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Found 32 results

  1. Cereberus99

    Free XP ships

    I know there's been some talk about adding new ships to be bought with free XP. I was wondering if there was any truth to this or is it's all speculation and wishes. I have just gained enough to buy the Kron or Musashi and am wondering if I should hold out or just buy one of them.
  2. Pending re-evaluation based on possible changes Wargaming may implement. -Mouse, October 8th, 2018. The following is a review of Jean Bart, a ship kindly provided to me by Wargaming. To the best of my knowledge, this is the release version of the vessel. No, I don't know how you can get her. Wargaming hasn't told me yet either. Jean Bart is an upgraded Richelieu-class battleship with improved anti-aircraft firepower and equipped with the Main Battery Reload Booster consumable. Unassuming at first glance, she is overpowered in the right situation. Jean Bart annihilates opponents that make mistakes like few other warships can. When capitalizing on these situations, she is without equal. Jean Bart punches much harder than her smaller-caliber battleship guns would suggest. PROS Main Battery Reload Booster gives her the ability to brutally punish ships that make mistakes within her line of fire, be it with repeated citadel hits or stacking fires. Entire battery is bow-mounted, making it easy to maximize her firepower on the attack. Heavy secondary gun battery with a fast rate of fire from her 100mm guns. Excellent anti-aircraft firepower -- some of the best found on battleships in the game. Good overall agility for a tier IX battleship. CONS Tiny hit point pool for a tier 9 battleship at 69,000hp. Exceedingly vulnerable to light cruiser-caliber HE spam. Armed with only eight 380mm guns with low damage output. Unable to overmatch the extremities of tier VIII+ German and American heavy cruisers. Majority of her secondaries are incapable of dealing direct damage to most targets. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Jean Bart is an easy battleship to play and quite forgiving. If her guns were of a larger caliber, I'd consider her skill floor to merely be 'Simple' As it is, players must have working knowledge of which ships her AP shells can overmatch and which they cannot which forces players to think ahead with their ammunition choices. As easy as Jean Bart is to slip on, she scales very well with player skill. Few battleships reward careful target selection and ammunition choice like Jean Bart. This is a ship where daring plays and proper consumable use make all the difference. Jean Bart feels very much overpowered in the right hands yet provide only a middling performance to the uninitiated. – 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. Musashi outperforms Jean Bart firepower wise, giving the French battleship a rating. Jean Bart has a low hit point total like HMS Lion but lacks her improved Repair Party consumable. She has a defense. Jean Bart has the agility and anti-aircraft firepower at her tier. Her concealment is only . Options Jean Bart doesn't offer much in the way of surprises. While there is room for some customization, she's fairly predictable. Her big gimmick is access to the Main Battery Reload Booster consumable. Consumables Jean Bart uses a standard French Damage Control Party. This has a 15s active time and a 120s / 80s reset timer. She has unlimited charges. Her Repair Party is also standard for a French battleship and begins with 3 charges. She heals back up to 14% of her health over 28s with a 120s / 80s reset timer. She queues up to 50% of penetration damage, 10% of citadel damage and 100% of any other damage type. Jean Bart comes with a Main Battery Reload Booster with 3 charges. This cuts down her main battery reload time by 50% for 30s with a 180s / 120s reset timer. Finally, she has access to the Engine Boost consumable with 2 charges. This increases her speed by 8% for 180s and it resets within 180s / 120s. Upgrades Jean Bart should begin by taking Main Armaments Modification 1 in her first slot. Optimally, take the special upgrade Engine Boost Modification 1 in her second slot. If you do not have access to one, then default to Damage Control System Modification 1. In your third slot, Jean Bart forces a choice on players. Optimally, you should increase the accuracy of your main battery with Aiming Systems Modification 1. However, that's totally boring. If you're feeling MANLY (and stupid), take Secondary Gun Modification 2 to boost your secondary range and show those lolibotes and inferior battleships who their daddy is.But maybe an Aircraft Carrier once touched you in a naughty place. Maybe you're super salty about that. If that's the case, you can always go for AA Guns Modification 2 to increase their range. This will make CV players hate you. And while other players may scoff that your build is sub-optimal, they'll all respect you deep down for making a CV player cry. Things get pretty boring from here on out. Damage Control Modification 2 is optimal in your fourth slot with the amount of HE that's thrown about. Steering Gears Modification 2 is a distant second place in terms of optimization, but if it makes you happy, who are we to judge? Take Concealment Modification 1 for your 5th slot. It's too good compared to the other option. And finally, take Main Battery Modification 3 for your final slot. Camouflage Jean Bart comes with Type 10 Camouflage. This predictably provides: 100% bonus experience gains 20% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 380mm/45 guns in 2x4 turrets in an A-B superfiring configuration. Secondary Battery: Nine 152mm guns in 3x3 turrets facing the rear and twenty-four 100mm guns in 12x2 turrets arranged in superfiring configurations with three facing forward and three facing rear on each side of the ship. Jean Bart has some of the firepower at her tier. For a battleship armed with only eight, bow-mounted 380mm guns and a small-caliber secondary battery, this is a bold claim. However, for much of Jean Bart's development cycle, she was disgustingly overpowered and there were very real concerns about her performance. Wargaming has scaled her firepower back, but I'm not sure they did it to the degree necessary to ensure balance at tier IX. As it stands now, Jean Bart has the ability to punish opponents like no other battleship in the game. Underestimate her at your peril. Jean Bart firing 180 shells, locked onto a stationary enemy Fuso without camouflage at 15km. She has the same horizontal dispersion pattern as German and Italian battleships. French 380mm guns are well known for their high shell velocity and energy retention. While this does assist in preserving penetration power over distance, this does have the side effect of causing many shells to overshoot or undershoot their target. Penetration values courtesy of the World of Warships AP calculator (link provided in the Appendix). Jean Bart (and Alsace) have the worst battleship penetration at tier IX. However, it would be a mistake to call her penetration "bad". She is capable of landing penetrating hits on enemy battleships at all but extreme ranges. Unassuming Armament Jean Bart's main battery uses the same 380mm guns found on the tier IX battleship Alsace and her tier VIII sister ships, Gascogne and Richelieu. These weapons are characterized by their admittedly large dispersion area, high shell velocity and energy retention, good penetration and middling damage. The precision of her shell fire has been tuned to be identical to