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Found 58 results

  1. When a cv grows balls

    this has to be on of the few times rushing B works.
  2. Introduction This topic is entered in the game play section of the forum because it not only concerns Aircraft Carrier game play but overall game play in WOWS. The vaunted WOWS "Carrier rework" has been mentioned on and off over the past two years. During that time the current state of affairs of Aircraft Carriers in WOWS has not been significantly altered by meaningful changes let alone improvements. The only two noteworthy changes with regard to Carriers that have been implemented are (1) the new Flight Modes of the USA Carriers that was introduced at the end of 2017 and (2) the vastly increased number of new ships with very powerful Anti-Aircraft setups and/or Defensive Fire AA (for example ALABAMA, MASSACHUSETTS and the five new USA light cruisers). As a result there remains a virtual absence of meaningful WOWS Carrier changes to address some of the major Carrier related issues. The vaunted WOWS "Carrier rework" will in all probability not be implemented until somewhere around late 2019 at best, in other words it is a long term event. In order to improve the Carrier game play that currently exists in the short and medium term, that is in 2018-2019, some plausible solutions can be proposed and implemented to address the most serious issues for the benefit of both the opponents and proponents of Carriers in WOWS. This topic therefore aims to offers such possible and plausible solutions for the 2018-2019 short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The solutions proposed are intended to be ones that can/should be fairly easily implemented by WOWS Developers with a minimum of effort and all need to lie within the framework of the current Carrier and general WOWS game play and game play mechanisms. In other words, the solutions proposed in this topic are NOT intended as radical solutions which are a full departure of the current WOWS Carrier game play and current overall WOWS game play. Instead the solutions proposed want to build on the strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. The Current Carrier Related Major Issues Proposed Short and Medium Term Carrier related Solutions The individual solutions proposed in this section are to be regarded as possible solutions for the short to medium term to improve Carrier game play from the perspective of both the opponents and proponents of Carriers. The idea is to offer solutions that should be fairly easily to implement by WOWS Developers with a minimum of effort and that lie within the overall framework of the current Carrier and general WOWS game play and game play mechanisms. As such these solutions are intended to build on the existing strengths and possibilities of the current WOWS Carrier game play and current overall WOWS game play. SPOTTING SOLUTION (Alternative A) SPOTTING SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative A) FIGHTER SOLUTION (Alternative B) FIGHTER SOLUTION (Alternative C) INVISIBLE SHIP AA FIRE SOLUTION DEFENSIVE AA FIRE SOLUTION DESTROYER PROTECTION SOLUTION CRUISER AND BATTLESHIP PROTECTION SOLUTION UNIQUE AND LEGENDARY COMMANDER CARRIER SKILL SOLUTION COMMANDER CARRIER SKILL LEVEL 1 SOLUTION COMMANDER CARRIER SKILL LEVEL 2 SOLUTION PLAYER BASE EDUCATION SOLUTION TIER 5 CARRIER SOLUTION CARRIER-AA DIVISION SOLUTION NON-USA BATTLESHIP AP BOMB VULNERABILITY SOLUTION
  3. https://www.twitch.tv/videos/281773707 I have the full video on my stream, if you want to watch it. Enjoy the stream highlight, and the balance. Twitch Link - https://www.twitch.tv/mr_balance
  4. TL;DR - Collectors and Fans don’t care about the rework; put it in the premium shop for advance pre-order. You promised after 3 months it would be available for purchase; please keep your word. *UPDATE: Topic of Graf Zeppelin discussed. As a veteran World of Warships player, and have purchased many premium ships from WGing, and having been involved with this wonderful game since 2012; but am concerned that a rumor floating around may end up being true, that new sales of the Graf Zepplin will either not occur due to the rework or be so extremely limited (like the Nikolai was) so as to be missed by normal people that have to go to work? That the 'only' reason that I did not buy this ship when it was released was due to overwhelmingly negative Community Contributor feedback and reviews pleading with players to NOT PURCHASE the ship to discourage the release of broken ships for World of Warships. Normally I do buy dull ships, like Prinz Eugen, with the knowledge that eventually maybe they will be made better or special - this is the one time I did not do that. And while all of these were voluntary choices, I have been waiting patiently, but anxiously, to purchase TWO Graf Zepplin's; one for myself and one for my teenage son's account. Particularly for my son who is an AVID carrier player, and highly ranked in competitive game play. Therefore, I am writing to debunk this rumor, and/or understand precisely when the Graf Zepplin will become available for re-release public purchase; and if there is any ability to pre-order this ship to ensure purchase despite the decision to rework the CV game play (I'm still sore for missing the 1 day 'unannounced' sale of the Nikolai), because ultimately fans and enthusiasts want to buy this ship and want to support World of Warships. In my mind, putting out a preorder for the Graf Zeppelin, with a full disclaimer that the CV line game play is being reworked, will both afford WGing of keeping a promise and knowing the level of player support for the CV class (and a little extra money to spur development never hurts). Information on this subject would be greatly appreciated. Thank you.
