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Found 40 results

  1. captain_fearless

    Where are the other carriers?

    When are we gonna get the rest of the carriers after half of the Japanese and American cv tech tree were snapped away? I wanna see an alternate cv line, maybe one that ditches rocket planes and instead has improved bombs or have better plane regeneration. I don’t wanna see them come back as premium ships does any body heard any news on this?
  2. Longtime player, somewhat new forum poster. Forgive me for being bad at formatting. This is essentially going to be a giant essay. I'll try to space it out to be easier on the eyes. The Izumo. No matter what people think of her, she is well known. Especially by those who've played her. Izumo is notorious as the insurmountable last hurdle to getting the Yamato. But for a lot of people the grind is anything but smooth. I want to explore this more and figure out why exactly the attitude towards this ship is the way it is. In my experience when I first grinded her, Izumo was indeed a pain. But way back then I was a terrible player in general. I was bad at everything and Izumo was punishing my mistakes even more than usual. But let's for a moment assume that most people who personally grinded Izumo were actually competent at that stage of their play history, unlike me. Still, why does the ship get so much hate? Is it all hearsay and bad reputation or is she really a bad ship, and if people are doing bad in her, why is that and how can they fix this? So Let's get down to business(to defeat the Huns) And to take a look at Izumo's glaring weaknesses. Her stock form is atrocious, ugliness aside(I actually like the C hull's look a lot), you are going to have a rough time with Izumo's initial stats. Let's go down the line. HP: 76,500. Starting off you have more HP than Iowa and Friedrich, But they beat you once out of stock. Good news is you beat Lion.... Speed: 27.1 Kts. You start off around the same as the other T IX BB's but you stay the slowest out of stock. Rudder Shift: 26 seconds. Every BB at this tier starts out equally as bad, but Izumo is still the worst. Out of stock is a bit more playable but the competition still leaves much to be desired. Especially since other BB's can afford rudder shift upgrades where Izumo is forced to use damage control for reasons that will be addressed. Concealment: 19.26 Km Absolutely atrocious. The worst stock value in the game. Now here is possibly her biggest weakness of all. She is covered in 32 mm plating from bow to stern and has a wide open deck. This means that any cruiser or RN BB will see you as food and boy will they feast. Not only from fires but from HE pen as well. Your only chance of protection is if shells hit your turrets. Which isn't desirable, as they are all in one spot and if they are knocked out you lose a lot of firepower. The above alone is enough to easily make people hate their experience and disown the Izumo for good. Not to mention in updates past she had absolutely unusable guns as well. Now Lets focus on what the Izumo does well. Which is surprisingly a lot of things. First Izumo has very good guns. These things hit hard, and are reasonably accurate. Izumo's guns tend to hit for high damage very consistently from steep angles sometimes. But it's her turret traverse that is her sweet spot. Compared to Yamato, and some of the other battleships in her tier Izumo has very fast turning turrets. Stock, they turn 180* in 40 seconds flat. With Expert Marksman, this goes down even further to 34.6. With Main Battery mod 2 even further to 30.6. Additionally you can run MBM 2 and 3 simultaneously to enjoy a 27 second reload and 34.6 traverse. In short these are very responsive guns that unlike their more responsive German competition, are very accurate. Even sans the aiming systems upgrade. This is a far cry from Yamato's turret ergonomics, which in my opinion are Yamato's biggest weakness. Personally I think these responsive turrets make up for the awkward no. 3 Derp turret, or at least make them in line with other 3 turret battleships that can enjoy firing directly to the rear. Now