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Found 26 results

  1. LcdrSwizzle

    Graf Spee main gun range

    I do think that the Graf Spee should have greater main battery range, and that it's secondaries have also been "nerfed" from what they could do in real life. However, I do realize that "game balance" is important. So, here's a thought about a change to that ship: Right now, it can only carry a Fighter. What about letting it carry a Spotter as well? Thanks for the upcoming discussion!
  2. What is taking so long for the Seigfried , the Agir to come out not to mention the Odin it seems like wargaming hates the Germans they take some of the most accurate ships known to make them suck at accuracy they give us a ton of Russian paper ships that quite frankly are over powered and some of the hysterically over powered , and we still have not seen these ships yet why not and last I checked they have nerfed them to the point where they are not good at all but buff Russian ships that were already overpowered wth is going on wargaming ohh and don't get me started on Italian battle ships where the hell are they why are we getting more Russian paper ships when there was a whole Italian fleet that was real and it is not in the game really come on , am I the only one who thinks this is messed up I love the game but come on even a blind man with one good ear can understand what they are doing so why do they hate the Germans and pretend that there navy was so awesome that it doesn't deserve the same treatment that every other navy is getting?
  3. LittleWhiteMouse

    Premium Ship Review: Z-39

    The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to 0.7.4.1, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews. For a list of my other reviews, please visit this thread. Destroyers and Cruisers are linked on post #2. Battleships and Aircraft Carriers are on post #3.
  4. The following is a review of Mainz, the tier VIII German light cruiser. This ship was kindly provided to me by Wargaming for review purposes. To the best of my knowledge, the performance and statistics discussed in this review are current as of patch 0.9.2.1. Please be aware that she may change in the future. I can't think about this ship without thinking of dseehafer, one of the players and forumites from the North American server. I knew dseehafer from his "Know the Difference" series of articles. My grasp of the history surrounding these ships has always been shaky so I gravitated towards people in the know, particularly those who can present such information in a fun way. I always looked forward to one of his comparisons and history blurbs. Like many of us obsessed with this game, he proposed possible candidates for future vessels in World of Warships. One of his proposals was this very ship -- an Admiral Hipper-class cruiser with 150mm guns. This was the first I became aware of the possibility and it seemed like a wonderful idea. Like many of you, I've been annoying Wargaming about it off and on over the years. Regardless of how it came to be in World of Warships, to me this is dseehafer's ship. He passed away almost two years ago today. I hope he would have enjoyed Mainz. I wish he was still around to be able to tell me everything that's wrong about it. This review is dedicated to his memory. PROS Her citadel protection is very trollish at medium-to-close ranges. Good main battery firing range of 17.5km. Awesome guns with high DPM and HE penetration. Heavy, fast-loading torpedo armament. Impressive levels of AA firepower. German Hydroacoustic Search. Doesn't require a deep commander-skill build to make her effective. CONS Light cruiser armour instead of mirroring Admiral Hipper & Prinz Eugen's structural plate. Bad fire angles on her main battery guns, especially rearward. Short torpedo range. Slow and clumsy. Stonkin' huge and visible for miles. Overview Skill Floor: Simple / CASUAL / Challenging/ Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme Mainz is easy to play: Hold down your left mouse button and hoover up massive amounts of damage. Her HE spam and fire setting are both top shelf. I'd rate her as "simple" if it wasn't so hard to keep her alive. Novice players will get themselves killed pretty quickly if they're not careful. For veterans, the combination of her poor agility, enormous surface detection and squishy outer armour holds her back. This ship is on the cusp of greatness if she had just a little bit more armour or heals or something. Still, she can pull off some pretty amazing things provided your opponents are idiots. But that's not a caveat you want to count upon. Options It's kind of refreshing to see a no-nonsense ship like Mainz. Consumables Nothing out of the ordinary here except for the usual German-cruiser hydro bonus. Mainz's Damage Control Party is standard for a cruiser with unlimited charges, a 5s active period and a 90s/60s reset timer. Her second slot provides you with a choice between two consumables: Her Hydroacoustic Search is the improved German-cruiser version. This comes with two charges base, a 120s active period (as opposed to 100s for most cruisers) and a 180s/120s reset timer. Her detection ranges are also improved: 4.0km for torpedoes (instead of 3.5km) and 6km for ships (instead of 5km) . Alternatively you can swap for Defensive AA Fire. This comes with two charges base with a 40s active period and a 120s/80s reset timer. This provides the usual 50% increase to sustained DPS and 300% increase to flak explosion damage. Finally, Mainz has a Catapult Fighter. This comes with two charges base with the fighters patrolling for 60s with a 135s/90s reset timer. She deploys a squadron of three planes. Upgrades This is all pretty standard fare for a cruiser. Start with Main Armaments Modification 1. There's a lot of choice in your second slot, but it's really a matter of being able to afford what's best: Get Hydroacoustic Search Modification 1 from the Armory. This will set you back 17,000 Coal . This will lock your consumable choice in, but it's a good choice. Heck, it's the best choice right now Defensive AA Fire just isn't what it used to be and increasing Mainz's Hydroacoustic Search run time from 120s to 144s is wonderful. If you can't (or won't) take the hydro-mod, then you have the choice between Engine Room Protection and Damage Control System Modification 1. Neither are going to rock your socks, with the former taking a bit of strain off your Damage Control Party (not that it's especially taxed) and the latter providing a bit of damage-over-time mitigation. Aiming Systems Modification 1 is really the only upgrade worth considering in slot three, I'm sorry to say. For slot four, you're making a choice between two different play styles. If you're intending to make use of island cover, then Propulsion Modification 1 (that rename is throwing me off) is your best bet to give that all important improved acceleration from a dead stop to better duck