Gascogne at 1.9 sigma making her gunnery feel comfortable and rewarding careful aim. While the high velocity of her shells and dispersion pattern does lead to the occasional wonky spread of shells, on the whole these weapons behave themselves better than the infamously temperamental weapons found on battleship Roma. 380mm guns already feel long in the tooth by tier VIII, to say nothing for tier IX. Unable to overmatch the bows of German and American heavy cruisers, their performance is often found wanting. Jean Bart compensates for this with having an accelerated reload of 26s. While this may seem impressive at a glance, it is the same reload timer found on the Bismarck-sisters a full tier lower and it's less than Monarch's 25s with nine rifles also at tier VIII. Still, Jean Bart's firepower is superior to these other ships grace simply of her gun arrangement. Having all of her weapons mounted on her bow facilitates their use which, combined with the higher precision of her guns, allows her to output more damage than any of these lower-tiered rivals. Still, she should not be able to compete with the likes of the Iowa-sisters, Lion or Alsace. And yet, she not only competes with them -- she puts them in their place. Jean Bart wins no prizes for her stock DPM values, but that's not where her strength lies. The Dreaded Box o' Gimmicks Wargaming has produced the horror or horrors in Jean Bart by giving her access to the consumable Main Battery Reload Booster. Originally dispensed to the French cruiser line, Jean Bart is the first (and probably not the last) battleship armed with it. Understand that this, more than any other trait, is what makes Jean Bart so formidable. When her consumable is properly managed, Jean Bart is game breaking. When it isn't, she's an up-tiered Richelieu with good AA power. The Main Battery Reload Booster is still new, so let's start with an explanation of how the version found on Jean Bart works. This should hold true for other ships, but in case it gets grandfathered in with nerfs, this will serve as a handy reference. While active, it doubles the speed at which Jean Bart reloads her main battery. It does not halve the time it takes for a shell to be reloaded. This is an important difference. Allow me to show what I mean: While the booster is active every second spend reloading counts as two seconds. What the booster does not do is simply halve the reload time -- ie, turning the cycle time down to 13s for any shells being reloaded during the consumable's active period . There's no way to cheat the system and fire an extra shell at a fully halved reload by timing the consumable use carefully. The benefits of Jean Bart's consumable apply immediately and only for the duration that it's active. The benefits of her consumable stack with the gains made from the Main Battery Modification 3 upgrade and the Adrenaline Rush commander skill. The numbers here get truly frightening, with a Jean Bart at 50% health being able to cycle her guns as quickly as every 10s with her consumable active. For an enemy vessel caught within a turn, this is devastating as Jean Bart is capable of putting repeated volleys downrange before they can turn away or make it into cover. And it's here where this unassuming battleship becomes overpowered. Jean Bart's all-forward gun placement makes her arcs feel very comfortable -- at least until you have to start running. Be very careful of unmasking her B-turret when you do. This will open her up to taking some hard hits from over angling. Devastating Strikes & Burninations on Demand The all-forward gun arrangement on Jean Bart means that her guns are almost always going to be at the ready when a target of opportunity arises. Her Main Battery Reload Booster guarantees she'll have the right shells loaded. Moreover, her consumable all but guarantees she'll be able to take two bites (or more) of the apple before they're able to correct their mistake. It cannot be understated how disgustingly powerful this consumable is in the right hands. Jean Bart may not have the same raw damage output of her peers over time, but she has all of the tools, between gun arrangement, precision, penetration and reload time to make her guns far more devastating in the short term. This emphasizes a battleship's strengths -- overwhelming alpha strikes. Jean Bart is better equipped to deal them more often than any of her contemporaries. It goes beyond landing AP volleys on exposed broadsides. Jean Bart is just as capable of stacking fires with her HE shells in short order with the use of her consumable. If an enemy battleship blows their Damage Control Party, Jean Bart's fast rate of fire will deliver upwards of 24 shells inside of 30 seconds. Even with the modest (for a battleship) fire chance, Jean Bart can match the Royal Navy for infuriating stacks of blazes. Duly warned be ye, says I. Almost excellent - Except they totally suck Jean Bart's secondaries suck moose-balls. She boasts a similar secondary load out to her sister Gascogne but she has even more 100mm guns. This looks terribly impressive on paper. They have a good range. Her smaller caliber guns have a phenomenal rate of fire of 20rpm which more than pads their uninspiring 5% base fire chance. And, really, that's all their good for -- setting fires. They can only directly damage areas of 16mm of armour or less -- that's not even enough to contest the hull of tier VIII+ destroyers she faces. Taking Inertial Fuse for HE Shells will enable her to the penetrate up to 21mm but that's a damn heavy investment. You can go this manly route if you wish. It's hardly optimal, even if it is hilarious. Jean Bart's armour scheme does not hold up well in a brawl (see below) so this is a heavy gamble. Still, with her Main Battery Reload Booster, she can be a formidable opponent in close quarters if you like to live dangerously. Summary Main battery is unassuming. Secondaries suck unless you invest heavily into them. And opportunist par excellence, Jean Bart can capitalize upon opponent mistakes like no other battleship thanks to her reload consumable. Evaluation: What it would have needed to be : An increase in gun caliber would do it, even without the accompanying increase in shell damage. Jean Bart is contesting Musashi for the top spot. Her guns are that good. Defense Hit Points: 69,000hp Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 32mm torpedo bulge + 330mm belt + 50mm turtleback + 50mm citadel wall. Torpedo Damage Reduction: 32% Jean Bart holds the distinction of being the most vulnerable of the tier IX battleships. However, she doesn't rank last because of some crippling flaw. Her armour protection is sufficient. Her consumables aren't broken in any way. It's really just a deficit of hit points combined with a vulnerability to HE shells that puts her in last place. Jean Bart's hit point total are not those of a tier IX battleship. With healing scaling directly with a ship's base hit points and lacking the portable dry-dock of the Royal Navy, Jean Bart starts off the Durability-race with an immediate disadvantage, but she's not so far behind as to no longer be competitive. While she doesn't have deep reserves of health to absorb damage (or the healing potion to recover from it), her citadel protection scheme isn't lacking. She has decent anti-torpedo defense, for example, sitting at a modest, but respectable 32% damage reduction (and a far cry better than most of the other tier IX battleships, I might add). Her citadel placement is very-French. Her magazines and machine spaces sit just beneath