough speed to get into trouble but not having enough to get out. That's common for most destroyers, frankly, unless you can exceed 37 knots. Anti-Aircraft Defence Flak Bursts: 2 + 1 explosions for 1,540 damage per blast at 3.5km to 6km. Long Ranged (up to 6km): 52.5dps at 100% accuracy Medium Ranged (up to 4km): 70dps at 100% accuracy Short Ranged (up to 2.0km): 115.5dps at 95% accuracy (109.7dps) ZF-6 is advertised by Wargaming as having "powerful AA defenses". Yeah, no. Her AA power is good for a tier IX destroyer. That's factual. But "powerful?" Her sustained AA DPS is comparable to Fletcher. If you consider Fletcher's sustained AA DPS to be "powerful" then sure, ZF-6 is just a small step down. Personally, I consider Fletcher's sustained AA DPS to be "okay" and verging upon "slightly annoying to contend with if I'm playing my CV like an idiot". I only consider Östergötland and Friesland of having "powerful" examples of AA at this tier. ZF-6 can't shred planes the way Friesland does. ZF-6 will get dropped on and she cannot stave off repeated air attacks. Your best defences are not to be made a target in the first place. Use smoke, Just Dodge™ and hope for the best. The good news is that ZF-6's aerial detection is wonderfully small, so you have that going for you. Keep her AA off and they need to get in close in order to find you. Yes, ZF-6 can put some hurt on planes that loiter but it would be a mistake to think that she can prevent a strike, especially when tier X planes get involved. As with most destroyers, you're hoping for the CV player to be inexperienced or to make mistakes. Protecting yourself is kind of a pipe dream unless they're already running out of planes... or you're playing Co-Op. CVs in Co-Op are a bit of a joke. I have these sorted in my usual way, using the formula ( Sustained AA DPS x [ range - 1km] ). It's not perfect but it does give a sense of who has the better base AA DPS values. That's why Z-44's chunky DPS rates lower than Jutland's, for example -- Jutland will keep enemy aircraft under fire for longer, even if the raw damage her guns can put out is overall less when aircraft are in optimum range. VERDICT: Keep your AA off until you absolutely need it and Just Dodge™. Or go play co-op where enemy aircraft are XP piñatas cuz they don't dodge flak. Vision Control Base/Minimum Surface Detection: 7.42km / 5.83km Base/Minimum Air Detection Range: 3.2km / 2.59km Detection Range When Firing in Smoke: 2.79km Maximum Firing Range: From 11.86km to 13.76km I make a lot of lists. Here's a helpful one listing all of the destroyers within ZF-6's matchmaking, ranking them by how low they can potentially get their surface detection range. Her 25th position may look alright, but context matters (for those wondering, ties are 'broken' by tier first and then the order in which nations were released into the game with tech-tree ships having precedence over premiums and reward ships) . Tier VIII is a tough competition with ZF-6 being on par to most of her competitors (100m difference is nothing).. She out-performs most of the VIIs barring Haida and she's reasonably comfortable against most of the tier IXs and Xs. ZF-6's concealment is pretty damn good and, in my opinion, this saves this ship from ignominy. Her guns are decent. Between their auto-ricochet angles and Main Battery Reload Booster, they're more than alright. Her torpedoes are painfully short ranged. You can't really play with those when there's radar lurking about but towards end game? Sure, they're more than workable and their high-speed a nightmare for any surviving battleships. Her agility and speed are both disappointing. Her health is bad for a tier IX destroyer and her AA power is over-hyped. But with stealth, with good concealment, ZF-6 allows for some damn fun shenanigans, especially if you can survive until the latter half of a match. Oh, but if she only had Hydroacoustic Search, she could be the total package -- good early in the game as well as late. As it is, short of sniffing things out with her face, she has no special tools to help her suss out enemy lolibotes when smoke or island cover comes into play and that's a shame. Still, she is small enough to out-spot some of her competitors. To this end, knowing which ships you can comfortably spot while keeping hidden really ups her game. This game play is very reminiscent of that of Fletcher, so those with experience there should be reasonably comfortable with how ZF-6 performs in this regard. If you can afford the points for Radio Location, it will help immeasurably in this