her outer Armor scheme is very bad but her internal armor scheme is pretty good. A near submerged citadel with a nice beefy belt covering it. Additionally, similar to Amagi, Izumo also has a nice thick rear armor belt. This may not see much use, but it is interesting nontheless. Now taking all this into account, let's try to assess whether or not the Izumo is really a bad ship or not. Her atrocious concealment can be brought down to a playable amount somewhere around 14 Km. (forgive me as I don't have a fully specced captain for her at the moment.) This mitigates one of her worst weaknesses to a good enough level that lets a skilled player position themselves into a good place to stay alive and be effective. In fact some unicum Youtubers recommend using hard cover in Izumo as much as possible. Damage control 1 and 2 is absolutely required to make this ship be playable, and if you have the spare points, Basics of Survivability and India Yankee flags will bring fires down to a very manageable level. This doesn't fully solve the weakness against HE, but in a big ship like this. These modifiers will help a lot. You could go a step further and take Fire Prevention, but unless you have an uber captain I would take Concealment Expert over this, given the choice. So between fire extinguishing modifiers and good positioning, a lot of Izumo's worst weaknesses can be patched up. In my opinion the strengths above will shine through the best this way. Which makes her an absolutely acceptable Tier IX Battleship. Now by no means is she the best battleship or even Tier IX battleship, but I see no reason why Izumo isn't a perfectly acceptable grind to Yamato. Besides, in the current meta battleships carry a lot of weight. Izumo has a bit of a higher skill floor to do acceptable in her, but played right can do her job. Speaking of her playstyle, I find Izumo to have an interesting one. Basically you need to hang in the back or behind hard cover preferably and take potshots at people. Once the battle reaches a certain point you can throw your weight around and help mop up and carry the team to a victory. Other ships like Kurfurst are better at this, but Izumo does just fine with it. And that's it really. My final thoughts on Izumo, that she's fine exactly where she is right now. She doesn't need buffed or nerfed or replaced. She is tough to play, but that doesn't mean she is bad. I think she does her job fine as the final gatekeeper to Yamato. The Wiki here also brings up an interesting thing. She essentially can outdo Friedrich at range, and beat Iowa in a brawl. So I think she has a good place in the meta. Here are some captains builds at different stages that I think will help this ship a lot. Especially for anyone new to the ship or struggling with it. This is what I would recommend a new player try to use first on their Izumo also taking into account future Yamato play. It's nothing special really. Most Battleships need these core skills. I assume by tier IX a player would have at least 10 points. To a player who has a spare captain with a decent amount of points wanting to use Izumo, I would use this. The Basics of Survivability and High Alert will be very useful for keeping this ship alive especially with damage control and India Yankee. If you, like me, have a soft spot for underdog ships performing their best, then these 19 point builds will push Izumo to it's maximum usability. The first one uses Jack of all trades to push that repair cooldown even further as well as your heal too which can be beneficial. And uses Adrenaline rush to capitalize on Izumo's low reload (assuming you went with MBM 3) and the idea that shes going to take damage in every match, so might as well benefit from it. DISCLAIMER for those who want to say "your stats are garbage therefore your words have no weight." Fair enough My stats are bad. Most of them accumulated during my awkward player phase where I did not care one bit about improving myself. This isn't true now, but my stats are still bad. However they are increasing, which means I am improving. It just takes time. Have a nice day, and thanks for reading.
  3. Admiral_Mudkip