the waterline, protected by a 50mm turtleback and a reverse-sloped belt. Combined, Jean Bart is all but immune to citadel hits at a distance. However, the steep grade of her turtleback lets her down at point blank ranges. Like Alsace, Gascogne, Richelieu and République, she is exceedingly vulnerable in a close-range brawl to broadside citadel shots from large caliber AP shells. On the whole, Jean Bart stands up well to AP fire and torpedo hits. Against high explosive fire, her defense scheme fails utterly though. Jean Bart's citadel protection is complicated, formed up of no less than four layers, two of which aren't pictured here. The first is her 32mm anti-torpedo bulge (not shown). Then shells strike her upper (330mm) or lower (250mm) belt, though the latter will usually necessitate plunging through water first, further reducing penetration. After that, her 50mm turtleback (not shown) gets in the way. Finally, there's her citadel wall which is between 30mm overt he machine spaces and up to 50mm over her magazines. Jean Bart doesn't sport the weakness of a thin citadel roof allowing for overmatching like some Royal Navy battleships, boasting 50mm on top of her 150mm deck protection. Note this last part differs from her sister, Richelieu which has 170mm of deck protection over her magazines but only a 40mm citadel deck. The entirety of Jean Bart is covered in deliciously squishy 32mm of armour that just loves to give up hit points. The only exceptions are her bridge, main battery and anti-torpedo bulges and that's hardly enough to guarantee a large number of shell-shatters. Jean Bart is exceedingly vulnerable to 150mm+ HE fire buffed with the Inertial Fuse for HE shells commander skill. German cruisers and battleships secondaries can exact a costly sum too This flaw isn't unique to Jean Bart, with American and British battleships sharing a similar fear of HE spam. However, when you factor in Jean Bart's lower hit point total and lack of a British mega-heal, this weakness becomes more pronounced. You're going to want to make American light cruisers die quickly. Make sure you have your Main Battery Reload Booster handy when an opportunity comes up to delete one of those mother truckers. One a side note, her 32mm armour also gets undone by 460mm AP shells from Musashi and Yamato. So there's that too. ] This is why light cruisers (and ducky destroyers) love Jean Bart. Anything that's teal is fair game for ships that can muster up 32.5mm of penetration or more with their HE shells. The brown section along her hull represents her anti-torpedo bulge which will absorb HE hits without taking damage. Finally, Jean Bart enjoys relative immunity to American AP bombs. They lack the penetration sufficient to punch through the multiple layers of armour protecting her citadel. Graf Zeppelin can land the occasional citadel hit but, by and large, she struggles in the same manner as American dive bombers. Jean Bart will still take a healthy amount of damage from these attacks -- overpenetrations will be rare, but at least she won't be deleted outright. Evaluation: What it would have needed to be : Jean Bart would need a truckload more hit points, a special Repair Party consumable or deck and upper hull armour sufficient to stave off HE attacks from light cruisers. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift: 16.0s Maximum Turn Rate: 4.1º/s Am I really going to talk about the manoevrability of the tier IX thunderchunkers again? Look, none of the tier IX battleships could ever be described as agile. The best that could be said is that some of them have the straight line speed when they care to exercise it. However, we all know that the current meta doesn't let battleships stretch their legs until later in the engagement. Thus those without aren't held back by any means and even Musashi's stately 27 knots is more than capable of keeping up with the pace of battle. Jean Bart isn't the fastest battleship at her tier. With her Engine Boost consumable operating, she can make 32.4kts which is still slower than the Iowa-class sisters. She can't boast the tighter turning radius or better rudder shift time of HMS Lion. What she can claim is to have a good rate of turn, keeping pace with Lion and Alsace. Where Jean Bart claims primacy (and I admit, this claim is tenuous), is the combination of all of her traits. She is not the fastest, but at least she's not the slowest either. She's at least faster than Lion which is arguably one of the frontrunners in this competition. She doesn't have the tightest turning radius, but it's only 20m behind that of the Lion and 40m better than her next closest competitor. Her rudder shift time isn't the fastest, but it's the second best at her tier. Jean Bart matches the best two battleships at her tier for rate of turn. ... and finally, she has the Engine Boost consumable. Engine Boost has always been the trump card of the French warships when it comes to contests of agility. With it, Jean Bart leaves Lion in her wake, not only figuratively but literally as well. She can come about faster. She can control engagement ranges more effectively. With Lion bested, Alsace is her only remaining competitor and Jean Bart's tighter turning radius and rudder shift time makes that a no-contest. Of course, besting Lion and Alsace doesn't make Jean Bart good in this category. In my opinion, none of the tier IX battleships are. But Jean Bart is at least the best of the sorry lot. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost alone would do it. When it's on cool down, she's no better than Lion. Anti-Aircraft Defense AA Battery Calibers: 152mm / 100mm / 57mm AA Umbrella Ranges: 5.0km / 4.5km AA DPS per Aura: 202.5 / 357 Raw DPS numbers (the graph on the left) can be deceiving. Range is an important factor with anti-aircraft defense and Jean Bart has this is in spades with all of her gun mounts. The graph on the right incorporates range into an equation to better evaluate the overall effectiveness of a ship's AA suite. This is calculated by taking the gun's range less 1km and multiplying it by DPS. While not an absolute measure by any means, it is indicative of the relative AA power of the ships in question. Jean Bart has god-tier anti-aircraft firepower. The only battleship in the game that tops her for effective AA cover is the personal rocket-powered umbrella of HMS Hood, and that's only when Her Majesty's ship is activating her Defensive AA Fire consumable. What makes Jean Bart's AA so effective is the combination of solid DPS numbers combined with her minimum of a 4.5km range. Fully upgraded, she's an absolute monster, outstripping even République and Montana for the potency of her flak. Like most battleships, most of her AA firepower is found in her medium caliber AA guns. Jean Bart's 57mm weapons don't stand up to HE any better than a 40mm Bofors nest, so she can be stripped of most of her threat to aircraft with the gentle caress from a Cockbote. Thus your AA power is inversely proportionate to the amount of HE fire you've taken. Given the current meta at high tiers, that's not going to be very high for very long. Evaluation: What would have to happen to DOWNGRADE to : A Cockbote serenade. Refrigerator Base Surface Detection Range: 16.38km Air Detection Range: 14.16km Minimum Surface Detection Range: 12.30km Detection Range when Firing from Smoke: 15.05km Main Battery Firing Range: 24.52km Jean Bart's concealment should be seen as "adequate" and nothing more. With the proper concealment build, she shares a surface detection rating with the