  5. Graf Zeppelin...What?

    Good grief, what even is Graf Zeppelin? The option of having a 10-plane fighter squadron (when I first saw it, I literally stopped and counted the fighters out of sheer shock) with possibly the most powerful strafe in the game? Torpedo bombers that can equip deep water torpedoes? AP dive bombers that simply ignore all attempts at evasion and delete ships left and right? Secondaries to put Kaga to shame? Bloody hydroacoustic search? I honestly don't know what to say. This ship is just a pile of random gimmicks blended together, and the worst part is, it works. Somehow, all these gimmicks make it so that only Enterprise can provide reasonable competition. Shokaku and Lexington are left in the dust. Even if Graf Zeppelin retains its advantages against the silver CVs, might I ask that WG cut down on the sheer number of gimmicks on premium CVs in the future? This ship is like an Enterprise, Bismarck, and a Pan-Asian destroyer blended together into one...thing. Sorry, I just needed to vent a bit after watching iChase's video.
  6. Hello, I was looking at the GZ in my port and noticed that some of the 109s on the rear of the deck have their tail landing gear floating. I would really to see this fixed but I know that minor modeling issues aren't that big of a issue. Thanks for all the work yall put into the game, can't wait to see what's next.
  7. "GZ is more or less fine stats-wise, but it will still unfortunately going to be controversial. We're to blame here, both for general state of CVs in the game and for letting GZ-gate to happen in the first place. Now we're doing the best that can be done in current circumstances , but CV rework should erase such problems conceptually." "well I doubt we will rush her sales now, but cannot promise anything here. I'm not in charge of prem shop." So GZ will remain toxic (good/bad news, depends on which side of the fence you are on) GZ is unlikely to return to the Premium shop for a long time.
  8. Rumour control

    Hi WG Can we please have a official announcement on the fate of KMS Graf Zeppelin in regards of it being sold in the premium shop as word going around is that it will not be sold in the near future. Despite the habitual whiners who complain about anything from the colour of there tooth paste, forcing the disarmament of the " Principality of Andorra's'' nuclear arsenal and CV's in game, some people actually want to buy this ship even if they play it in Coop or just have it as a Port Queen. So if WG would be kind enough to give us CV fans a statement as to what is going on with this ship it would be nice since the official testing of it finished on or around the 23rd of February 2018 and since then there has been nothing official from WG to my knowledge. regards #SETTHESTUKASFREEWGSELLGRAFZ
  9. Graf Zeppelin Appreciation Society

    I have created a discord server for players who own the Graf Zeppelin to have a place to share their clips, screenshot, or just to chat and share with the community. The discord is open to everyone feel free to join and enjoy the clips and screenshots. Here's the link https://discord.gg/PZ47db8
  10. I frequently realize that I have the ability to rather profoundly state the obvious, which may well be the case here. With this in mind, I am a dedicated, but casual player that focuses on playing Premium ships in PvE matches. I have been watching with interest the development of the Kronshtadt, as I love Russian Cruisers, and had certainly considered getting her, if possible, as a FXP ship. I thought it interesting that she was seemingly carefully designated as a "Cruiser" versus a "Battlership" in spite of her large size, main gun caliber, and elevated health pool. She did though have relatively low armor protection and comparatively high dispersion. The combination of these did seem to indicate a specific optimal role for this ship although what role that might be was unclear. While it could be a great cruiser-killer, battleships already do a pretty good job at this and I thought that regardless of how high her health pool was that she would be a great target for every BB in the match and that with her low armor that any 15"+ round would readily penetrate and seriously damage her. I started to wonder if this ship was "an answer in search of a question". During this time I also was watching development of the Asashito and the videos of the devastation it wreaked on BBs, but not interestingly cruisers. Along with this I noted the redevelopment of the Graf Zeppelin and its ability to wreak BBs at will. I read that WarGaming was stating that there was an intent to decrease the number of BBs in matches and it was clear that these two ships could certainly cause people to perhaps decrease the rate of play of mid to high tier BBs, for example, the top played ships in the game, as recent reported. I realized at that point that the Kronshtadt had