    Interesting placement of Kaga's bell.

  4. So WG has released some documentary stuff on IJN aircraft carrier submarines before and I have seen a few threads on giving the old odd tier CVs ASW capabilities, so I thought why not combine the two? When they inevitably add IJN subs, just give their scout plane the ability to drop depth charges. Everyone can clearly see that a single scout plane for a submarine would be either useless or simply give away a subs position in WOWS' current submarine game mode, but you know WG will try and shoe horn the historical gimmick anyway. With this, not only do they get their gimmick, but it also gives a class of submarines a more effective way of ASW than the current option which has been noted to be ... difficult. Surface players will have nothing to complain about other than the limited spotting capabilities of a single scout plane that should be easily shot down if it gets too close for any extended period of time. Submarines would have to be spotted for the ASW scout plane to be able to attack it anyway. The planes would be a consumable, meaning they would be very clearly limited in number and would have a cool down period between launches and duration. The only other conceivable consumable gimmick for IJN submarines would be manned torpedoes, which seems unlikely due to the decision to not include Kamikazes on IJN CVs as well as the redundancy of already having ping guided torpedoes.
  5. For those of you who have high tier captains (17 pts and above) in your T8-10 IJN dds, I suggest moving them (temporarily) into the Shiratsuyu if she doesn't have a high point captain (mine currently is an 11). I admit that it will cost you $$ to move the captain (500 dbs for retraining and 500 more to move them back to their original ship) but the results are quite satisfying. I move my 19 pt Shima captain into the Shirat and loaded TRB instead of smoke. You will want Radio Location as a captain's skill so as not to be surprised by a Haida which has a 0.1 km advantage in concealment and the Indianapolis radar (10 km) is the same as your torps so you will need to pay attention to where she is, but the other two radar cruisers at T7 (Atlanta and Belfast) only have a radar range of 8.5 km so your torps can reach them beyond the distance that they can radar you. I've watched the vids from the usual suspects of CCs when they've suggested dds to play in the current Ranked session. I absolutely agree that dds like the Haida, Z-39, and Skane are excellent choices. I'm just suggesting that if you love pure torp-boat gameplay that this is a viable option. Let me know what you think. Update: I worked up to the Skane today. If you have have a 10 pt captain and chose TAE as a Captains skill and TTM1 as an upgrade, she has 80 km torps with a 12 km range with reloads that are ridiculously fast. The Shirat is stealthier but the Skane can spit out torps much faster.
  6. Hi All, What does the community think about WG inclusion the Last of the Yamato class ships CV Shinano? I have seen images from two years ago that a model was introduced to the Alpha server. This can be found under: With all the paper ships coming in to the game I really believe WG should be including key ships that where actually built and saw action. I know Shinano has a short and tragic life but she would have been a magnificent ship to see. She would have to be a Premium T10 since there is no T9 CVs in game anymore. Unless WG designs to bring back the middle tiers for CVs and then she can be placed at T9.
  7. Ahoy there! Tenno Heika Banzai clan is recruiting! Here is also the Discord server: https://discord.gg/jyWW3y3 Come and join us! Le'ts all be showa bois!
  8. Hello there, first let me introduce myself, I'm zhu41141358, a big noob in the game, I had recently created a clan which is tag as: BAAKA, name as: Tenno Heika Banzai as my clan in NA server. There's not much I could be talk about since everything is new, so please and welcome everyone who have interest to join the clan to battle and have fun together. About the clan: Tenno Heika Banzai is a name base on IJN background but not limited and welcome any other nation ships players as well. Clan Wars and Ranked Battles are not required to participation, just come and chill guys. No inactivity window, show up anytime you want. This clan also have a discord server, is optional if you want to additionally join is more than welcome! That's about it! :D Once again, please come take a look, this clan welcome everyone and anyone to join if you have interest at it, is not a harsh clan, not so much rules and requirements, just come and chill if you likes. Peace!
  9. PrinceOfTheOcean

    Tips for Hosho?