in and out of cover. If you're more intent on firing from open water, then grab Steering Gears Modification 1 (ugh, rename) instead to reduce her rudder shift time. There's a similar choice to be presented in slot five. Concealment System Modification 1 is still too good to pass up. Increased stealth and increased dispersion from enemy fire? Yeah, it's hard to say no. Even for a thunderchunking tuba-soloist like Mainz, this is still a good investment. If you're feeling brave and want to double-down on that open-water firing, then you can opt for Steering Gears Modification 2 (ugh, rename!). Commander Skills Mainz doesn't require a deep skill build in order to make her effective. This means she's far more forgiving of a captain trainer than many other premiums out there. This makes her an ideal ship for leveling up the captains of your heavy cruisers and battleships. I've circled what are arguably the most effective skills for Mainz in this graphic though your own mileage may vary. For your first 10pts, I would go with Priority Target (1pt), Adrenaline Rush (2pts), Demolition Expert (3pts) and Concealment Expert (4pts), but you have some wiggle room here and there. The only real "must haves" in my opinion are Adrenaline Rush, Demolition Expert and some kind of skill to provide warning of incoming fire, be it Priority Target or Incoming Fire Alert, based upon your preferences. Camouflage Mainz comes with Type 10 Camouflage, providing the usual bonuses: A 3% reduction in surface detection ranges. A 4% increase to the dispersion of enemy gunfire. A 10% reduction to post-battle service costs. A 50% increase to experience earned. Alternative camouflage not found. Firepower Main Battery: Twelve 150mm L/60 guns in 4x3 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Twelve 105mm L/65 guns in 6x2 turrets with three turrets per side. Torpedoes: 4x4 launchers with two per side straddling the fore and aft superstructures. Mainz's main battery guns are hella awesome. They're the same 150mm/L65 guns found on Nurnberg and Mainz boasts twelve of them. They have three primary strengths which makes them so competitive: They are long ranged. They have an excellent rate of fire. They have phenomenal HE base penetration values. Range Shell flight times for the tier VIII Light Cruisers. Mainz's ballistics are comparable to Mogami 155mm which isn't terrible. Let's start with the simplest element to grasp: Mainz's range. Her 17.5km reach is very comfortable, above the 16.6km average for cruisers of her tier. Range keeps cruisers alive -- it allows them to stand off further away and thus gives them more time to respond to threats and make better use of what concealment they have. To Mainz's benefit, her ballistics allow her to capitalize on said range, with reasonably comfortable gunnery up to about 15km. At the extremes of her range, she has as much as a 12.5s lead time which largely precludes her from bombarding all but the most predictably moving vessels. Still, Mainz won't be lacking for targets like this in higher tiered matches. Furthemore, at these longer ranges, her gun arcs allow her to better capitalize on island cover which will also help keep her alive. Rate of Fire That's a lotta damage. Mainz's targets better have Flex Seal™ on hand. Mainz's guns reload in six seconds; that's hella fast. Mainz easily keeps up with the other light-cruisers in terms of fire setting and damage output, even with her anemic HE shells. When opportunities present themselves for her to make use of her AP rounds, she can really punch hard. These changes aren't commonplace but capitalizing upon them makes all of the difference. But it's Mainz's HE shells that are the real superstars thanks to the changes from patch 0.9.2. I had it in my head that Mainz's AP penetration was terrible, but it's reasonably comparable to everything that's not Soviet. The big thing to keep in mind is that Mainz doesn't have any improved auto-ricochet angles, so you're only really going to get to make use of her AP when you've got some reasonably flat surfaces to shoot at. You can pull this off, even at range, provided you aim for the squishy bits. Penetration values are approximate (like, really approximate) and drawn from proships.ru. Increased HE Penetration Not a whole lot changed for Mainz during testing. It's unfortunate, but she brushes with greatness -- with IFHE she's not quite able to reach the necessary 50mm worth of penetration to make her HE shells the scourge of any Soviet battleship she might face. It's worth keeping in mind that Mainz is capable of doing now what Bayard did previously. Right out of the box, Mainz has 38mm worth of HE penetration. This is enough to directly damage the structural armour (bow/stern) of any ship she comes across. In addition, it allows her to penetrate the upper hull and decks of tier VIII+ American battleships. But there's more to it than that. Mainz doesn't have to choose between direct damage and setting fires. Most other light cruisers are shackled to using Inertial Fuse for HE Shells in order to get similar levels of penetration. Furthermore, taking this skill cuts their fire setting chance in half, forcing them to choose their style of play. Mainz, on the other hand, gets it all. What's more, she gets it for free. The significance of this can't be understated. Mainz keeps old-timey, pre-0.9.2 light-cruiser fire setting capabilities and damage output, all in one. In practice, this makes her one of the better potential damage dealers out there while simultaneously not requiring a deep commander skill-build in order to be at her most effective. In short: Mainz spits out a lot of shells, over long range and most of what those shells will hit will take damage from them and be set ablaze. Because Mainz isn't slaved to the IFHE skill, she's likely to set more fires than other tier VIII light cruisers without compromising her direct damage with HE. She might not rival the raw fire setting potential of ships like Bayard and the Clevelands, but they're likely to slash their fire setting in half in order to gain the ability to hammer battleships directly with their HE spam, giving Mainz the lead. The Party Pooper You have to expose a lot of broadside to bring all of Mainz's guns on target, especially when she's kiting away. Mainz doesn't have everything going her way. First and foremost, her hull is less than ideal. I'll get into more of that in the later sections, but you'll see what I mean. Sticking to just firepower elements, Mainz has poor gunnery fire arcs and modest-to-slow gun traverse. In short, her gun-handling kinda sucks. It's not on catastrophic Vanguard-levels of restricted fire lanes nor Queen Elizabeth sluggish gun-traverse, but neither element is ideal, so I think it worth mentioning. Furthermore, though her torpedo armament is heavy, her reload times fast and their fire arcs good, at a mere 6km range they are hard to use. They're nothing more than weapons of desperation. You're