found the question it was searching to answer: "What is the best ship to play in a BB-depopulated (or absent) meta?". Of course, this would be a battle cruiser that would have the biggest non-BB guns, large health pool, and armor capable of protection from , say 8" guns that might then be the main rifle caliber. She would become the biggest and baddest ship afloat immune to Asashito torps and perhaps less susceptible to devastating strikes from the GZ. This change could cause people to seriously consider getting her, and other "Battlecruiser-type ships, where in the absence of such a possible decrease in BB population this might not be the case. It will be interesting to see how things develop, but I am willing to say now: "Well played WarGaming, well played".
  11. Graf Zeppelin

    So I logged in to look at my Graf Zeppelin and for some reason I had to spend XP and credits on the second loadout any reason why, and I don't have my perma camo for not returning the boat.
  12. Two weeks later

    I was just curious why the Graf Zeppelin facebook was made at all, it was supposed to be used to include the owners and inform us of any new information, in reality it has never done any of that. I am glad that the ship testing finished two weeks ago and we still don't have an update or the ship. Thanks for creating another place to ignore players. Keep it Phun and Engaging
  13. Graf Zeppelin Original

    I am basically making this post to complain because I'm annoyed. I would say that the Graf Zeppelin is my absolute favorite ship in the game, I enjoyed playing it from the start even when everything about it was horrible. I was really hopeful at the start when Wargaming decided to reward and include those that purchased the ship and decided to keep it to participate in the testing process. I guess now that the "Testing phase" has come to an end I don't feel like anything we really said was heard and most of us were ignored. I mean here we are seven months later and what has changed. We have six fighters per squadron instead of the previous five, the fighters are classed as T7 instead of T8 to benefit from a captain skill, the drop reticle was changed to a circle to assist players who can't manual drop, the ship was given an amazing consumable called hydro (So useful), They tweaked the 105's on the deck to work properly, and. I guess the above doesn't even matter the Graf Zeppelin is going in the wrong direction, I don't want a CV that has the potential to one shot other players with a single left click, I want a carrier that can compete with the Shokaku and the Enterprise. I don't see how Wargaming can sit there and actually think that the loadouts they've chose can actually do that. I mean honestly do they truly think that one fighter squad with nine planes that doesn't even have enough reserves to replenish the fighter group once can compete with the reserves and squads that the Shokaku and Enterprise have. I mean even if you play either loadout well the 1-2-1 with seven fighter reserves or the 2-0-3 with twelve fighter reserves how can you hope to maintain Air Superiority. I mean you can do this if you end up playing against horrible CV players but I mean honestly. I would be so happy to see the Graf Zeppelin actually created to be able to compete with the other T8 CV's, I don't mention the Lexington because honestly the Lexington is a horrible CV even compared to the original Graf Zeppelin from Gamescom. I don't even know what the post will accomplish most likely it will do nothing at all as most the players who have been trying to steer the Graf Zeppelin in a proper direction from the start and have been ignored. I have watched how included we were in picking the Graf Zeppelins special camo which consisted of spamming a single thread on Facebook with ideas, and then Wargaming did what they wanted without picking a few and letting us decide. I mean don't get me wrong I think they did a great job with the final camo and I honestly like it. I guess I am just upset at watching players outright ignored or whenever trying to talk to a wargaming employee they ignore you and spam photos of baby seals until you stop trying to talk to them. I don't have it in for Wargaming, but I did expect more from the test phase and I guess I expected them to take advantage of the test phase and show us that they actually want to listen to what we have to say about the ship and bring the community closer together. Oh well though I guess I'll just learn to expect less and not to expect more from the company and how they handle the community. I started typing this and about a ways through I realized I was only venting and figured there was no point to complain, one post won't matter compared to the last seven months of posts and complaints, one more won't matter. Never forget "Year of the CV" and if you're not having "Phun" and being "engaged" it's not Wargaming approved.