regard. Keep a close eye on those team lists. One thing to keep in mind here is that Fearless Brawler will soon be losing its associated concealment penalty and will become a must-have for any and all gunship destroyers that can afford it. Taking it now worsens ZF-6's maximum concealment from 5.83km to 6.12km which is a pretty sizable leap (dropping her to 44th place on the graphic above). That's a pretty hard compromise on one of her best features, so it's a bit of a hard sell at the moment. If ZF-6 had more health or more speed (the latter to help avoid incoming fire), open water firing would be easier to endorse. But as it stands, I'd hold off. VERDICT: Redemption. Final Evaluation "Fletcher with extra steps". That's how ZF-6 feels to me. And the comparison is horribly clumsy, I know. Fletcher doesn't have a Main Battery Reload Booster. She doesn't have improved AP performance, or high-penetration HE. Fletcher's torpedoes are long ranged. Fletcher doesn't scooch about like a dog dragging it's butt on the carpet either. ZF-6 has a lot going for her that Fletcher doesn't, however Fletcher feels more "whole" and "put together" than ZF-6. Her consumables feel like duct-tape keeping the concept from falling apart. I dunno, maybe it's just me. Is ZF-6 any good? Well, she's not awful. Playing against her, I'm certainly going to respect those torpedoes and her Main Battery Reload Booster if I'm in close. But she's not a destroyer I fear to face. Seeing a Kitakaze on the enemy team? Yeah, I sit up and take notice. The same goes for a Fletcher, Jutland or Mogador. I can't say the same for ZF-6. This isn't a ship I'd balk at, I'm happy taking a swipe at in my tier VII Haida, to give you an idea, while I wouldn't contest a duckybote. I think that says a lot right there. Mouse out.
  5. It's a bit slow; just under 40 knots with speed boost. The AP is really nice, and can take big chunks of cruiser and battleship health. The reload booster is just long enough to kill a destroyer and disengage. The torpedoes are nice and fast with the torpedo module and hit very hard. The 8km torpedo range is short, but with a very low 5.8km ship detection it's not a big issue as long as you keep an eye on the radar ships. More importantly it's fun to play, which I cannot say about anchorage, hizen, or puerto rico. Probably the best dockyard ship released so far, as far as fun goes. Completing the last three stages (6000 doubloons, $25USD) gets you 10,000 coal, which almost covers the entire cost of the Speed Boost module in the armory. 8/10 Wunderbars
  6. I finished up all 19 phases of the dockyard today. That is a healthy set of rewards for just playing for free. Thanks, WG! What I can't decide on is whether to complete the dockyard for the ZF-6 or not. I've got the dubs but I haven't seen too many positive reviews of the boat. Please share your thoughts - from those who have her or those who adamantly won't get her. I do consider myself a DD main (and play a lot of CL) but I don't go buying every DD that is available. I am happy to let them "come to me" in a Santa crate. I also don't find the KMS DD line that appealing. I haven't even tried the new line. I just like my IJN torp boats best. Edit: on top of the awards above, the crates gave more special signals. Nice!
  7. FairWindsFollowingSeas

    ZF-6: A Solid Dockyard DD

    Tier 9 Premium German Destroyer ZF-6 TL;DR: It's a solid destroyer definitely worth adding to your port, I wouldn't recommend whaling it. The cheapest way to get it is by purchasing a starter pack then grinding through the missions. Pros: - German HE shells have great penetration (32mm). - The AP shells have high alpha (2,950) and have improved ricochet angles. - Access to Main Battery Reload Booster consumable, which cuts your reload in half for 15 seconds (4 charges base). - Torpedoes have high alpha damage (18,400), and travel fast (75 knots). - Access to Defensive AA Fire consumable (3 charges base). - Competitive concealment (5.8 km surface & 2.6 km air detection with full concealment build). Cons: - 17,000 hit points at Tier 9 is significantly lower than the other German destroyers, average compared to destroyers of different nations. - German HE shells have anemic alpha (1,450). - Turret traverse is sluggish (18 seconds for 180 degrees). - Torpedoes only go 8 kilometers, limiting opportunities to fire from stealth. - AA defense is lackluster, even with Defensive AA Fire consumable active. - Standard German smokes don't last very long & only have 3 charges base. - 35 knots top speed is average. Overall, I really enjoy bringing this ship into battle, and if you are a destroyer player, you will find this DD to be rewarding to play. ZF-6 gives up hydro for the ability to slot Main Battery Reload Booster & Defensive AA Fire consumables. The full-build 5.8 km concealment is comfortable & workable, but not best in class. 