only going to make effective use of them when your opponent screws up. Her individual fish don't hit especially hard either, so you'll need multiple hits to put anything down. Neither of these would make me damn the armament had they been mounted on a ship capable of surviving in brawling ranges outside of co-op but this isn't that ship. Those are some pretty scrumptious fire arcs. Summary Mainz's guns are amazing. Effectively she gets Inertial Fuse for HE Shells for free without having to pay the price for reduced fire setting. Her gun handling and the ship upon which the guns are mounted are less than ideal. They're not terrible, but these are great guns mounted on a meh hull. Mainz's torpedoes are too short ranged to use outside of brawling situations, which she is not built for. Verdict: The guns sell this ship. Seriously, this is the high water mark. If they haven't wowed you, stay away. Defense Hit Points: 42,500 Bow & stern/superstructure/upper-hull/deck: 25mm/13mm/25mm/27mm Maximum Citadel Protection: 25mm outer hull + 80mm belt + 40mm turtleback Torpedo Damage Reduction: 22% Sorry, gang. She gets a light cruiser's armour profile -- not the one found on Prinz Eugen and Admiral Hipper which transforms all of those external 25mm plates to 27mm. Note that Mainz has an Admiral Hipper-style extended waterline belt and not the shortened version like Prinz Eugen. So that's nice. I had very high hopes for Mainz's defenses but she disappoints me. Let me preface this inevitable gripe-fest by saying that her defense is completely acceptable for a tier VIII light cruiser. In fact, she's the best protected tier VIII light cruiser, bar none -- that's even accounting for Edinburgh's portable dry-dock Repair Party. She has good citadel protection with effectively 145mm worth of armour at various angles to keep AP shells out of her machine spaces & magazines. The flatter the AP trajectory, the more effective Mainz's citadel protection becomes. She combines this with good anti-torpedo defenses and a reasonable chunk of hit points. Let me make this clear before I go off on a tangent: Mainz's defense is perfectly acceptable for a light cruiser and has some obvious good points. Got it? Good. Now let me get my rant on: Wargaming missed an obvious opportunity to give Mainz German Heavy Cruiser structural armour. With the Inertial Fuse for HE Shells rework with patch 0.9.2, Wargaming adopted a series of standardized armour values for cruisers. One of the effects of this was to subtly differentiate heavy cruisers from light cruisers, giving the former overall slightly better protection. This is especially pronounced in tier VIII+ German and American heavy cruisers who enjoy the vaunted 27mm bow and stern armour sections. This allows them the chance, when properly angled, to auto-ricochet 381mm AP shells that are so commonplace within their matchmaking. This 27mm armour threshold allows these cruisers to make the occasional bold play against select battleship opponents, engaging in close-range brawls and clinching key encounters. Mainz obviously missed out on this or I wouldn't be whining like a destroyer that just got cuddled 2 minutes into a match by a Midway. Had she been given the same treatment as the other Admiral Hipper-class cruisers, the entirety of her outer hull (less her superstructure) would have enjoyed a homogeneous 27mm armour thickness. While this doesn't guarantee ricochets, it does open up the door for some very interesting possibilities. Brawling possibilities. And I love brawling. With only her amidships deck reaching 27mm, Mainz feels very soft-skinned -- not only against battleship AP shells but also against destroyer-caliber HE shells. While it would have broken with the armour standards set with patch 0.9.2, I think it would have been an easy quirk to differentiate Mainz and make her appeal to expert players. Her lack of a Repair Party coupled with her enormous surface detection range and low top speed were always going to be liabilities that reigned her in. During my playtesting of Mainz, I kept getting surprised that she didn't have the same armour profile as Prinz Eugen and Admiral Hipper -- it seemed like such a natural fit. I'm very sorry to see this potential gimmick didn't make the cut. I just wanted to drive myself closer and hit things with my sword. At 42,500hp, Mainz has just as much HP as Cheshire but without access to a heal or heavy cruiser exterior armour plate. Rule Britiannia! Mainz has a heavy cruiser's health pool and citadel protection but a light cruiser's structural plate. Verdict: Pretty good for a tier VIII light cruiser, which unfortunately means it's terrible when you consider its overall effectiveness. The best you can hope for is to troll some AP fire that tries to citadel you, but that's really it. Agility Top Speed: 32.0kts Turning Radius: 720m Rudder Shift Time: 10.5s 4/4 Engine Speed Rate of Turn: 5.5º/s There's really nothing but bad news here. It's not tragic news, mind you. Mainz is slow and most of her problems stem from this lack of speed. 32 knots is downright pedestrian for a high-tier cruiser and it has a trickle down effect. Because of this low top speed, her rate of turn suffers. Similarly, there's not as much variance in her forward momentum when she adjusts her throttle settings, making it harder (but not impossible) to dodge incoming fire with extreme-ultra-super-late-braking. Her rudder shift time is slow too, so that adds to the difficulties of dodging. Thankfully she has a decent main battery gun range, so at least she can use that to assist with avoiding incoming fire. Similarly, her Hydroacoustic Search should trivialize avoiding most torpedo salvos, providing ample warning. Given her love of island-camping, Propulsion Modification 2 is highly recommended to provide more grunt to her engines from a dead stop. This will facilitate making best use of the islands as well as dodging incoming attacks when targeted by guns or fish. Mainz wins no prizes here. She does not have a high top speed. She does not have a good rudder shift time. Her turning circle radius is only average and her rate of turn is generally slow. Boooooo. Mainz scores on the average-to-poor side of things for agility. All of her problems stem from her 32 knot top speed. Verdict: Mainz is too slow to be effective here. Anti-Aircraft Defense Flak Bursts: 6 explosions for 1,400 damage per blast Long Ranged (up to 5.2km): 119dps at 90% accuracy Medium Ranged (up to 3.5km): 319dps at 90% accuracy Short Ranged (up to 2.0km): 147dps at 85% accuracy It's simultaneously awesome and infuriating that Mainz's AA power is so good. On the one hand, she has some of the best AA at her tier, which is really saying something. On the other hand, AA mechanics are terrible, clunky and boring, which is really saying something else. Mainz's AA defense is comparable to that of Baltimore, barring the disparity of range on her long range batteries. She easily dominates