  14. With this test being touted as the last test of the Graf Zeppelin it must be time for a final review. So get comfortable and grab some snacks as this is going to be a long one. Starting with the ship, 52,600 hit points with heavy cruiser like armor. 32 knot speed and an 11.9 km detection range makes the ship handle like a large heavy cruiser. The AA defense is rather German, good DPS but lack luster range. Then there is the secondaries, honestly they are the most underrated part of the Graf Zeppelin. 6 twin 105s and 8 twin 150s stand guard over your local area. Even with half of your 150s on one side you still have 8 150s and all 12 of your 105s meaning that you have more secondaries than Bismarck able to engage to either side. With a 6.25km base range it is better than any other carrier, and if you secondary build Graf Zeppelin you can get a max range of 9.4km. Now the obvious question will be “Grathew, it’s an Air Craft Carrier why would you secondary build it?” The answer comes from the dispersion of these secondaries. While I don’t have any solid numbers from what I have observed in battle they appear to have manual fire control for secondaries already applied. I would say my secondary gunners would land 5/6 of their shots on target. So with more guns than Bismarck, more accuracy than Bismarck and enough armor to survive close quarter engagements with most same tier cruisers and some battleships. Once you add in the airstrikes you become a terror to engage at close range. Now don’t get me wrong, you can’t brawl like Bismarck or Tirpitz but you can do good work against cruisers and low health battleships. Not to mention any destroyer that comes to engage you unprepared will melt to your relentless secondary fire. Moving on to the aircraft there are two different load outs 1-2-1 and 2-0-3. Starting with 1-2-1 you get effectively a double strength fighter and dive bomber squad with 8 aircraft in the fighter wing and 9 in the dive bomber wing. The two torpedo bomber squads are a more reasonable 5 aircraft per unit. With choices between standard or deep water torpedoes and AP or HE bombs there is a lot of flexibility here. The 2-0-3 has five aircraft a squad and can only load dive bombs either AP or HE. Not as flexible from the air attack side of things it is way more flexible on the air defense side of things. All in all the 1-2-1 isn’t as forgiving as the 2-0-3 due to the low number of reserve fighters. Starting with the torpedoes either standard or deep water tradeoff for the deep water torpedoes is a higher flood chance for not being able to torpedo destroyers. All in all I would recommend deep water torpedoes as with at best 38 knots you aren’t likely to hit destroyers anyway, although with that said you only need to land one or two torpedoes to kill any destroyer you’ll come across with the 10,500 alpha damage. As for the bombs the AP bombs have 105m dispersion deal 8,400 damage a citadel and will citadel anything with a citadel. Battleships will take the most due to being larger than cruisers and thus meaning more will land on target. On the other hand the HE bombs deal a max of 11,100 damage and have best in game fire chance. They also have a 120m dispersion around the point of aim. While not accurate enough to remove the RNG from destroyers it is accurate enough to reliably land a bomb or two usually effectively removing the destroyer from the game. On to the fighters and bombers, ironically enough these two aircraft complement each other rather well. The Bf.109T is a fast and hard hitting tier 7 aircraft. With alright DPS at 67, wonderful speed at 175 knots and disappointing load out and survivability. The Ju.87 on the other hand is a wonderful attack aircraft. While not fast at 135 knots it has good suitability and the weapons it carries are more than make up for the slow speed. When you take this mix of fast but fragile fighters and slow but strong bombers and add in the 5 second take off time, and faster rearming cycle on the deck you can get some amazing performance. With the upgrades I’ve chosen to run my torpedo bombers will rearm and be in the air 15 seconds after touch down, or I could cycle all three of my dive bomber squads in 20 seconds. Which if you are in a close quarter’s engagement with the secondaries firing away and your bombers dropping on the same target, Graf Zeppelin transforms into some kind of super Shimakaze or a Bismarck Conqueror hybrid. In my personal opinion this is what sets the Graf Zeppelin apart from all other carriers. For example I remember one game where it was a three v four, there was myself in Graf Zeppelin, a Duke of York and a Benson fighting an Alabama, Duke of York, Atlanta and Benson. After finding the Alabama and Duke of York I began to work over the Alabama with HE bombs, this frustrated the Alabama so he came to kill me. With proper angling I bounced