Bismarck-sisters. She could certainly do worse. Few battleships reward concealment better than Jean Bart. As it is, even her middling concealment value risks making her overpowered. The most obvious use for her surface detection is to drop back into stealth when under fire. Jean Bart doesn't have the deep hit point reserves of other tier IX battleships, and having the ability to disengage at will is a useful trick. However, it's not this defensive ability that risks making Jean Bart an overpowered monster. It's her ability to use it offensively. No other battleship rewards an ambush play-style as much as Jean Bart. With her fast reload, good penetration and her Main Battery Reload Booster, having Jean Bart magically appear when you're at your most vulnerable is a nightmare scenario. This is where she scales so well with player skill -- those with the map knowledge and the willingness to push in order to set up ambushes get rewarded handsomely. Evaluation: What it would have needed to be : Losing a kilometer or two of surface detection off her base range would do it. How to Make Roma Look Inadequate There are three main builds that are effective for Jean Bart. The Baby Bunny Build is the ol' battleship standby. Go for survivability increase skills including Concealment Expert, Superintendent, Basics of Survivability and Fire Prevention. The Salty About CVs build makes Jean Bart the scourge of the skies. Grab anything that boosts your anti-aircraft batteries like Basic and Advanced Fire Training and Manual Fire Control for AA Guns. Finally, there's the dubiously effective (but exceedingly Manly) Secondary Build. You'll want all the fixings at tier 4 including Advanced Fire Training, Manual Fire Control for Secondary Armament and Inertial Fuse for HE Shells. You can choose between Expert Marksman and Adrenaline Rush at tier 2 depending on if you intend to brawl or not. Final Evaluation Jean Bart seems like such an unassuming design. Who would have thought that an upgraded, up-tiered Richelieu-class would be on my watch-list for one of the most over performing releases of this year? I don't doubt that like Musashi, she's going to fly beneath some players' radar. There will be those that simply do not appreciate the imbalance that Main Battery Reload Booster provides, even when shackled to such unassuming weapons as a mere eight 380mm rifles. To this end, I predict that Jean Bart will become the darling of those few that know how to time their shots and don't use it simply for a flat DPM increase. I do foresee Jean Bart causing issue with some of the more veteran players. Grace of her abilities, this is a ship that by her very design punishes people that try and flex. Lord knows I won't dare turn a ship broadside within 15km of her unless I know her consumable is on cool down. While I would like to think that her gunnery may correct some of the popularity of certain American light cruisers, her ballistics just aren't designed for that. In short, Jean Bart is just going to reinforce the passive meta, albeit without the same obvious ability as ships like Asashio. The final bit of upset Jean Bart may deliver is still far off in the future. She is the best anti-aircraft platform found among the current battleships. With the aircraft carrier rework still months away, it remains to be seen what kind of upset she can deliver to the future version of this game mode For now, keep an eye on this ship. She has comparable earning levels to Musashi and Kronshtadt, which is better than most tier VIII premiums (barring the use of Makoto Kobayashi camo). I still haven't been told how she's going to be made available (seriously). If it's for free experience or coal, you cannot go wrong with this ship. She's too good. Would I Recommend? Seeing as I don't know how she's being made available, take this section with a pinch of salt. She could very well be the next steel-ship to reward Ranked Battle players. She may only be available for free experience or coal. Wargaming has not directly sold any tier IX+ premiums yet, so it's doubtful she'll appear in the premium shop or for doubloons. We'll have to wait and see. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. While shooting down aircraft is hilarious in co-op, the propensity for enemy bots to charge bow in makes her 380mm guns feel inadequate. Go for a MANLY build or don't bother. It would be super cool if she could be used in Operation Hermes, though. I'm still poking Wargaming about that one. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. The chaos of Random Battles serves Jean Bart and her god-tier consumable well. She earns a healthy wage too, which doesn't hurt either. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Unlike in Randoms, it's less likely that your opponents are going to pull a stupid to make Jean Bart's Main Battery Reload Booster pay huge dividends. The more serious the competition, the less appealing she'll become. Plus Missouri has radar. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She looks gorgeous and she's got a fair bit of history to her. For Fun Factor: Bottom line: Is the ship fun to play? Very yes on toast. After the first time you obliterate some poor sap coming about, you'll never be able to let go. 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 Thank you all for reading. Thanks again to my patrons on Patreon. The last couple of months haven't been kind and your support has kept my head over water. If you enjoy my work and would like to see it continue, please consider helping out -- even $1 a month makes all the difference. My next review (#112) will be Le Terrible, the tier VIII French Destroyer, which should be published within a week or so barring tornadoes, turkey and/or medical fun-times. Appendix World of Warships AP Calculator (n.d.) https://mustanghx.github.io/ship_ap_calculator/
  3. SmokeHenge

    Black Ship Idea Tweak

    There seems to be some pushback on the idea of Black Premium Ships (and some support as well). Just wanted to posit the idea of, instead, selling Black TECH TREE Ships as an alternative. I won’t be purchasing any of the Black Ships as the plan seems now; I merely already have some normal versions that I won’t buy reskins for and the others I’m not interested in regardless if normal/black. But let me get Black versions of some tech tree ships that work like Premiums? I’d open my wallet quite quickly for several that could accept captains without retraining and earn premium-rate credits (Fiji, Lightning, Kirov, Fuso, Konigsberg, Kiev all would likely make me rearrange my budget). Thoughts? Support? Opposition? My main point to naysayers would be that the only difference would be the black permacamo and, what’s more, you would likely already know how they play rather than go off of reviews to determine if you risk opening your wallet for a ship you may not play. *Smoke’s first created topic, in case that shows you how much I’d like to see this. Edit: Credit to Yashma for his input in another thread, I’d love for you to post your idea, but not savvy enough to cross-thread quote on a phone.
  4. CDR_Dread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a still relatively new clan that is about more than Warships. We are about family, an online family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats, we don't require a tier 10...There are almost no requirements to join! What we do require is: Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break. We currently have 25 members. If you're interested join our discord and talk to us!