both Admiral Hipper and Prinz Eugen in terms of AA defense. The flip side of this is that it means almost nothing. While Mainz is capable of making attacks against herself costly to same and lower-tiered carriers, only a damn fool would think her immune to CV predation. Even with her formidable defenses, the best you can hope is that Mainz appears to be a less appealing target than other ships on your team. Good luck with that. It's for this reason that I don't recommend using Defensive AA Fire. It simply doesn't matter. Mainz's Catapult Fighter serves as warning enough for enemy CVs that coming near will be expensive and that should suffice to keep them away, at least on the short term. With apologies to the colour blind. This graph is the most time-consuming and least-effective at communicating data of all of the graphics I've made for this review. I'm still trying to figure out how to illustrate range and firepower more clearly. I have some ideas but I don't want to spend a day just working on it, especially for a system that really doesn't amount to much in the current meta. Oh well, at least the colours are pretty. I've stacked these ships in order of "effective AA firepower" -- namely an arbitrary way of weighting longer-ranged firepower as being more valuable than shorter-ranged AA. This graph doesn't take Defensive AA fire into account, nor AA gun accuracy or explosion damage. Still, with all of that said, Mainz's AA firepower is hella respectable. Would that this meant anything... Verdict: Bloody respectable for as much as that's worth. Refrigerator Base/Minimum Surface Detection: 15.3km/12.02km Base/Minimum Air Detection Range: 7.5km/6.08km Detection Range When Firing in Smoke: 8.41km Main Battery Firing Range: 17.52km Let's recap: Mainz's guns are great. Her torpedoes are meh but at least she gets a lot of them and they reload quickly. If you can get in close, you can really ruin someone's day. Her protection scheme has some trollish parts to her citadel defense. She's otherwise pretty squishy, so good luck with using those aforementioned fish. She's slow and that hurts her overall agility. Her AA power is pretty damn good but that doesn't matter. So we have a soft, slow but reasonably hard hitting cruiser on our hands. The final question is: Can Mainz fight effectively in open water? If she silences her guns, can she sneak into positions to make best use of her guns, torpedoes and cover? The answer is: very no. Mainz's surface detection is horrible -- it's actually the worst among the cruisers at tier VIII currently. It's still ahead of most of the battleships at tier VIII, so that's something, I guess, though Roma can sneak up on you. Still, her surface detection isn't doing the ship any favours and it largely limits her play-style to island humping if she wants to be effective. If she's not hugging an island, Mainz has to stay way at the back so that her modest wiggle gives her even a chance at dodging potential battleship attention. Even then, during playtesting I was loathe to chance it. She's just too sluggish to dodge effectively. It was only against the most novice battleship or heavy cruiser gunnery that I felt Mainz stood a chance of throwing off their aim. The only redeeming factor Mainz is her German Hydroacoustic Search. Sadly, this has less value on Mainz than it does on other German cruisers. She doesn't have the concealment or the armour profile to risk being up on the front lines. You'll have to leave sniffing out destroyers to other ships if there's any enemy support even vaguely present. Verdict: Hella poor. Her Hydroacoustic Searchi is really good, but the opportunities to use it offensively are limited to your opponents being really stupid or just-plain blind. Final Evaluation Remember how much of a fuss was made over Bayard's firepower when she was released back in July of 2019? Mainz is on that level and, what's more, she survived patch 0.9.2 intact. That can't be said about any other light cruiser short of Mogami 155mm. Now this doesn't make Mainz "the new Bayard" -- not by a long shot. Frankly, there's a lot about Mainz that sucks. My bias is to nay-say her agility most of all; that's certainly the area where she differs most from the French demon. I'm still pretty miffed by her armour profile. Without armour, speed is king and Mainz just doesn't have it. Troll citadel protection at point blank range is nice and all, but it's so seldom going to come into play -- not when everything else thrown at her can penetrate (HE) or overmatch (large caliber AP). I don't have anywhere near the confidence in Mainz's ability to dodge in open water as I did with faster ships. The challenge with Mainz comes down to keeping her in the game long enough to make the theoretical potential of her weapons count. I don't feel that this is something many players will find easy in Random or more competitive battles, though it's dirt-simple in PVE modes. Veterans of Light Cruisers, particularly American ones, will have a better time of it -- just pull up your laundry list of workable islands and go from there. More power to you if you can wiggle and dodge to make open water play viable -- it wasn't something I had success with but maybe others can pull it off. Again, in theory, if you can make this work her potential jumps up tremendously and she'll rival what Bayard was one capable of performing. I honestly hope I'm making mountains out of molehills in regards to Mainz's drawbacks. I want this ship to be good and better than I perceive her currently. That's probably blinding me to the overall potential of this vessel. So take what I've said with a big ol' heaping tablespoon of salt. This is dseehafer's ship and I want it to be a good one. Conclusion March can suck it. World of Warships wise, my first couple of weeks was dominated by finishing London and prepping Cheshire. When patch 0.9.2 dropped and Cheshire was sidelined. All of my focus shifted to answering questions about IFHE. Then Wargaming announced to us Community Contributors that Mainz would be releasing April 1st and Cheshire's review again was pushed back in order to try and get this review out in a timely manner. This was annoying because that review is almost finished. Wargaming has changed the focus of the Community Contributor program away from providing previews of in-development ships and towards vessels as they're released. I'm shifting priorities to try and keep up immediately with the release schedule like I did in years previous. It's going to force a few changes in my review backlog, but hopefully it will ensure that going forward, anything new that comes out will have an article out almost as soon as they're released. That is, of course, barring the challenges of self-isolation. Please look after yourselves and your loved ones. Listen to medical professionals and do what they recommend as much as you can. May April be safe and uneventful, pun 100% intended.
  5. iamtheintrepidmouse