most of his AP salvo and let my secondaries and Stukas burn him to the ground. He traded a full health Alabama for 60% of a Graf Zeppelin. Now I can’t recommend employing this capability from Graf Zeppelin often, but if you decide to take Basic Firing Training, Advanced Firing Training and the Secondary Modification 2. It grants you a level of independence not found in any other carrier. Also ironically enough if you end up in a squall that limits render to 8km if you have the 9.4 km secondary firing range you can shoot from outside of the usual render range with some impunity thanks to your aircraft being able to spot for your secondaries. Whether or not this is an oversight by Wargaming I don’t know but it has led to some amusing situations during my testing. All in all I find it hard to not recommend Graf Zeppelin if this truly is the final state of the ship. The strike power is good with any combination of load out and weapons. The fighters are good enough to work given enough micro management and player skill. With a secondary build you gain the unique ability to ignore destroyers who come to hunt you and some of the lower tier cruisers. A standard aircraft carrier build gives a comfortable carrier to play with, with fighters that require a bit of babysitting and bombers that should strike fear into the opposing team.
  15. Graf Zeppelin lacks a 6th upgrade slot, which means its fighters can neither benefit from a 5% speed boost module (Flight Control 2) nor a 15% attack aircraft hp boost (Air Groups 3) nor even a boost to secondary battery reload times (Secondary Battery Modification 3) Rather than complain about the fighters being down tiered, or 2 weak, testers hoping to improve the GZ fighters would do better to argue for this extra 6th upgrade slot, to ensure GZ is treated as an equal to the Enterprise. Currently, there is an objective need for an essential buff, for this ship. I look forward to enthusiastic support from the community on this matter. Nutty.
  16. The following is a PREVIEW of some of the upcoming Premiums which Wargaming very kindly provided me. The statistics discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. Wow, it's been a bit of a drought for premium ship reviews. It's not that I haven't been busy -- I just don't know exactly when the next full review will be published. This all hinges on when Wargaming decides to lift the content embargo. I'm done writing my T-61 review. Gascogne is well underway and so too is my write up on Massachusetts. There's a whole list of premiums still stuck in limbo and I have no idea when any of them are coming out. It's not like new ships aren't being added all of the time, either. There's new ships coming with more on the way. Here's a quick look at four that are on my plate right now. 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. As a Canadian desperately waiting upon HMCS Haida, I have a vested interest in how HMS Cossack's development proceeds. This British Tribal-class destroyer has had a lot of teething problems, most notably caused by her single torpedo launcher and the limited firing arc of her gun turrets. Wargaming is handling this ship well, in my opinion, providing small improvements with every new build. Currently, she's a wonderful support ship. Between agility, stealth and her Hydroacoustic Search consumable, she plays well on the front lines. I treat her like a 4-gun destroyer and she doesn't disappoint me. It's only when I sit in smoke that I'm ever able to bring all 6 guns to bear reliably and this is working out. As comfortable is she is in terms of handling and spotting, she doesn't deal damage very well at all. I've made a few suggestions -- my favourite being to give her the equivalent of British cruiser AP shells for her 120mm while still retaining her HE shells too. This would make her feel like a specialized gunship and it would give her some teeth against larger vessels while still maintaining some flexibility against other destroyers. Oh boy, am I going to be glad to see the tail end of the review on Graf Zeppelin. My experience with Graf Zeppelin, particularly out-of-game, wasn't exactly pleasant. Still, she appears ready -- maybe even a little over tuned in regards to her striking power. However, the struggle with her fighters makes her feel closer to balanced; at least so long as you're not the ship she instantly deletes. Sung to the tune of Disney's "Gaston" from Beauty and the Beast. Like Cossack, Gascogne started off underpowered and has slowly (ever so slowly) crawled her way towards relevance. Her biggest flaw is that she's under-gunned. Still, the ship itself is very nice in almost all other categories. If you can look past her gunnery problems, she's a nice ship. Still, fewer ships have given me as much grey hair as this one and I haven't enjoyed my time with her at all. This one was a complete