  5. The following is a review of Haida, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 28th, 2018. I'm so happy, I'm crying. Quick Summary: A stealthy British gunship destroyer with a weird Smoke Generator and a single torpedo launcher. Cost: The equivalent of 5,600 doubloons. Patch & Date Written: 0.7.5.1 , June 20th, 2018 to June 28th, 2018. PROS Surprisingly tough for a tier VII destroyer with 15,700 hit points and large areas of 19mm armour. Enormous alpha strike on her HE shells and excellent HE DPM. Powerful torpedoes that hit for 16,767 damage and travel at 62kts. She can single-fire her torpedoes. Incredibly stealthy. Able to drop its surface detection down to 5.7km. Equipped with a British destroyer Hydroacoustic Search with a 3 minute (!) active time. Uses a Commonwealth Smoke Generator with a 90s emission time, allowing her to continue moving while staying hidden. The power (and comfort) of this ship spikes considerably with access to the Special Upgrades, Hydroacoustic Search Modification 1 and Smoke Generator Modification 1. CONS Poor gun firing arcs on A and Y turret. Horrible shell flight time and very high ballistic arcs at range. Struggles to do damage against larger targets with poor penetration on AP & HE shells and poor fire chance. Only armed with a single quadruple torpedo launcher with a long reload. Not especially agile with a modest top speed of 36.5 knots and a 630m turning radius. Her Hydroacoustic Search is very short ranged, scarcely operating beyond the auto-detection radius. Her Smoke Generator is selfish and difficult to use to protect allies. As a Commonwealth ship, Haida has limited use as a commander trainer. Good day and welcome to the Canadian Corner. I'm Mouse and this is my grouchy editor from across the pond, Lert, eh. HMCS Haida is finally here. Finally, Canadians will stop complaining on Reddit, eh? Well maybe. Haida and the Tribal-class took a while getting through development. It's not like there isn't a small bit of controversy regarding how well this ship performs. My fellow Canadian, iChase, quite rightly pointed out that she's not going to be a ship for everyone, y'know? Who was the hoser that thought up a gunship with bad guns, eh? And it's not like she's got a lot of torpedoes to fall back on. Anyway, let's get this review started. It's gonna be a long one cause there's lots to go over and I have to pretend I'm not fangirling all over the place. Before we go any further, make sure you look up several reviews before opening your wallets for this one, okay? Like hold your horses, eh? Okay, that's my intro. Good day. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme This isn't a ship for new players. Haida struggles to deal reliable damage with either her guns or her torpedoes. Her ballistic arcs, poor penetration and horrible fire chance makes standing off at a distance and trying to deal damage challenging at best and horribly frustrating at worst. Her single torpedo launcher compounds this difficulty. This is a ship that belongs on the front lines where mistakes get punished absurdly quickly. Her only saving grace is her excellent concealment. Veterans will love this boat. She's uniquely designed to bully control points and extend vision for her team. This ship is a catalyst, facilitating wins by dominating caps and shutting down enemy destroyers. She rewards an aggressive play style that espouses knife-fights at point-blank ranges while harassing larger enemies. - 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. Haida's Firepower is a story of contrasts. Her guns are temperamental but their HE is incredibly hard hitting. She has only a single torpedo launcher but she has the ability to single fire them and deliver monstrous damage per hit. For sheer raw potential, though, she cannot escape being one of the most difficult ships to use on the attack at tier VII. She gets a rating. Haida has a high number of hit points combined with some minor armour improvements. She earns a rating. Her agility and anti-aircraft firepower are nothing to get too excited over, deserving the same evaluation. It's in Vision Control (Refrigerator) where Haida dominates. Even giving her a rating doesn't do her justice. This isn't a torpedo-boat that skulks, frightened of being discovered. Haida uses her concealment and detection abilities to hunt down those who want to remain hidden and punish those who think themselves safe. Hinterland Who's Who: Haida-Players In this short documentary series, we will be exploring four of the different types of Haida-players. They are easily identified by their distinct behaviors and performance, how they react to threats and the level of contribution they provide to their teams. Being able to recognize one of these Haida players and their potential impacts on the game will go a long way towards improving your experience. Click the image for a Youtube playlist of timeless Canadiana! Options Haida's gimmick is focused upon her two consumables. Haida makes use of the new Royal Navy destroyer Hydroacoustic Search consumable while borrowing a modified version of Perth's "creeping" Smoke Generator. In addition, Haida has access to two different premium camouflage patterns. Consumables Haida's Damage Control Party and Engine Boost consumables are normal for a tier VII destroyer. Haida's Smoke Generator is a modified version of that found on Perth and Huanghe -- two cruisers from the Commonwealth and Pan Asian tech trees respectively. Each cloud only lasts a mere 10 seconds but the generator continues making smoke for 90 seconds. With this, Haida can continue moving at speed (up to 12.5 knots) and remain hidden, covered by a continually deploying smoke cloud. Unlike the cruisers which also use this version of the consumable, Haida's reset timer is 120s / 80s between uses -- half the time of Perth's or Huanghe's. Her Hydroacoustic Search is that of the upcoming Royal Navy destroyer line. It's incredibly short ranged, detecting torpedoes at a mere 2.13km and ships at 3.12km. However, it's duration is 50% longer than that of standard cruiser-versions lasting 180 seconds. Upgrades In your first slot, you have a choice. Magazine Modification 1 will help mitigate some of the Fun and Engaging mechanics in World of Warships if you're adverse to that kind of thing. As a destroyer, you will detonate suddenly and often. If you like to gamble, then take Main Armaments Modification 1 instead. In your second slot, take Hydroacoustic Search Modification 1. This is one of the special upgrades and it will extend her Hydroacoustic Search's active time from 180s to 216s which is insane. You could use Propulsion System Modification 1, but that's for quitters. If you don't have the special upgrade, get one ASAP. In your third slot, take Smoke Generator Modification 1. This is another Special Upgrade. It increases the action time of your Smoke Generator from 90s to 117s. If you don't have access to one, you can use Aiming System Modification 1 like a poor person until you get enough sense of self worth to chase your dreams. Spend your coal on Special Upgrades! Unlike other destroyers, Haida doesn't spend very much time stationary, so the value of Propulsion Modification 2 is slightly reduced. To this end, it's really up to you on whether to take this or to reach for Steering Gears Modification 2 instead. They're both good. Camouflage Haida comes with Type 10 Camouflage. Players may also acquire Haida: Maple Leaf camouflage as an aesthetic swap. Both types provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Haida's optional Maple Leaf camouflage. This is camouflage is simply cosmetic and provides the same