    Irian vs. Mainz -- Which to buy?

    So what's the difference between these two premium ships? Both look like Tier VIII CL shooty boats with torps. Both in the shop are around $45 (at the time of this writing). Which one would you buy and why?
  6. metalhualer5165

    German carriers will they be added

    Wargaming are you planning on adding German carriers to WoWs in a line or a premium ship. If anyone else thinks that German carriers may be a good idea to add this ship class to the German tech tree in a premium or a line let's talk about it. I think that adding German CVs will add more diversity to WoWs in gameplay and choices of every player in the game.
  7. HeavenlyWind_

    WarGaming...

    Dear WarGaming, STOP NERFING THE GERMAN SHIPS!! Thank you.
  8. Why does WG not place the Kaiserliche Marine flag ??? What's wrong with that ??? It is okay that the Nazi flag is censored, but the German imperial flag is not. It is also part of the history of history, it is not fiction, like the ARP. Kaiserliche Marine flags should be used by WW1 ships such as Dresden, Emden, Nassau, Kaiser (Hull A) Konig (Hull A) Konig Albert, Prince Eitel, Karlsruhe, Kolber, (V25, G101, V170 destroyers). even WG should make a collection of the Kaiserliche Marine, In this way we learn from the uniforms that you dressed the German sailors, their ships, their ports, their distinctive medals. that's learning from history.
  9. It would be great to have another German BB line buff along the lines of fire resistance. German BBs are effective when up close but it's hard to push up with confidence when HE spam is setting you ablaze every 5 seconds. Or maybe this could open up the possibility of a German-exclusive consumable which makes you resistant to HE fire for a period of time. Thoughts?
  10. Heyo, wall of text alert, enjoy the read, I've been wanting to get this off my chest for some time now. There's a WG stream going on as I write this, in which a buff to the German Tier X Cruiser Hindenburg was announced (also includes Roon, same buff btw). The buff in question was stated to be a decrease in reload from 11 seconds to 10.5 seconds. Now, let me start this by saying that I find it good that WG is finally getting around to buffing Hindenburg. The game has not been kind to her ever since her initial nerf where the reload was increased from 10 to 11 seconds. To list a few things that happened, we saw the large wave of buffs to numerous T10s which raised the average performance of the T10 ship, whereas Hindenburg around that time got nerfed. Republique saw more widespread use, for those of you unaware, Republique is one of the most terrifying ships to face in Hindenburg, more on that later. And last one worthy of mention are the Legendary Upgrades, where Hindenburg got a rather mediocre one, again more on that later. So, does this buff to her dpm finally solve the issues she has? In my eyes, no, it doesn't. It doesn't even touch her main issue, and that of the German T8-10 Cruisers. While the dpm was no longer what it used to be, it's still usable. Her AP hits just as hard provided it penetrates, the HE still penetrates the 50mm plating. She was never a dpm machine, more of an opportunist that would seek AP opportunities whenever possible. Same unfortunately also applies to her buff some time ago, where she gained an extra heal charge. A fifth Repair Party charge is a situational tool, only being of any use when four heals have been used and the fifth one gets activated. If this does not happen in a match, then this buff did not show any effect in said match. What is Hindenburg's main issue? It's a feature of her that got powercrept. For those that have been around for some time, the term “Battleship Hindenburg” should not be uncommon. This reputation was gained for a few reasons. For one the turtleback armor which allowed her to pull some ridiculous moves in brawls, and then most importantly the 30mm midship section which allowed her to bounce all AP shells but the ones fired by Yamato, Musashi and 457mm Conqueror (which no one used, that didn't change). So basically, angle well and you can absorb a lot of damage. She still has those 30mm armor. But unfortunately for her there are plenty of ships that have been released since then, and more in the pipeline. Republique being chief among them. Why her? Because she amplifies the problems that Hindenburg has. Hindy's sluggish handling is nothing new, so any Republique with two baguettes to rub together (lewd) will not struggle to land shells, and when they land, they hurt. And there is no way for Hindenburg to counter this threat at all. Angling doesn't work, the concealment is mediocre, so are her dodging abilities. What remains is literally running away and trying to slowly wear the Republique down while 10k damage salvos will return to you every 20something seconds. So in short, 30mm is no longer worth what it once was, and Hindenburg