surprise. While some people have compared Asashio to Shimakaze, the more apt comparison, in my opinion, is to the pre-nerf Shiratsuyu. Good gravy, is this boat hella fun to play. She's going to be one of those ships that doesn't have a particularly high win rate, but good lord, the damage she does will be insane. I expect nerfs before release here. Conclusions I'm expecting to see Gascogne and Graf Zeppelin make it out of testing in their current builds. Asashio, in my opinion, could be released as is too, but I fear she'd do a little too well. Cossack, meanwhile, still needs some TLC -- particularly in regards to giving her some striking power. I don't want to see her with Torpedo Reload Booster, though that may seem like an obvious fix. Maybe Cossack (and Haida after her) will need to be down-tiered. I suppose we shall see. Thank you for reading. It's been a fun weekend for me so far. My computer tried to die on me again, which sent me into a wonderful panic. Thank you to everyone that offered advice over Discord. I am grateful to my patrons on Patreon for helping support these projects and keep my poor computer alive long enough to write the next review. If you enjoy my work, please consider sponsoring.
  17. Graf Zeppelin Phase 5 Brief

    With the fifth version of the GZ TEST finally given to me I’m going to be delving into testing her for the duration of the test phase. But as I have already cleared the 9500 base exp mission I figured now would be a good time to explain what this version contains. The hull is almost exactly the same except now Graf Zeppelin gets hydro? I’m not sure what they were thinking at Wargaming but now every tier 8 German ship has hydro acoustic search. Other than that the 105 mm Duel Purpose guns now fire over both sides of the ship. All in all nothing too exciting. The aircraft are the same as previous versions: tier 7 fighters with meh HP, Load out and DPS; tier 8 dive bombers which are slow, but rearm quickly and get catapulted into the air for a quick take off time; tier 8 torpedo bombers which are just the dive bombers with torpedoes. Now the interesting part comes in with the flight control and weapons for the dive bombers and torpedo bombers. For flight control there is a choice between the popular 1-2-1 with 8-5-9 aircraft respectively and 2-0-3 with 5 aircraft across the board. From my limited testing both seem competitive although I would like a few more reserve fighters in the 1-2-1 as it seems you don’t get a full reload if you lose your squad. On the weaponry front the dive bombers get either the SC-500 HE bomb with 11100 damage and is the best HE bomb in the game or the PC-500 Paulina II the best AP bomb in the game. Both get circular drops of 120m and 105m respectively. Moving on to the torpedoes there are two types, standard and deep water. While the deep water’s increased flood chance (which isn’t listed in game BTW) may seem inviting it can still only hit battleships and carriers making the identical standard torpedo simply better due to being able to hit destroyers and cruisers. These torpedoes are slow and short running, having enough fuel for 1.6 km at 38 knots with torpedo acceleration or 2 km at 33 knots without it. However their damage of 10500 more than makes up for their lack of speed and range. Lastly just like the last few versions all aircraft take less time, about 5 seconds, to launch from the carrier deck and become controllable. Fighters rearm in 30 seconds with the 1-2-1 and 18 seconds with the 2-0-3 air control The dive bombers in the 2-0-3 take 11 seconds to rearm, as do the torpedo bombers in the 1-2-1 with the dive bombers taking 20 seconds in the 1-2-1. Please note that I do not use Air Supremacy, so the fighter and dive bomber rearm times will be slightly longer with the extra plane. My advice for anyone on the surface: Watch out for the bombers they hurt, a lot. For those commanding the opposing carrier: Your fighters will always out class the Bf.109 Ts that Graf Zeppelin has, so focus them first. Also the Ju.87 C while reasonably healthy is the slowest bomber at tier (135 to the TBM Avenger’s 136) so they can seldom escape a determined fighter squad. After a week or so of testing I’ll give a more in depth review of this most recent Graf Zeppelin iteration. TLDR; New Graf Zeppelin Testing round! It got hydro? Torpedo bombers have normal torpedoes with the same stats as the deep waters from before. Surface ships watch out for bombers, carriers over run the fighters than feast on the bombers. More GZ post to come. Links to the rest of my GZ posts if you are interested: Phase 4 testing (AKA the last round) A buyer's viewpoint on Graf Zeppelin (for sale ship after they removed it from sale) Aviation Cruiser Graf Zeppelin: Preliminary Report (few battles in the for sale ship) An Argument for Graf Zeppelin (pre-purchase thoughts and ideology)