bonuses as her default camouflage. Haida joins Texas and Oktyabrskaya Revolutsiya with awesome, over-the-top patriotic camo. Hinterland Who's Who: Haida Beaver Haida-Beaver is a passive, inexperienced destroyer player. Timid, her concealment & consumables are used as a security blanket and solely to keep her safe. Haida-Beaver sits within the sanctum of her pond (built from hydro and smoke) and hides from any and all threats. She might venture out and do a little bit of damage, but it's all done at range. This is about as exciting as Molson Canadian beer. You can expect to see her on the second line or off at the extremes of the map border, well away from predators. She'll only venture as close as needed to drop torpedoes or fire her guns and then quickly scurry away. Her success will be limited, like a border humping Shimakaze. Firepower Main Battery: Six 120mm/45 rifles in 3x2 turrets in an A-B-Y superfiring configuration. Secondary Battery: Two 102mm/45 rifles in 1x2 turrets mounted where X-turret from the main battery would be located. Torpedoes: Four torpedo tubes in 1x4 launchers mounted amidships. Balancing the Tribal-class destroyers for World of Warships was never going to be easy. The 120mm/45 guns aren't exactly known for their incredible striking power, rate of fire or their excellent ballistic qualities. Similarly, being limited to a single torpedo launcher greatly hinders Haida's damage potential. She has the worst weapon arrangement of any of the tier VII destroyers. These are not easy weapons to use and played improperly, some will struggle to see reasonable damage output. The Guns The single biggest disappointment I have with Haida's weapon systems are her uninspiring AP shells. For small caliber guns, AP shells are important against larger and more heavily armoured targets that are capable of shrugging off their HE damage entirely. Poor energy retention saps the penetration power of Haida's AP over distance, creating a very limited window at which this ammunition can be used effectively. Even slight angling by larger targets will foil their damage attempts. Among the tier VII destroyers, Haida's 120mm AP shells have the worst penetration values outside of 9km, being overtaken by the 128mm German AP. This issue of penetration is compounded by the low damage Haida's AP shells do when compared to her HE. There's only 200 hit points difference between them -- when factoring in for 0.33x multiplier of a penetrating hit, this disparity drops down to just 66 hit points. Given the unreliability of AP shells between overpenetrating hits and ricochets, Haida's AP is only worth firing if one of two conditions are met: Her HE shells must be completely incapable of damaging a given target, or... Her AP shells must be capable of delivering citadel damage. In all other cases, firing HE is superior given the bonus chance of starting fires and the resulting module damage that can occur from the blast of HE shells. This is owing not only to the deficiencies of Haida's AP shells, but the strengths of her HE. Whatever lamentations I have about Haida's AP shells are largely corrected with her HE. These munitions are not without their issues, but I'm of the opinion that their strengths far outweigh their deficiencies. Haida's core strength lies in the striking power of her HE shells. Her HE shells are listed with a maximum damage of 1,900 per hit, the same as Soviet 130mm rifles. Accounting for penetration damage, each of her hits will strike for 627hp, giving her a broadside alpha strike of up to 3,762 damage per volley. This is the second largest alpha strike at her tier, just behind Blyskawica's own 3,927hp if she hits with all seven of her guns. Haida has a faster reload than her Polish-twin, though, and she unleashes the highest damage per minute of any of the tier VII destroyers, outstripping even the B-Hull Mahan's five, rapid-fire 127mm/38s. She's fully capable of out-trading any of her contemporaries and can even make higher tiered lolitbotes balk at the power of her bite. DPM of the destroyer-caliber tier VII gunships. Haida has got it where it counts but it's one Hell of a close race. I must emphasize that this is limited to soft targets, however. The small caliber of Haida's HE shells leads to penetration issues. Stock, she may only directly damage areas of 19mm or less, which thankfully accounts for all destroyers and the superstructures of larger ships within her Matchmaking. This also includes most cruisers at tier VII or less, though thicker hull plating begins to appear around tier VI for some of the heavy cruisers. By tier VIII+ only British light cruisers remain vulnerable. For battleships, the range of targets is considerably smaller, with only tier V battleships having extremities she can punish. Taking Inertial Fuse for HE Shells broadens the number of targets she can damage, but it by no means is a cure all. The skill increases her penetration to be able to damage areas of 25mm or less. This provides no benefit for engaging enemy destroyers whatsoever. It adds a handful of cruisers to her list of available targets and all of the tier VI and VII battleships as well. However, Haida can not directly damage the extremities of battleships nor the hulls of American and German heavy cruisers at tier VIII or higher. Against these targets, she's limited to dealing direct damage to superstructures and these areas saturate quickly. Haida must switch to her torpedoes or AP shells to hurt these more heavily armoured behemoths. She's not likely to hurt them with fire. She's a poor fire starter. Her fire chance will fluctuate based on skill choice with as low as 4% per shell and as high as 8% with a combination of Demolition Expert and the two fire-chance increasing signals. This pales behind the 7% to 11% on ships like Blyskawica and Gadjah Mada. Destroyers already struggle to stack fires effectively and Haida is unlikely to tax an opponent's Damage Control Party with the blazes she sets. This makes Inertial Fuse for HE Shells more valuable in my opinion -- better to play to her strengths rather than attempt to prop up a weakness. Haida's strength resides in delivering these meaty hits with her HE shells, bringing all six guns to bear and chewing on their hides. Fires per Minute of Tier VII Destroyers before mitigation from the target is applied. "Upgraded" includes the use of Basic Fire Training, Demolition Expert and both fire boosting signals. Haida is never going to be considered a "good" fire starter. You can invest heavily into increasing her chances to set blazes if you wish, but you're unlikely to make more than a single fire stick per minute on an enemy battleship. Note the extreme difference between Haida's fire starting and Gadjah Mada's. They both use the same 120mm/45 guns but Haida uses a modified HE shell with increased damage at the cost of reduced fire chance. This will turn a lot of players away. The Tribal-class destroyers do not have particularly good firing arcs, which necessitates presenting more of a broadside to engage with all three of her turrets. The strengths and flexibility of the ship's gun coverage was supposed to reside in their B and X turrets. With X-turret removed to make room for a 102mm dual-purpose secondary, this leaves all of the heavy lifting on B's shoulders. Thankfully, they're a broad set of shoulders. Not only does B-turret boast great fire angles , but it can also rotate 360º, giving faster coverage from left to right while Haida is sailing evasive on the retreat. This is good news given the modest 10º/s rotation rate of her weapons. In most engagements, Haida will be able to easily bring four of her guns