17,000 hit points (20,150 with Survivability Expert) is average. The 5 x 128mm guns have sluggish rotation speed but a 4 second reload base (3.3 seconds with both MB&AAS captain skill & MBM3 ship module), and with the reload booster active that gets cut in half for 15 seconds. The torpedoes share the same stats as Le Fantasque/Mogador/Kleber's fish, and using them on the ZF-6 reminds me of playing F3 Yugumo/Shimakaze; carefully lining up strikes on capital ships. The French destroyers are extremely fast & can easily pull off yolo torps, whereas this German DD is not nearly as fast (35 knots). The Defensive AA Fire consumable is nice to have, but in all honesty, it doesn't do too much. You have to hope the squadron hits flak (3 bursts) because the continuous AA DPS isn't too great. The standard German smoke screens dissipate quickly (73 seconds) and only have 3 charges base; but if you've played the German tech-tree destroyers you are probably familiar with them. The engine boost is standard non-French +8%. Considering this ship has Main Battery Reload, I went with a gun-focused build. Here is my current module build on this ship: - Main Armaments Mod 1 - Engine Boost Mod 1 (if you don't have that Engine Room Protection works just as well) - Torp Tubes Mod 1 (brings the torpedo speed up to 79 knots) - Propulsion Mod 1 - Concealment Systems Mod 1 - Main Battery Mod 3 And my captain: Gunther Lütjens works best on this destroyer, with his in-game talents & improved Preventative Maintenance and Grease the Gears, however I am using my old Reinhard von Jütland commander with the improved Consumables Specialist skill (and hasn't had a home ship since the captain rework). The improved Consumable Specialist cuts Main Battery Reload & Defensive AA Fire consumables reload down by 12.5%. My last 3 points I will probably put into Superintendent, for the additional smoke/reload booster/defensive AA. I do use the torpedoes often, however they reload in 90 seconds base & I don't think the 9 second decrease in torpedo reload speed is worth the 3 points. I wrote this review of ZF-6 because I haven't seen many people reviewing it. All in all it is a solid destroyer and definitely worth adding to your port, although I wouldn't recommend whaling it unless you really need the coal/steel. - Fair winds and following seas!
  8. Dumb question... My Dockyard page shows only the blue drawing board. Has the event not started yet ? I clicked all over the screen and nothing seems to get me to the first phase. What am I overlooking?
  9. One of the steps to decide whether it's worth buying a starter pack for the dockyard I'm taking a look at the dockyard missions to get some sense of whether you can complete the dockyard mission groups. Unfortunately there is one critical piece that you don't get for future mission groups and that is the number of individual missions you need to complete in order to complete each groiup. For the current group "Draughts and Designs" you can see that there are 9 missions of which you need to complete 6 to finish the group. Unfortunately part of this information is currently not shown for any of the future groups,, that is you can see the total number of missions and their individual requirements, but not the number of missions you need to complete that group. This was the same for the Hizen dockyard event and there the number of missions you needed to finish to complete a group stayed the same, but there is no guarantee for that. So for that reason alone I won't buy any booster pack, since I don't know, if I can finish all mission groups. It is probably too late now to change that in the UI, but I hope that WG would change the UI in the future to show this critical information for future missions groups. E.g. on those steps instead of showing "Complete missions in any order" they could show "Complete 6 missions in any order" (or whatever the actual number is). @Hapa_Fodder would it be possible for WG to publish that information (number of missions to complete each of the future dockyard mission groups) for the current dockyard event here in the forums (or wherever else they deem appropriate) , so we can make an informed decision on the booster packs? Or does WG intentionally not publish that information?