  18. Dose anyone know if it uses the 1/6th or 1/4th rule for its secondary's penetration?
  19. It's that time. Let's take a trip down memory lane and talk about the best and the worst. I provide my own in the video and go over my reasoning. TL:DW Best: Harekaze, Nelson, Kaga, Alabama, Cesare Worst: Hood, Duke of York, Mutsu/Ashitaka, Huang Meh, Graf Zeppelin. Note, the worst might not be up there because they are bad, but because of controversy or under performing.
  20. Last test will be soon. But that's not the sign. She basically will be left with her original load out plus a torpedo load out with deep water as an option. Also sounds like someone listened to me she is getting acoustic search.
  21. Graf Zeppelin Vanilla

    I just wanted to make this post to see where other Graf Zeppelin owners stand and get your thoughts about the interest in keeping the original GZ Loadout (2-0-3) with the unique drop reticle and HE SC-500's. I am not saying the original was perfect, it wasn't by far I just know a handful of players who enjoy using the HE Bombs in game. I am unsure how the GZ will end up due to all the different loadouts we have had during the testing, or if we will have another set of tests in the future. I have enjoyed most of the different versions they have sent us so far, but I still really enjoy taking my original out of the harbor and burning players into the ground with it. I understand I am new to the game, forums, and that I'm an average player at best but I would really appreciate if the posts are kept on topic and not turned into a place to vent about how much you hate the GZ or the CV rework. If you have some amazing screenshots or clips of you playing the Graf Zeppelin I would love to see them. Wargaming, if the post gets the attention of players who are like minded I would like to know if this is possible. Have a great day
  22. Just found this: The Scharnhorst will get a new camo (Battle of the North Cape reward?) And from WoWs.ru: The HMAS Vampie will be a mission reward https://forum.worldofwarships.ru/topic/100099-боевые-задачи-декабря/ And this is the google translation 5-20 December. Hunting for the "Vampire" Another representative of the fleet of the Commonwealth of Nations arrived in the World of Warships. Do not miss the chance to get a Vampire III level destroyer for free! From December 5 9:00 (MSK) to December 20 9:00 (MSK) to you Another representative of the Commonwealth fleet arrived in the World of Warships. From December 5, 9:00 (MSK) until December 20, 9:00 (MSK) you will have a special chain of combat tasks. Note: you can perform tasks in cooperative battles. Taste of blood 1 In combat, sink 20 enemy ships. Reward: 20 sets of camouflage "Type 5". Available ships: IV-X levels. Available modes: operations, random and cooperative battles. The combat mission can be performed 1 time. Taste of blood 2 Win in 7 fights. Perform the task "Taste of blood. Part 1". Reward: 20 signals by Juliet Charlie. Available ships: IV-X levels. Available modes: operations, random and cooperative battles. The combat mission can be performed 1 time. Taste of blood 3 In battles earn 25 000 units. experience. Perform the combat mission "Taste of blood. Part 2". Rewards: 20 signals from Sierra Mike. Available ships: IV-X levels. Available modes: operations, random and cooperative battles. The combat mission can be performed 1 time. Taste of blood 4 In combat, inflict 750,000 damage per second. damage. Perform the task "Taste of blood. Part 3 ». Reward: 10 sets of equipment "Emergency Team II" and "Smoke Generator II". Available ships: IV-X levels. Available modes: operations, random and cooperative battles. The combat mission can be performed 1 time. The tasks of the battle chain can be executed 1 time and in the specified order. Reward for the chain - Vampire III level destroyer, slot and commander with 6 skill points. Good night, good fight Oh one more thing, those who suffered under early adopting bought and tested the Graf Zeppelin may get a extra camo *makes me wish I bought her*