to bear, but you have to give up a lot of side to fire her Y-turret and that's necessary to really capitalize on this ship's strengths. Of course, stacking said damage presents more of a challenge than it should. Other than her fire arcs, Haida has poor shell ballistics. Up to 7km ranges, they're comparable to American 127mm/38s. I'm aware this isn't a flattering comparison given the flaws of American destroyer-caliber guns. Unfortunately, things get worse after that. British 120mm/45s have worse shell flight times than the Yanks. Seriously. These aren't weapons you'll want to stack Advanced Fire Training on. The shell flight time over distance is just too punitive to land hits against anything further out than 9km. So let's recap: The fire arcs on her main battery are not great. Her shell ballistics for HE and AP are terrible. She has bad AP penetration. The small caliber of her HE shells makes her HE penetration bad too. Her HE shells have a terrible fire chance. Her HE shells hit like a truck, however. Haida can out trade just about any destroyer she comes across, provided you can land the hits. Success with Haida as a gunship thus resides in emphasizing the accuracy and frequency of her HE hits against vulnerable targets and switching over to AP only when citadel opportunities arise. In both of these cases, this clearly involves getting in close -- dangerously so. These are knife-fighting ranges and Haida's artillery would seem to point that she should specialize towards hunting and engaging enemy destroyers, with cruisers and battleships as targets of opportunity. This premise is largely reinforced by her torpedo armament. The Fish Haida only has a single torpedo launcher. You can forget any pretense of playing this destroyer as a torpedo-boat for obvious reasons. While having a quadruple launcher is nice, it also comes with the downside of a downright painful 96 second reload. These two traits combined with a mediocre range of 8km may make her torpedoes seem like a complete write-off but they're not without some very strong merits. When compared to work-in-progress Royal Navy destroyer torpedoes, Haida's fish look amazing being comparable in performance to those off the tier X Daring-class in all aspects but range. Haida's torpedoes individually hit almost as hard as Shiratusyu's and Akatsuki's torpedoes. At 16,767 damage per hit and a 282% base flooding chance, Haida can devour large chunks of the enemy hit points with just a couple of strikes. This sits just behind the 17,233 damage and 287% flooding chance of the IJN fish. Haida is fully capable of one-shotting many of the destroyers she faces with a single torpedo. Haida's torpedoes have a 62 knot speed. They close the distance quickly and are on par with the IJN torpedoes at her tier. Haida's torpedoes are an improvement on the Japanese fish, though, with 200m less detectability and 1.2s less reaction time at 8.4s. Haida may single fire her torpedoes. Admittedly this is very difficult to exploit to its fullest. The potential on paper is devastating. In theory, it should allow you to guarantee more hits per launch when precisely aimed. Similarly, it opens the possibility of stacking flood effects to tax and overwhelm the Damage Control Party of enemy vessels provided you can space the time between hits. Finally, it can be used to bait ships into believing you're out of torpedoes when they dodge the first torpedo only to be caught out when they manoeuvre by the other three. However, these techniques are locked behind a very high skill wall barring the incompetence of your opponents. Make no mistake, while there is a lot of potency in Haida's single torpedo mount, it's not easy to use. I didn't forget about Haida's secondary. The British 102mm/45 is a great mid-tier backup weapon. Its high rate of fire is wonderful and it has a better fire chance that Haida's primary battery. There's the added bonus having great fields of fire, so it's very easy to bring it in on a fight. There are two problems with it, though. The first, it's linked to Haida's AA guns. Enabling one enables the other and with a long reach, this can give Haida's position away prematurely which can get you killed. Second, Haida's secondary is very short ranged -- a mere 4.0km. You're going to have to get in stupidly close to make this work for you, or you're going to have to give up on more advantageous skills and upgrades. In playtesting, I did manage to sink two ships with Haida's stock-secondary, so it's not useless. Like all of Haida's weapon systems, it's simply awkward to use. Summary Trying to deal damage at range will yield poor results. Haida is a knife-fighter. Get her in close. If you haven't yet learned how to stack damage with single-fire torpedoes, now is the time. She has a secondary. Sometimes it will kill stuff. Make sure to brag about it when you do. Evaluation: What it would have needed to be : On the whole, Haida's weapon systems are the worst at tier VII. It's not by much. Sims and Minsk are similarly lacking. Hinterland Who's Who: Haida Moose Dangerous when crossed, the Haida-Moose is one that plays the role of a forward scout. Her Smoke Generator and Hydroacoustic Search are used defensively but she places herself up on the front lines to make sure her team has vision for as much time as possible. She prefers to keep enemies at arm's reach. If startled, Haida-moose may charge unexpectedly and can be devastating in these limited encounters. However, she's skittish and is just as likely to flee. Her suicidal bull charges are just as dangerous to Haida-Moose herself as the vehicle their opponents are driving. Haida-Moose will win more often, but no more so than any other destroyer. Haida-Moose's contributions to her team are unpredictable and caution should be exercised whenever you encounter one. Defense Hit Points: 15,700hp Minimum Extremities & Deck Armour: 16mm bow and rear quarter and 19mm stern, sides & deck. It's hella weird. See below. Normally for destroyers, the only thing worth talking about is their relative hit point total to one another. Haida comes out alright here. She ranks third overall for hit points among the tier VII DDs which is pretty impressive, what with Z-39 and Leberecht Maass to compete against. Clearly, Haida has been eating too much poutine. The healthy slug of hit points Haida boasts further improves her ability to out-trade enemy destroyers with her high HE DPM. But there's a further oddity with her armour layout. Large areas of Haida's hull and her entire deck are 19mm thick. This can provide some limited amount of defense against small caliber (114mm or less) HE shells, particularly those fired from battleship secondaries. Finally, the vulnerability of her main battery is worth mentioning. Without Main Armaments Modification 1 or Preventative Maintenance, you can expect Haida's main battery guns to be knocked out frequently. Like Blyskawica, her guns mounts are not fully enclosed turrets. Her gun shields are a mere 6mm thick with open backs. It is not uncommon for high explosive shells to disable one or multiple turrets in an engagement. For a destroyer who is reliant upon winning DPM races at close quarters, this can be crippling. Choose your skills and upgrades with this in mind. Hit point totals of tier VII destroyers. For a gunship, Haida is very well setup to bully other tier VII ships. It's only the Germans that outweigh her in this regard, but she easily caps them in damage per minute totals when firing HE shells. Angling will be key for besting their high AP shell damage. Make sure you take Survivability Expert to further boost your hit point totals. Evaluation: What it would