  10. Welcome: THIS IS A WHALING thread, where time is more important than money. That said, there is a "save the whales" minimum $ section at the very end. ----------------------- You have to buy 4 stages to get Hizen. There is no free Hizen. This is 5000 doubloons; $20 on the premium store. ----------------------- Major Revisions: I have revised the prices to reflect with no coupons, as it seems some people received no coupons. Hizen makes the grind easier for the Strasbourg and Santa campaigns. There is no accelerated grind on the dockyard missions. ----------------------- Why would you want Hizen as a whale? It's basically a Japanese New Mexico at T10. Why would I want to spend money on this ship? If you complete the construction of IX Hizen by spending doubloons, make sure to keep progressing through the Dockyard combat missions—completing each phase will bring you 400 Research Points and 200 Steel. Tucked away in the details is the real thing they are selling. Steel and Research points. Hizen is just a bonus. Hizen is just the decoration on a big fat cake of steel and research points. ----------------------- The paths to Hizen: ----------------------- CASH MONEY CASH MONEY $140 for 35,000 doubloons. If you already have Yahagi, you save 4000 doubloons. What does this get us? Hizen with permanent camouflage and 10 point captain Yahagi Tachibana 1 New Year Permanent Camouflage 35 winter camos 12,000 coal 2000 Steel 1 Santa Mega Gift 2 Santa big gifts 1 Santa small gift 2 days premium time 10,000 fxp 10 basilisk flags 10 Red Dragon 10 Ouboros 10 Wyvern 10 Dragon 10 Scylla 10 Leviathan 10 Hydra Fast path to Strasbourg , a 10k doubloon value Fast path to Santa captains and camouflages T9 snowflake T8 snowflake If you finish the dockyard grind: 5200 more steel 10,400 Research Center points More importantly this buys us a abundant time to grind the dockyard, Strasbourg campaign, and the Santas campaign. The 7200 steel represents one good clan battle season for a top clan, but for those in lower tier clans, it represents 2-3 years of steel grinding. The coal represents a month of daily crates The research points represent one line reset from T1-T10, but without the quarterly reset bonus (double rewards). Cash Money Reality: $140 is no small amount! I would say think about it carefully. As a whale, it comes down to the steel. Every patch cycle, there's some combination of grind and purchase that seems to present a good value for the money, but after 12 months, realize you will probably have spent $1000+ on one game. The small numbers add up over time. If you just spent $300 on christmas crates, and now $140 on Hizen, you're approaching half a grand already. Hizen iteself: Hizen is a real shotgun of a ship, but it's not a brawler or a sniper. It has a massive detection range, huge superstructure, and a very farmable deck, bow and stern. It's the very definition of a "mehboat", but it comes with a shopping cart of goodies that make it a lot more palatable. It also has a degree of exclusivity, as it won't be in the armory or premium store just like Puerto Rico. ---------------------------------------------- DECISION TIME (pick your own adventure) Decide if you want Hizen with a chance of getting Strasbourg: Buy the 10 stage booster to gain enough time to grind Strasbourg as well. Decide if you want only Hizen: Buy the 5000 doubloon 4 stage booster. Hizen with a chance of getting Strasbourg: Using the premium store coupon, buy either the 17,500 or 12,500 doubloon bundle with the coupon. $70 or $50 Buy Yahagi in the armory with the 25% off coupon, for 3300 doubloons. You will gain 4000 doubloons for her in the grind. GOOD, 12,500 doubloon package $50: Buy the 4 stage booster. Use the surplus doubloons to buy 2 more stages, this starts you at 6 stages. Start grinding the missions/tokens, and when you reach Yahagi, buy two more stages with the doubloons you will receive for already owning her. At that point you have to grind out the rest of the tokens needed. Once you have Hizen, switch to the grind for Strasbourg. BEST, 17,500 doubloon package $70: Buy the 10 stage booster. Use the surplus doubloons to buy 4 more stages; this starts you at the 14th stage. Start grinding the missions/tokens, and when you reach Yahagi, buy two more stages with the doubloons you will receive for already owning her. At that point you have to grind out the rest of the tokens needed. You should easily finish the Hizen grind with time for the Strasbourg and Santas campaigns. --------------------------------- The less than good choices to get Hizen: --------------------------------- MEH, 7,500 doubloon package $30: Buy the 5000 doubloon 4 stage booster and one extra stage. Obtain Yahagi as an event prize. This starts you with 5 stages, with 21 to grind. Most likely you won't have time for other campaigns like Strasbourg. Suffering mode: 5000 doubloon package $20: The very minimum you can spend at the cost of your life force. Buy the 5000 doubloon, 4 stage boost, and grind every stage to completion. $20 Will you complete in time? That depends on how much you like sleep, the sun, and proper nutrition. Whaling is about saving time with money, but I have included this path for the masochistic who dwell among us. Carpal tunnel awaits. If this is your favorite game, then I would recommend you whale Hizen and enjoy the rewards. If you are not committed to reaching Hizen, then Yahagi at stage 15 is your goal. Time is money, time is life, and we only live once. Spend your time (and money) wisely, and efficiently. Cit_the_bed