    I got Hosho today, and my first game went rather well; 2 Destroyed 50k Damage and 3 Citadels (I didn't notice that the Hosho had AP dive bombers, I thought they started at the Ryujo). I noticed a significant improvement with the Hosho over the Ranger, even though the Ranger is of higher tier. However, the games after that I was only able to get 20k-30k damage per game, with the same number of citadels. I don't think I know how to lead torps correctly; I can only hit one torp on a destroyer in a run and it's difficult for me to hit cruisers and battleships. With the attack planes I think I will get better as I get a new computer, but is there a good angle at which you should come in with your attack aircraft? With the AP dive bombers I watched Yuro's Ryujo at least three times, but when i try to drop from mid height I don't start the run correctly and my bombs end up missing. When i stick to high height it;s the same thing. I have gotten mediocre with the AP dive bombers, but once again I would like to get better. Are there any tips that you experienced payers can give me, someone who sucks at CV in general? Also, does anyone have recommendations for captain skills and upgrades? I'm training a IJN carrier captain (obviously) that currently has Air Supremacy and Torpedo Acceleration. For upgrades I have Air Groups Modification 1 and Aircraft Engines Modification 1. Thanks!!!
  10. Good Day! I'm Nagato, the Dai-gensui of Dai-ichi Kantai! I'm here to let you know my fleet is recruiting mainly IJN players for Clan Battles! Details: Almost a fully upgraded naval port! 40 maximum player limit! 33 total, active members! Mostly TX players! A healthy mix of both anime fanatics and Historical Turbo nerds! What we're looking for: Active members who are both friendly and looking to have a great time exploring WoWS and the history behind the ships we use and fight! Oh! BTW! We're also taking on KMS players as an "Expeditionary Fleet" type of deal! What we offer: As I stated above, we have a nearly fully upgraded naval port, 33 current members with a 40 max cap. We're looking to expand that all the way to 50 and then establish a secondary fleet. We have a fully fledged ranking structure based on dedication to the fleet and experience with the game. We have a tactics guide and active seek to create more doctrines for clan battles and 3 man divs!Most of us are players who have been playing since the game launched. With that being said, we're willing to take on new players to the game, even if you aren't able to join a fleet yet, our boosts will aid you in raking in credits and experience! If you're interested, contact one of these people on discord; Nagato#1920 - Myself Shiro_roku#6919 - Second in Command Ashipnerd#5490 - My Secretary Ship Derpy4Evr#5313 - Highest ranking Officer SushiSlicer#9057 - Recruitment Specialist Officer If for whatever reason you can't reach any of these points of contact, talk to us in game at; Nagato_1920 - Myself Shiro_roku - Second in Command Yamato_K117 - My Secretary Ship Derpy4evr - Highest ranking Officer omarzaneyoussef - Recruitment Specialist Officer Or if you just want to apply to the fleet, the name is; Dai-ichi Kantai [KAN1] We're all available almost all the time, so feel free to drop us a line! Thank you for your consideration!
  11. MitoUchiha

    Shimakaze Torpedo Options

    Since I've owned Shimakaze, my go to torpedo option has always been the Type93 mod.3 12km torpedoes. However, the new update has allowed for builds that make every torpedo, including deep water torpedoes, to be seen from 1.8km to 2.25 km. This has made me consider instead running the 20km Type93 torpedoes with Torpedo Acceleration and Torpedo Tubes Modification 1 to create 16km 70 knot torpedoes. Any thoughts would be appreciated.
  12. Nightlock_

    Best Torp Botes

    Hey Guys, I'm a relatively new DD player and i like being a torpedo boat, so naturally i tried IJN, im up to the Isokaze, and its great, I love it. I really like the line but i hear from every single person that the IJN dds are shiz after the nerfs to torp stealth and the guns, and tell me that ijn dds in general are crap, They say that shima is worst T10 dd in the game, and now i dont know if i really want to play through the IJN line anymore. I honestly dont care about guns, (i don't know how to use them without being nuked ;) because i dont use them that often, so what would you guys say?. Also how effective is the akizuki line at knife fighting and how is the manuevrability and concealment on them??
  13. I am learning IJN CV (slowly...). Have watched @Eurobeat (Yuro) videos on Yotube about slingshot and Ryujo. Very entertaining but I need more serious information and examples. Are there some other good channel for learning Japan CV?
  14. pikohan

    Myogi Review!

    The Myogi is a ship I've recently come to like a lot, and I feel like she's underappreciated. So I decided to make a video! I don't think she's the strongest of the T4 BBs, but I think she's the most fun. (I promise it's serious despite my troll thumbnail) Enjoy or don't enjoy
  15. What's the straight skinny? About to crawl up one tree or the other.
  16. 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:
  17. DeletedUser

    Akagi if is possible?