  23. To put the TLDR; at the top: these two versions of Graf Zeppelin feel good, even if deep water torpedoes from the air are still dumb, the dive bombers seem very all or nohing and the fighters are glass cannons. Now to go into a bit more detail the two current test 1 and test 2. As WG has named all of the different phases test 1 and test 2 I’m going reference them as (testing round).(ship number) so we have 4.1 and 4.2 currently, last round was 3.1 and 3.2 etc. with the ‘release version’ being 0.0. So these current versions have 1 by 9 fighters, then three strike squads, 4.1 has 3 by 5 dive bombers with AP/HE option and 4.2 has 2 by 5 deep water torpedoes and 1 by 9 AP/HE dive bombers. At first glance the sole fighter squad seems a bit weak, but 9 or 10 aircraft seems overpoweringly strong despite the underwhelming tier 7 aircraft. I haven’t found that to be the case though. The “strafe” is possibly over powered as I cleaned a full 34 aircraft off of an enterprise in one pass once. Could he have avoided it? Yes. Should he lose everything to a mistake? Maybe? It comes down to the fact that the BF109Ts have almost unuseably low ammo counts. Even with dogfighting expert and the fighter buff module installed you get at most 2 full strafes either attack or break out before your guns are dry. Will your nine or ten fighters strafe down everything in the sky, yes they will. Can they hold their own one on one yah they can. Can they win air superiority over AS Lexington, Shokaku and Enterprise? Maybe, it comes down to how you use them and when and where you strafe. I can comfortably win 9 v 14 when fighting an AS Lexington if I manage my strafes and choose when to engage properly. I have yet to go up against an AS Shokaku but I think the results will be similar. I will win if I get to determine when and where I fight. Which I should be able to do with my high speed fighters, however if I don’t or over extend the fighters I’ll get obliterated. In this way the GZ fighter squad is similar to Essex’s lone fighter squad on the 1/1/3 load out, powerful but not invincible or unstoppable. All in all I think we finally have a GZ fighter load that rewards skillful play from both carriers. Moving on to the torpedo bombers, other than the fact I can’t hit cruisers which feels contrived I have no problems with them. Although I would recommend attacking in the direction of travel as it helps maximize hits. Or using auto drop from about a midships drop point. Ironically enough it would then be better to turn out from GZ torpedo attacks, but don’t tell the battleships I said so. All in all they feel tougher than on 3.1 or 2.1 which is nice and the torpedo damage is just as punishing to battleships. Lastly dive bombers, much like the torpedo bombers I don’t have much to say. They are good, I suppose the AP bombs from 3.2 were as good but I didn’t really test them that much and the HE bombs feel oddly inaccurate. But I suppose that’s just life with dive bombers. The 4.2 9 aircraft squad however feels rather all or nothing, I’ve yet to get anything other than a 2 hit one fire or 8 hit three fire attack when using it. I should try the AP bombs with it but I like the anti DD ability that comes with the HE bombs. All in all I like both of these GZ although I do favor 4.2 better than 4.1 due to the flexibility of anti BB torpedoes and HE bombs to damage the smol boats. Yet the full AP load out on 4.1 is funny. So yah both are good, fighters are glass cannons I’ve wanted, and she’s got enough punch to be a threat. Tips for anyone playing either of the test GZs, use your fighters as bomber bodyguards and use their speed to out position hostile aircraft to wreck squads with strafes. Watch out for AS carriers as they can overpower you, or out maneuver you due to having an extra squad of fighters. For fighting these test GZs focus the bombers, if they don't escort the bombers jump on them. Tag team the fighters to force strafe out, spit up your fighters to minimize losses and jump back on them if they go to reengage.
  24. See post copy/past summarybelow, reddit links take to long to load!
  25. Just out from a match were we had a GZ in our team in a full strike build. 3 deepwater torp bombers and 2 dive bombers.