is among the ones that is hit the most by this slow process. What remains is the turtleback, but I shouldn't have to explain how passive the meta especially on NA is. Anyone hoping to capitalize on the turtleback on a regular basis will be left disappointed. Is this an unsolvable issue? No. It can be fixed relatively easily, and WG already set the foundation for this some time ago when announcing possible upcoming changes to the midship plating of cruisers. Exactly the issue Hindenburg has, midship plating. Since then this idea has been surrounded by silence from WG's end, though I spent time on thinking about what possibilities there are for Hindenburg. Since this would be a significant buff to Hindenburg's survivability, it should not surprise that there has to be something in exchange that Hindenburg will sacrifice. For this the most suitable thing would be the third (or fifth if maxed out) Repair Party charge. So while Hindenburg gains the ability to avoid more damage, she pays by being able to recover less damage. A good trade-off. As clarification, these values would only affect the midship section, meaning central upper deck and upper belt. Bow and stern remain untouched. 31mm: An unconventional value for sure. This mainly excludes overmatching from Republique's 431mm guns. 32mm: Widely known value. No overmatch from guns up until 457mm, and German 128mm Secondaries lose the ability to penetrate the armor without the IFHE-skill 33mm: Again unconventional, but this one does a whole lot more. No AP overmatch at all (like Moskva/Stalingrad), Japanese 100mm+IFHE and up to 152mm+IFHE will no longer penetrate the midship section. Heavy Cruisers remain completely unaffected. 34mm: 203mm HE and 155mm+IFHE no longer penetrate the midship. I do not want to say “Option X is the best, because I know for sure”. I don't know for sure what would be the most balanced option. Hence why I listed them all. For one they provide food for thought, and secondly it would be more logical if WG tested Hindenburg with these values to determine which one is the most balanced one. As a final word, or sort of, how does this transfer to Admiral Hipper and Roon? They have similar issues, and Roon is evidently in need of buffs as well while Admiral Hipper and Prinz Eugen are at least indicated to be rather poor, given the server stats we can access. This concept should thus be applied to them as well, and the question arises how much the midship armor could be. 28mm: Doesn't change anything of significance. No really. 29mm: 413mm and below will bounce, however GK's 420mm shells and anything larger will slice through like a hot knife through butter. Want to make the 420mm guns have some sort of overmatch advantage, this is how you do that. 30mm: Same old, no overmatch from less than 431mm, 180mm HE shatters Different values can be applied for different tiers, obviously. But is an improved miship section desirable? Personally I shall say, most certainly. The beautiful thing about midship sections in that armor range is that they do not affect your gameplay unless you captalize on them. Show broadside and it'll do nothing. Sit nose in and again it won't do you any good. Only when being properly angled and when keeping the surroundings in check will this pay off. In other words, midship armor can be a skill-based option to migitate incoming AP fire. I say very much yes to this. Cheers~
  11. So, I saw the WIP premium cruiser Siegfried, and I was thinking, it looks a lot like the Fredrick Der Große. Is this perhaps a coincidence, is this intentional, or is there no connection between the two whatsoever? To me, it is kind of similar to the Scharnhorst and the Gneisenau in game. What I mean is, The Scharnhorst is somewhat lesser than the Gneisenau, while at the same time being a really good ship on its own. It is somewhat lesser than the Gneisenau because it has smaller guns, and having a harder time dealing with battleships. But it is better than the Gneisenau in the fact that it has more guns, better HE shells, and a shorter reload time. I don’t know how to compare the FDG to the Siegfried, but I am sure that there are some comparisons. One that I can immediately think of, is how the FDG is a battleship with more guns, while the Siegfried is a Cruiser with smaller guns. The FDG and the Siegfried also look similar. IDK about else, but the Siegfried looks like what I’d imagine the FDG would look like if it was a cruiser. Does anyone else share similar thoughts? Does anyone else’s opinions differ from mine? Does my opinion make sense? Please let me know what you think! Feel free to share you opinion!
  12. HeavenlyWind_

    German T10 Premiums

    When are we gonna see some German T10 premiums? Seeing how they are the only main nation in the game without T10 premiums. German T10 prem H-class BB with 457mm guns? (or maybe even 480mm lol.) Lutzow?
  13. rooster_007

    What is the best cruiser line?