    I know Akagi is another IJN CV that everyone after the Kaga came out. (Some of us are foaming at mouth including me). If is possible to have it as a tier VI? With load out for the battle of Midway? That would be A6M2, D3A1, & B5N2. http://navypedia.org/ships/japan/jap_cv_akagi.htm Some people may not like this idea. But here it goes: Next time WG does another Azur Lane premium bundle can we have this? If any can find other video's about Akagi combat history. Go ahead and post it.
  18. AdmiralPiett

    Maya's Wreck has been located

    The wreck of the heavy cruiser Maya has been found. Interestingly, above is the first photograph I have ever seen of a Type 96 25mm triple mount with a gun shield. We knew they existed, but they were very camera shy.
  19. Hey everyone! First post on the forum here. I thought I'd give back a bit and contribute some tactics and general tips for playing low tier cruisers (approximately the I to IV range) to give those starting out a bit of helpful info. The forums have been a huge help to me and this is all stuff I picked up from playing my first 300 battles or so, most of those in cruisers and a significant number of them in the IJN Kuma. Cruiser Lines IJN: my personal favourite thus far. Typically fewer guns but a faster rate of fire and better HE damage/chance of starting a fire. Relatively lightly armoured but more maneuverable than their counterparts. USN: More heavily armoured with an emphasis on AP over HE shells and generally more guns, at the cost of being less maneuverable and slower. There are many other cruiser lines in the game, but these are the ones I started with. I'm sure someone else can speak on the others better than I can. Tactics If you're playing a cruiser (CA) you're usually in a support role. You don't have the speed of a destroyer (DD) to rush ahead and capture areas, but you also don't have the armour of a battleship (BB) to survive an onslaught of enemy fire. Try to stay in the middle of the pack where your consumables can help your team, bigger ships will protect you, and you can take out softer targets like enemy DD's before they reach your fleet. Hang out with BB's when possible. Even better, put them between you and the enemy. When you do this you can angle your ship more aggressively and bring more guns to bear on the enemy because most of their fire will be concentrated on the battleship. Focus on your HE shells. Your high rate of fire compared to other ships means that you can rain hell down on BB's or other CA's from a distance. Your guns are small and won't do the same type of damage that the bigger guns of BB's will, so aim to start multiple fires on enemy ships and be a general nuisance instead, forcing them to use up consumables and throw a wrench in their plans. Don't be afraid to use your Hydroacoustic Search and Fighter consumables if you have them. The tide of battles can turn earlier than you think, so try to resist the urge to save them until the end of the game. Hydroacoustic Search is especially valuable when capturing areas early in the game to see if enemy DD's have gotten there first. Lower tier CA's typically don't have great AA defences, so when possible stick together so that enemy planes have AA fire from multiple ships to contend with as opposed to yours alone. When you're detected, take evasive action early and don't rely on your AA guns to save you. Don't be afraid of a tactical retreat. Sometimes you're simply outnumbered and outgunned when trying to capture an area and it's better to live to fight another day than rush headlong into oncoming fire only to get lit up moments later. When you do this, vary your course and speed to make yourself harder to hit, and return fire as a second priority in the hopes of disabling modules and being one more thing the enemy has to worry about. Make sure to tell your team too. Issue a "get back" command (F9) or tell them in the chat so you don't hang them out to dry and make them an easy target in the process. Choose your commander skills carefully. Some good starting points depending on your play style are Incoming Fire Alert, Priority Target, Last Stand, Expert Marksman, Adrenaline Rush, Demolition Expert, Superintendent, and Concealment Expert. Generally avoid skills like Survivability Expert (doesn't make a meaningful difference to HP at low tiers) and Torpedo Armament Expertise (your torpedo tubes should be a last resort when surprised at close range). Hope this helps some people new to the game get their sea legs!