  11. We have some Time sensitive Options for the Dockyard, With the 2nd week opening up in a day, many captains will be earning their 4th stage of the Dockyard, and with that milestone, the starter packs go away. For any wishing to acquire the Hizen, the Starter packs significantly cut the Doubloon cost to purchase the 4 stages besides the 22 we can earn running missions to reach the 26 stages needed to complete the event. (There is also a 10 stage bundle for anyone needed that many and wanting Hizen) I would also strongly advise captains before spending any money on starter packs to carefully examine the missions for the 7 stages - this event is a LOT of work. One of the stage 7 missions is 55k Basexp for example -so most captains will NOT earn all 22 stages from missions - Be sure you have enough time to get through the next 6 stages before spending money, or you might find yourself with buyers remorse. For captains who feel comfortable they will be getting to at least stage 15, where we can acquire the Tier 5 premium Yahagi, and you do not own her yet, you then have an interesting option. Especially if you have 3250 Doubloons sitting in your game right now. You can go into the armory and use the temporary 25% doubloon discount coupon that is available for the next 10 days to reduce the cost of getting that ship from 4300 to 3225. and when you get to stage 15 of the Dockyard , because you already own the yahagi, you will receive 4000 doubloons compensation - a net gain of 775 doubloons. Of course for any previously owning yahagi, you are already in a good place :) In my guide below, I run through the information from above, the missions, & offer some advice on how best to obtain what you want from this event, and it's perfectly ok to play what you play , earn what you earn and be happy with that free stuff & avoiding locking ourselves into a massive grind. Either way - This guide should help you get the most you can with the time you play.
  12. Italian BBs are due early in 2021, though two T9 BBs (Hizen then Marco Polo) back to back seems inconsistent with what WG has done in the past with the dockyard. Probably one of the Ducas will be the 1/2 or 2/3 dockyard consolation prize. The only alternative could be Vampire II with Mysore as the consolation prize, but that would be even more inconsistent because they likely would not sell her simultaneously with the event as they have done with post Puerto Rico dockyard ships. She would also be the first DD in the dockyard (although that would not be a bad thing) and the first T10 since the botched Puerto Rico rollout of the dockyard. Also there hasn't been any clue that we are getting a Commonwealth tech tree line for the Vampire to correspond with, though I'd love to see one. That leaves the Vampire as a resource/FXP or Research Bureau ship. She looks like a coal or FXP ship to my eye, but that is more rampant speculation.
  13. Allow me to get this out of the way as the title may not be the clearest - this is actually not a rant against the event to get Oklahoma, other than there should have been enough crates in missions to ensure getting it if RNG gave you the finger and not require daily login cause sometimes things go wrong and you cant or don't. More that events like this, the Dockyard events, etc - THIS is how they should be. That if you play a ship around the same tier as the reward one (in this case 4-6, in the case of PR 9-10) for a couple hours a days during the course of the event - you get the ship. Not 12 hours a day for a month+, not 8 hours a day and 30+ dollars, not 6 hours a day in tier 9 and 10 with your absolute A-game basically setting personal records in the ships you do best in for a tier 4-6 ship - A couple hours every day if your already at that tier, if you have something under that tier that the missions apply to then yeah - maybe you have to put in closer to 5+ hours a day, every day of the event, and your fine. Because this is the first event in years that I can remember - I could use ships of the same tier, and still just knock it out as I go, in fact while knocking it out - I knocked out some of the Epoch missions which included ships I needed to grind XP on, I was able to do grinding on Colorado (seeing as the issues that prevented me from getting daily containers just barely cost me Kansas before that - which was also a fairly good set considering but maybe a bit much for a tech tree ship). I didn't have to play specific ships, I didn't have to play the best ones I have, I didn't have to play the boring as hell meta - I could just play with a focus on the missions objectives when they weren't overly general (like do damage). For the first time in a long time doing one of these mission chains for a ship or the like - I actually had fun and don't feel burned out trying to do it. For a tier 5 ship - the challenges were FAIR, which is more than I can say for a lot of these types of things you've done. Because I don't have a problem with a challenge - I just want a fair one, preferably without me having to treat the game like a full time job. But that's me - I like my events that even if they can be a bit of a grind at times cause MM won't give you games where capturing or getting base defense is easy let alone normally happens - they don't FEEL like a grind.