    I'm going the american heavy cruisers, american light cruisers, and german cruisers. I do have an Atago and I was wondering what other line I should go up. Any suggestions?
  14. CelticArchangel

    German Commander

    Just curios on when we will be getting a German commander for reward missions. The Japanese and American lines got theirs right away and seems fitting given how they had arguably the biggest naval impact in WW2 and were first in game. Then a Russian commander was released and again, makes sense given the fan base, etc. ...then we got a French commander maybe 5 mins after that national tech tree was released. Any chance they might have a German commander in the works? Just kinda feels like that nation is being skipped over when compared to it's release date and population of active German warships in any given amount of games.
  15. I was attempting to put IFHE on my Bismarck to boost its secondaries, but the option was locked. Is it possible to put IFHE on the Bismarck and if so how?
  16. I was doing more research on the Bismarck, and I was taking a look at the swastikas on the deck of the Bismarck, and I was wondering, how were they put on the decks? Were they painted? Were the teak boards dyed? Were the swastikas made with metal sheets that were colored or dyed? If someone could answer my question(s), I’d really appreciate it!
  17. Its probably best if you just glance over the Underlined and bold parts. Its quite long. Plz reply and share your experiences. Hi everybody! I have been looking around at other forums and have thought that It would be a good idea to have one, big, main forum where everybody can voice their opinions (i.e. rage and complain) about the recent carrier rework. I have been getting several different opinions about what the carrier rework and hotfix has done to our warships. I have been looking around to see what kind of different opinions we have been getting about the carrier rework. From what I have currently seen, the most trouble has come from destroyers. The complaint is that aircraft spotting is too good, and that they are permaspotted and shelled by everything in the vicinity. The same can be said about scout cruisers, which lack the AA defense to repel concentrated air attack, and who cannot output enough damage to repel the hail of fire that the rest of the battle fleet will throw at it. This also does not allow it to spot other targets, voiding its purpose. Light and Heavy cruisers can output a substantial amount of AA firepower, but only the most powerful light cruisers and the most AA oriented heavy cruisers to repel a concentrated air attack. Under constant attack from my fully maxed Lexington, only the enemy Atlanta, AA spec Cleveland, a new Orleans with defensive AA fire, and a trio of battleships pooling their AA could prevent themselves from being decimated by my aircraft (even the AA ships still took minor damage from the remains of my squadrons). Light cruisers that shoot from behind islands are immobile, and vulnerable to attack from bombers and torpedo planes. Heavy cruisers, especially those with an AA focus, are the only ships capable of repelling constant attack by same tier carriers without major damage. Most battleships, with the exception of high tier American ones, generally have crap or mediocre AA, and need an escort or a division to pool their AA. However, concealment isn't really that important, and all BBs can take a hit, so other than being unable to dodge torpedoes, they did OK. The main consensus is that CV's are not that fun to play against. On top of that, It is hard to repel air attack, and being permanently spotted is deadly for most light cruisers and destroyers. I have also heard complaints from the aircraft carrier community. The US Cv community, complains that dive bombers require too much RNG and that the torpedoes don't do enough alpha. The IJN community is having trouble with AP bombs and the bomb sights, which are accurate but hard to use. The british CV line is still going through buffs and nerf at an alarming rate. Right now (2 patches from now this could have changed entirely) the british CV community complains that the short arming distance torpedoes are carried by aircraft that lack the health and speed to reach their target, and the bombing runs are rather flat and sort of have a forward rather than a mostly down trajectory. On top of that, all Cv's are having trouble doing reliable damage to ships. For example, American CV's struggle to inflict damage with bombs to well armored battleships, whose deck they fail to penetrate, and maneuvering cruisers, which they lack the accuracy to hit. Many Cv's complain that other ships do damage and earn credits farming damage off of cruisers and destroyers that they spot, while the CV hemorrhages aircraft trying to get damage done and the cruisers and destroyers rage over being spotted and focused down by the rest of the enemy ships. In conclusion, I believe that carrier spotting mechanics are a death sentence for any ships that rely on concealment. I also believe that Carriers fail to do much damage due to the fact that their planes, while fast, have too little health or maneuverability. Also, Carriers don't like being up-tiered. I look forward to your opinions and ideas about how to fix the carrier. Please PLZ! comment below. Photo gallery:
  18. So any guesses? Obviously a super cruiser right (TIX/TX). Maybe the O-Class? If it is an O, IDK how I feel about a Super Cruiser able to overmatch MOST cruisers at tier, even with just 6 guns. Could be a D or P class, but those would be too undergunned for high tiers and odd at mid tiers. Update: It's a T9 O-Class: German cruiser Siegfried, tier IX Siegfried has a very large caliber even within the range of other large cruisers — 380 mm. Despite the fact that the ship has only 6 guns, it is more than enough considering their accuracy, which is an unusual trait for large cruisers. In addition to that, this German Vessel is equipped with a special Hydroacoustic search, increased penetration HE shells and good armor capable of “tanking” enemy shells. Hit points — 62850. Plating — 27 mm. Main battery — 3x2 380 mm. Firing range — 20.6 km. Maximum HE shell damage — 4400. Chance to cause fire — 34%. Maximum AP shell damage — 11600. Reload time — 26.0 s. 180 degree turn time — 36.0 s. Maximum dispersion — 175 м. HE initial velocity — 820 m/s. AP initial velocity — 820 m/s. Sigma — 2.05. Torpedo tubes — 2x4 533 mm. Maximum damage — 13700. Range — 8.0 km. Speed — 65 kt. Reload time — 90 s. Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km. Secondary Armament: 7x2 128 mm. AA defense: 7x2 128.0 mm. 12x4 20.0 mm. 8x2 55.0 mm. AA defense short-range: continuous damage per second — 343, hit probability — 83 %, action zone 0.1–1.5 km; AA defense mid-range: number of explosions in a salvo — 9, damage within an explosion — 1190, continuous damage per second — 569, hit probability — 88 %, action zone 1.5–4.0 km; AA defense long-range: number of explosions in a salvo — 5, damage within an explosion — 1540, continuous damage per second — 150, hit probability — 88 %, action zone 4.0–6.0 km; AA sector reinforcement — 25%, sector reinforcement time — 10 s, sector reinforcement shift time — 10 s. Maximum speed — 33.5 kt. Turning circle radius — 880 m. Rudder shift time — 14.0 s. Surface detectability — 15.1 km. Air detectability — 10.7 km. Detectability after firing main guns in smoke — 13.8 km. Available consumables: 1 slot — Damage Control Party. 2 slot — Hydroacoustic Search (action time: 120 s, detection of ships: 6 км, detection of torpedoes: 4 km) / Defensive AA fire. 3 slot — Fighter / Spotting Aircraft. 4 slot — Repair Party. All stats are listed without crew and upgrade modifiers. The stats are subject to change during testing.
  19. I have a Captain with 10 points that I'm using for the German cruiser line. Currently on the tier 4 Karlsruhe. I'm new at this. I started with Priority Target and Expert Marksman. I was going to do Superintendent 3rd but there is a line through it with the message "the skill is inefficient with the ship's selected configuration". Most skills I've seen for the German cruisers use SI for the 3rd skill. Should I just ignore that message and continue with SI? Also, was thinking CE for my 4th skill. Please let me know if you have other suggestions to consider. Thanks
  20. I just started grinding the German BB line the other night as something different (I play mostly IJN CA's) and have been reading up on what people take as commander skills, but a lot of it seems outdated. Any recommendations for the current meta?
  21. Have at it, boys! I own both Premiums. Only played them a few times. I was able to purchase waaay beyond my skill level. Now I'm coming back and am learning that I think I bought wisely, even in my ignorance. I think I'm mostly a cruiser guy, but also own the Alabama, Roma, and a couple other BBs. Please help me (and our viewers) out. Talk among yourselves....
  22. Please comment good or bad feedback is more than welcome thanks in advance!
  23. KSN