  20. Just got a 10pt captain on her and I am wondering what skills I should go for next. I am thinking EM, DE then IFHE but PM and SE would be some good skills to have too.
  21. Just got the amagi and I am wondering what would be the best build and best upgrades to choose for this ship.also wondering how good the ships AA is (can never trust the stat screen sometimes). I am asking here because idk if other older setups are still good to use
  22. Introduction: Well Yoshino is finally here, the replacement of the old T10 Azuma that will be released for coal in the Arsena- I mean Armory, in the near future. Seeing the very mixed reaction to the initial stats of the Yoshino, I have decided to delve deeper and actually compare Yoshino’s current iteration (as of March 31, 2019) to the single iteration of the T10 Azuma’s stats. Yoshino is designed to be an enhanced T10 Azuma, as Azuma was down-tiered to T9 due to a lack of comfortably. Hopefully this analysis will bring light as to whether or not Yoshino will currently succeeds in filling that role. Spreadsheet comparison: Direct link to public spreadsheet This is a personal spreadsheet I made, comparing the Yoshino (left) to T10 Azuma (right). Hopefully it is simple enough to be understood; grey means they are equal, green is better, and red is worse. I’d like to say that for AA and torpedoes, it’s a simple Yes/No, as Yoshino outclasses T10 Azuma in both of these - unless you prefer having no torps over torps, but you do you. The big “if” - the guns: There is one custom statistic I have put into the spreadsheet: Dispersion/Range. This is meant to show the average increase in dispersion per kilometer - hence the title of maximum dispersion being divided by range. I would like to state that I am aware that there is a minimum firing range, and as such these values would be slightly lower, however the point should still stand. Yoshino actually has, if my math is correct, a 0.05m advantage per kilometer, meaning that her shell groupings will in fact be very slightly tighter than the old T10 Azuma’s, which already had better dispersion than other super cruisers. While this will likely be minimal and possibly unnoticed, it is still an interesting difference. Yoshino also has a 0.05 sigma buff when compared to the old T10 Azuma. This will be noticeable, as over time more shells will likely hit due to sigma influencing how close shells group towards the center of a firing circle. Now, with these incremental changes in mind, it is time for the big question that I cannot answer - the dispersion formula. Azuma has been tested with her T10 formula, which was changed to cruiser levels at T9, which was then nerfed - whether T9 Azuma’s release state has the old formula is yet to be seen. IF Yoshino has the same formula as the old T10 Azuma, then this will be a fairly balanced tradeoff for the loss of 2s of reload. People following the development process of Montpelier may be familiar with this design choice: as she has lost 0.5s of reload in exchange for 0.15 sigma, to a fairly pleased audience reception. Once again, IF Yoshino has the same formula as T10 Azuma, then a reaction comparable to that towards Montpelier’s guns can be expected - slightly slower but with slightly more reliability, a balanced trade off. Should Yoshino have cruiser accuracy, then I will be thoroughly surprised, although this was not mentioned in the Dev Blog post. If Yoshino has a normal Graf Spee formula, then prepare yourselves for a wave of controversy. The torpedoes: As a quick note, Yoshino has received one choice for torpedo armament. These torpedoes are exact clones of the 12km Zao torpedo option in every way except reload, due to the fact that Yoshino has quadruple (4) launchers rather than Zao’s quintuple (5) launchers. With a base reload time of exactly 2 minutes (120 seconds), these torpedoes will likely be very potent, especially when the firing angles are taken into consideration. The above image depicts the firing angles of Yoshino's and Atago's torpedo tubes from left to right respectively. The inner circle represents the angles needed for a single torpedo set to be fired, with the outer circle representing a full broadside. Atago is well known for her forward torpedo angles, which, even though outclassed by French torpedo angles, still work extremely well in the current meta. Take note of how the cones for both circles on Yoshino's arcs are larger than Atago's. Yes, that does in fact mean that Yoshino has superior angles in every form when compared to Atago's. Couple this with the fact that Yoshino has exact copies of Zao's 12km torpedoes, and you begin to see just how potent