  14. To complete a stage requires finishing 6 directives. Do you get the Stage final reward (dockyard token) when you finish 6 directives, or do you have to complete all the directives in the stage to receive the token?
  15. Ok, I understand Dockyard is meant to be a fixture for the game in the long run, it is a nice extra layer of content and generates revenue, but as it is now there are some limitations to being really engaged in the dockyard dynamic. IMO the more evident are: Reward ship being uninteresting for many players, and time constraints when added to the rest of the events, missions and grinds. My proposal is turning Dockyard into a permanent fixture, to have a Dockyard Tab in your port screen and there you select which ship you want to build from a list of suitable ships from different tiers, in order to keep revenue up, a proportional fee in doubloons could still be required to "launch" the ship (as it is now). Construction process requirements could vary from ship to ship to have a fair degree of variability and keep things fresh, for example you could need some "base resources" in the form of coal, steel or even research points, you can even throw in some modules from the tech tree that required to be unlocked and bought to be "fitted" into the ship, and also some the usual "labor" of completing tasks and mission. Anyway, that's just extra and could be adjusted, the main thing here is to be able to select which ship to build and to remove the time limit to completion. By making it more interesting and accessible to every player, you could guarantee an increased revenue from the Dockyard mechanic, some players that don't partake in the Dockyard event would be enticed to use it to build ships of their choice, and some "hardcore" players could even be able to build many ships in the time span of a regular Dockyard event.
  16. I’ve already spent the 8k doubloons for the boost at the beginning of the dockyard event. I have a little over 3500 doubloons currently. If I bought the last two dockyard boosts with those doubloons would that mean I effectively get more RB points? Reason I’m asking is I’m a little over 10k RB points away from Ohio and the dockyard event SHOULD get me the rest without needing to reset a line again.
  17. Cpt_JM_Nascimento

    Wallpaper version?

    Does anyone have this screenshot, but without the setence in the mid and the "collect" button? Thanks in advance
  18. Hey @Hapa_Fodder , I just want to get it down on the record that showing that you can do a mission in the Scenario game mode but then limiting the mission to T7+ is an confusing at best. The combination is impossible so why do they give a false impression that a mission could be done in a game mode when it really can't? I mean, why even allow that game mode on the mission?
  19. Hello, I was doing a mission on directive 5 and i have reach its goal of making over 70.000 damage with main battery guns: Mission still there without completion.
  20. I keep having issues with the dockyard loading. It will just give me the never ending loading circle, have the dockyard directive bar at the bottom but still display my port, or completely freez up my computer to the point where I cant even control alt delete I have to restart. Is there anyone else having a similar issue or know what I can do to resolve it? I have already re-downloaded the game and nothing has changed. It's very hard to check on the directives or progress to the next one when I cant even get to the dockyard to collect the previous one. Any help would be appreciated.
  21. Essentially, the title. After the unmitigated disaster that was the Puerto Rico, I'm legitimately surprised that WG decided to bring back the Dockyard again. I'm also rather surprised that I haven't seen a deluge of threads of people saying they're going to quit the game forever because of the return of the Dockyard. Really, that's about it. Just me remarking on the lack of an utter sh*tstorm that I'm seeing because of what might be the single most reviled decision WG has ever made in this game.
  22. As we all know the latest update brought a dockyard that barely works. I play on steam, so unfortunately the patch does not work and I am left unable to view the dockyard of spend doubloons on the starter pack for the dockyard. Any fixes?
  23. Am I not the only one who has this issue? After I updated my game, I tried to access the new dockyard feature in the game, but was met with an "endless loading screen". Because of this, I was forced to turn off/on my computer to escape this issue. I'm still not able to access it lest I want to get stuck in this situation. I already sent a ticket, and I'm hoping that WG would issue a patch to fix this issue soon.
  24. So with the announcement of the 'new and improved' (which I highly doubt, Wargaming didn't learn crap from the PR) what do you expect we will have to build? How hellish do you expect the grind to be? My vote for the ship is Agir, because Wargaming has already nerfed it into the ground, a perfect gift for the ened of a grind even worst then the PR. Please keep discussion to the potential ahips and potential hell grind, we all know Wargaming didn't learn anything from the PR, we don't need to discuss it further.