    Mean Z39

    Das Gud Bote! ... and the replay:
  24. Durante un largo tiempo me he dedicado a recolectar información sobre ciertos buques construidos durante, entre, y después de las guerras mundiales y que podrían destacar como candidatos al juego que actualmente nos presenta WG. Traté de meterme en la cabeza de los desarrolladores deduciendo las ecuaciones a partir de las cuales se determina los puntos de vida de cada buque basándose en el deslazamiento de este, aunque como se darán cuenta algunos no concuerdan con los presentados en el juego. Algunas ramas también presentan problemas relacionados con la ubicación de sus buques en el tier adecuado, como es el caso de los destructores franceses e italianos, otros como los cruceros japoneses presentan problemas por la información poco clara respecto a sus desplazamientos en tonelaje, y para el caso de algunos portaaviones, sus valores de HP están calculados basándose en su desplazamiento estándar y no su desplazamiento a plena carga, como en el caso de Kaga. Algunos buques no están situados en el mismo tier en el archivo que en el juego, eso se debe a una diferencia de opiniones personal contra WG. También hay buques que no están dentro de las ramas pero se indican en las tablas o debajo de las ramas mismas, esto se debe a que su ubicación es difícil de decidir. Las ramas están ordenadas por colores y estas incluyen; portaaviones, conversiones a portaaviones, acorazados, cruceros de batalla, grandes cruceros, cruceros, cruceros antiaéreos y destructores. Los asteriscos representan navíos que fueron inventados por el equipo de desarrollo de WG. Las fechas indicadas entre paréntesis indican que el buque es un diseño que nunca se construyó o terminó su construcción y el año indica su fecha de diseño. No se incluyen barcos que pertenezcan a clases ya mencionadas en naciones mas grandes, un ejemplo claro sería el crucero argentino General Belgrano que ya está representado por la clase Brooklyn. Los cuadros de distinto color dentro de las tablas de HP representan tonelajes modificados por WG o por mí haciendo referencia a un incremento del tonelaje original debido a una modernización ficticia del buque. Los nombres de los buques dentro de las tablas de HP que están centrados no obedecen la ecuación principal para la clase, como es el caso de los grandes cruceros que no siguen la ecuación general de los cruceros y por eso tienen una ecuación propia. Lo mismo ocurre con algunas de las naves convertidas a portaaviones, que por su excesivo desplazamiento, tienen una ecuación diferente a la del resto de los portaaviones. Espero sus comentarios y sus críticas. Compartan si lo consideran oportuno o interesante. https://drive.google.com/open?id=1wckrRPErjwJ46erYOaJ1Cx3ycs8AClPx
  25. NeutralState

    T9 KGM FXP Ship?

    Hoping for one of the H class ships with 20 inch guns (H44). It'd be HILARRRRIOUS
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