these torpedoes can be when used effectively. The AA: I will not delve deep into this topic, as AA is still changing with updates in light of the CV rework. In short, the old AA on T10 Azuma was perfectly fine for self defense in a pre-rework meta as seen in Flamu’s video, and it would likely have been perfectly usable in the post-rework meta as well. Vomiting, as I like to call it, extra triple and single mounts of 25mm AA guns on the deck of Yoshino will only help to enhance her own personal AA aura. I will leave it at that, Yoshino’s buffed AA is certainly a quality of life improvement to the ship, whether or not it was needed is open to debate, as the IJN dual “bofors” were already packing quite the punch. Although I think at least one Midway bomber squadron will be able to get through to enlighten you with a perfectly balanced 15k damage drop. No I’m not salty, I swear. The armor: Oh boy. Oh boy oh boy oh boy. This one is fun, and I will admit I fell for this one as well. I’ve seen people claiming that Yoshino has nerfed armor when compared to the old T10 Azuma. Fortunately for us, Flamu showed every piece of armor of the T10 Azuma in his video (source below), and guess what: 30mm plating and center deck with 25mm nose and stern. I don’t know where the idea that T10 Azuma had a 30mm fore and aft came from, but it’s apparently a thing that’s believed. But no, Yoshino has the exact same armor as the old T10 Azuma, perfectly serviceable and good for tanking against BB shells 406mm in size or smaller. The model: The above image shows the models of Yoshino and T10 Azuma, Yoshino can be distinguished by the inclusion of white tarps on her rails and far larger quantity of 25mm AA guns on her main deck. I got quite lucky with 0.8.3 being delayed until April 1, allowing me to compare the 0.8.1 model of Azuma (before her 40mm guns are removed) to the 0.8.3 ST version of Yoshino’s model. A list of differences in Yoshino’s model when compared to T10 Azuma’s are: Far more 25mm AA guns Presence of sand bags all over the deck and superstructure as makeshift defense against small arms fire from planes Torpedo tubes slightly aft of the catapult in the main hull Different lifeboat configuration Spare wings for float planes by the catapult “Tarps” (I don’t know what these are called, canvas?) that cover over the railings amidships Various little details on the deck Truth be told, nothing special has really been done, you can tell that this is clearly a late war version of a sistership to Azuma, much like when you compare a 1942 Yamato to her final version in 1945 (bless WG for changing the model on Yamato). All in all this is passable for being a new model, although I wish WG did do some changes that were unique and not just the usual for sister ships. My main wish was for the inner secondaries to be given barbettes sticking out of the deck, akin to the French battleships, that allow then to superfire over the lower secondary batteries. This is a massive nitpick but it is something I’ve noticed with sister ships. I’m a little irked by the inclusion of the canvas tarps as a means to add color to emphasize a difference between ships, this was done when Anshan’s model was reused to make Fushun (Fushun lost the tarps), and when Mikhail Kutuzov’s model was reused to make the Irian. While this is very minor, I do wish more was done to differentiate sister ships rather than a little splash of color. /rant Does Yoshino fulfill her role?: Yoshino is meant to be a modestly buffed replacement of the original T10 Azuma. As outlined by the developers themselves in their Dev Blog post, “...Cruiser [Azuma] moved to tier IX. This reallocation will allow the ship to feel more comfortable in battle…”, the T10 Azuma was thus not well suited for T10 due to a lack of comfortably. Because of this, Yoshino is meant to be, by design, a more comfortable (and thus a very slightly more powerful) version of T10 Azuma. Do I think Yoshino fills this role? No. Yoshino is so damn close to fulfilling her potential, but she’s not quite there. She has gained situational advantages in the form of AA and torpedoes with extremely good angles, which is a plus. But this comes at a direct cost to consistent DPM in the form of a 2 second reload nerf. A 1.1 second rudder shift nerf which came out of left field does not aid in making her more comfortable to play as a mid-to-long range HE and AP spammer either. It feels like Yoshino’s current iteration leans less towards being more comfortable than T10 Azuma, and more towards relying on unneeded crutches at the cost of gameplay aspects that were actually contributing to a comfortable play style - losing exactly 10k hit points on a whim to the Balance Gods did not help this case either. Conclusion - What I would personally like to see changed: For extremely basic changes to make Yoshino more comfortable, it is an easy route: her slow turrets should be changed from 5 to 6 degrees of rotation per second - dropping the 180 degree rotation time from 36 to 30 seconds, the rudder should also be looked into, as there is no real reason why an already slow rudder should be 1.1s slower. Yoshino’s guns will likely have better shell groupings over T10 Azuma as well, due to the increased sigma and slightly lower increase in dispersion per kilometer. However, this only applies if Yoshino uses the same dispersion formula as T10 Azuma. The biggest gripe that the community has with Yoshino right now is her survivability. When compared to the release version of T9 Azuma, she has 30mm armor (thank the lord), but at the cost of 10k health when compared to the original Azuma. Yoshino also lacks the enhanced heal of the T9 Azuma, it’s perfectly standard. I’d like to see Yoshino either get her health buffed into the higher range of the 60,000’s, or receive the heal of T9 Azuma (extra charge with faster cooldown) to maintain the flavor that has been set with Japanese super cruisers. What are your guys’ thoughts on Yoshino? Do you believe she achieves the set goal of being a proper replacement for the older T10 Azuma? Sources used: Yoshino Dev Blog - https://medium.com/@devblogwows/new-ships-9fab6b188e90?fbclid=IwAR2pNYlHHcz-9j3sUi6zYTcc0g6fzeNyydILTtemN3vNfqDDLPYoIdz0QGU T10 Azuma Dev Blog - https://www.facebook.com/wowsdevblog/photos/a.1914529002206771/2228614504131551/ Flamu (T10 Azuma Video) - https://youtu.be/Tnzq4cgD694 Game Models 3D - https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc520 https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc034 https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc038 https://gamemodels3d.com/games/worldofwarships/vehicles/pjsc510 T9 Azuma and T10 Yoshino purchasing methods (Dev Blog) - https://www.reddit.com/r/WorldOfWarships/comments/aofu5u/azuma_yoshino_neustrashimy/ Azuma down-tier Dev Blog - https://medium.com/@devblogwows/test-ship-changes-bc8825f30d1c Wow the forums are difficult to use to format text...
  23. It may be a bit earlier to ask this but, how is the Kaga currently? I am in a bit of a mood to waste $60 on a virtual boat
  24. Buenas: Anteriormente critique el rework, y es enserio, que te derriben mas aviones de los que puedas usar aun me molesta, sin olvidar el magnifico trabajo con el matchmaking (?) y las impenetrables aa....., pero hoy no vengo a quejarme. Como se menciona en el titulo, aun no me rindo con los cv´s , empece de cero la linea americana y ya voy en el Ranger y con la japonesa (que aun digo que esta muy dispar con la americana) tengo mi fiel y golpeado Shokaku (que ruego que algún día conozca glorias) como plus logre completar el evento de fly strike and win y logre obtener el Implacable. Después de innumerables derrotas, y grandes perdidas de dinero, he logrado pillarle el truco (un poco) a los cv (no me enorgullece pero hago como entre 8000 y 40000 de daño [se que no es nada pero de apoco se avanza]), pero me he dado cuenta que aun no encuentro una forma eficiente de distribuir las habilidades de capitán en los cv´s o que mejoras ponerle de acuerdo a sus características. Por eso recurro a ustedes señores, en su infinita sabiduría y experiencia para preguntar: -¿como debería distribuir los puntos de habilidad de los capitanes en los cv de cada nación? ¿solo enfocarme en las habilidades de los aviones o incluir otras? -¿que mejoras debería usar? -¿alguna sugerencia de como usar de forma, más eficiente, el cv?(por lo menos mi plan es no mandar el escuadrón completo a batallar, disparo al océano y solo voy con la mitad del escuadrón y me dedico a spotear y a atacar solo si es necesario) Agradezco su tiempo de antemano. PD: Trato de mejorar en el CV porque sueño que en la próxima actualización vendan el Graf Zeppelin, como ultima pregunta ¿sabrán si estarán disponibles los cv premiuns en la próxima actualización? Gracias por su atención.
  25. Koogus

    Mainline IJN DDs

    My question is should i try out the mainline instead of the secondary (gun boat) line? Ive gotten to tier 6 on the secondary line and i have lost interest in continueing it to get a spammy gun boat. (Im asking how thr ships are overall not in a CV situation)
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