have needed to be : Haida's already close here, but to top German DDs she's going to need much thicker armour, a bloated hit point pool or access to a Repair Party. Agility Top Speed: 36.5kts Turning Radius: 630m Rudder Shift Time: 3.8s Maximum Rate of Turn: 7.5º/s There's a whole lot of "meh" here. Haida's top speed is alright. It's not great, though -- not in a tier populated by the likes of the Leningrad-class (43 knots), Blyskawica (39 knots) and Sims (38.5 knots). Haida is more reliant upon her concealment rather than her flat out speed to control engagement distances. In a running battle, she's at a disadvantage. She's also pretty lackluster with her turning radius. At 630m, you're going to need some advance warning when enemy fish are on their way. You're also going to need a bit of distance from enemy cruisers and battleships in order to dodge effectively. Keep this in mind. Her overall rate of turn is on the low side. Haida's not going to win any prizes for agility. She's comparable to Leberecht Maass in overall agility which isn't a very flattering. Evaluation: What it would have needed to be : Yeah, this isn't going to happen. It's only thanks to Shiratsuyu and Z-39 that she comes away with a rating at all. Hinterland Who's Who: Haida Wolverine Small and scrappy, Haida-Wolverine challenges cap-circle dominance and is eager to fight with other destroyers. Though a solitary hunter, she's a team player and she uses her consumables to get the upper hand when contesting caps and to ensure the enemy never gets the drop on her friends. Haida-Wolverine is looking for a close-range brawl and she's going to use her concealment value to get it. At this tier, you can expect to see her smoke being used more aggressively rather than just an escape tool. Spotting her in a cap circle won't cause her to immediately flee and you're going to have to dig her out with planes, radar or focused fire. Expect some clever use of her consumables and good coordination with team mates. Haida will win a lot more once you're comfortably at this level. Anti-Aircraft Defense AA Battery Calibers: 102mm / 40mm / 20mm AA Umbrella Ranges: 5.0km / 2.5km / 2.0km AA DPS per Aura: 9.4 / 13 / 36.6 I wish I could just say that Haida's anti-aircraft firepower sucks and be done with it, but there's one more point to cover. Disabling Haida's AA firepower to keep her from being prematurely spotted by aircraft also disables her secondary. Not cool. Haida's AA defense is pretty shoddy, but she's in good company at tier VII. Evaluation: What it would have needed to be : Not a whole lot. Tier VII AA power is pretty shoddy and no one really pays it much mind anyway. Just showing up with a specialized AA build alone would make her better than most of her contemporaries, but that's true for any of the DDs. Moving on. Refrigerator Base Surface Detection Range (stock/min): 6.49km / 5.67km Air Detection Range (stock/min): 3.90km / 3.51km Detection Range when Firing from Smoke: 2.31km Main Battery Firing Range: 12.3km Detection Consumables: Smoke Generator / Hydroacoustic Search Haida has the best surface detection of any of the tier VII destroyers. It's not even a close contest. Her surface detection is so low, it almost appears that she has the Concealment Modification 1 upgrade built in (we'll see what happens with HMS Cossack!). It's only when Haida is compared to ships at this higher tier that her surface detection appears almost normal. In fact, out of all of the ships she may encounter, Haida ranks 12th out of some 50 rival destroyers for best concealment. Those that out-spot her are primarily IJN destroyers. Few of these destroyers present any kind of threat to Haida. Generally speaking, Haida can outfight anything that out-spots her and she can outspot anything that could be considered a threat, giving her the opportunity to control the engagement. Ten Best Upgraded Concealment Values Between Tiers 5 & 9 5.37km - Kagero (8), Asashio (8) & Harekaze (8) 5.41km - Fujin (5), Kamikaze R (5), Kamikaze (5), Minekaze (5), Mutsuki (5) 5.44km - Yugumo (9) 5.66km - Okhotnik (5) & Chung Mu (9) 5.67km - Haida (7) 5.80km - Benson (8), Loyang (8), Hsienyang (8), Fletcher (9), Black (9) 5.81km - Nicholas (5), Hatsuharu (6), Shiratsuyu (7) 5.94km - Akizuki (8), Z-46 (9) 5.97km - Jianwei (5), Gallant (6) 6.08km - Ognevoi (8) Smoke Generator As good as her surface detection is there will be times where she has to reach for her Smoke Generator. And here's where Haida gets weird. For a destroyer, Haida is unique, deploying the same "creeping smoke" as HMAS Perth or Huanghe. This consumable constantly deploys smoke for one minute and thirty seconds (or up to one minute and forty-seven seconds with the Smoke Generator Modification 1 special upgrade). However, each smoke cloud disappears in ten seconds (nine and a half with the special upgrade). This allows Haida to remain mobile. In order to stay hidden, Haida must maintain a speed of 12.5 knots or less. Haida moves at between 9.0 and 10.4 knots at 1/4 speed, with the latter value being from a combination of a Sierra Mike signal and her Engine Boost consumable. You can flutter the engines up to 1/2 power for brief intervals to get a little more thrust, just be careful not to exceed the 12.5 knots. Combined with her Hydroacoustic Search, while moving in smoke, Haida trivializes the dangers of incoming torpedoes. Haida's smoke is very selfish. She lacks on team play as she cannot effectively cover allies with her consumable without a high degree of coordination. This isn't something I would expect most friendly players encountered in Random or Ranked Battles to know how to do, especially in the heat of combat. Poor understanding of Haida's consumable will only get her allies killed that presumptuously attempt to rely on it in a moment of crisis. It is possible for Haida to provide cover. There are three ways to do it: The ship needs to synch their speed with Haida and sail in close proximity. Haida needs to call out her speed and announce any course corrections. This is best done in division over voice coms. Haida sails in front of a larger ship that needs cover while both ships move at high speed. Haida herself will not be concealed in smoke -- constantly outrunning it, but the friendly ship will be. Both ships park their butt in what amounts to a single puff of continually reissued smoke. Mind those incoming torpedoes. Haida's mobility with her smoke is very welcome in situations where the battle progresses and you need to redeploy. Haida can accelerate out of her smoke and bring it with her, allowing her to setup in a second location and continue making aggressive plays. The catch is that even when she's not spotted, Haida broadcasts her position. The palls of moving smoke are hard to miss. You cannot count on taking anyone but the most distracted players unawares this way. Speaking of awareness... Hydroacoustic Search Haida is the first ship to be released with what appears to be the new Royal Navy destroyer Hydroacoustic Search consumable. Haida was the test-bed for this new consumable and it's proven to be quite powerful. At first blush, it doesn't look like it, though. The range appears too short to be used offensively and like her Smoke Generator, Haida's Hydroacoustic Search appears very selfish, being only able to spot torpedoes in her immediate vicinity. However, the duration of this consumable more than makes up for any lack of range, providing Haida (and her team) with increased situational awareness. This facilitates Haida's presence up on the front lines. The longer she can remain there confidently, the more her team benefits. Her torpedo detection may seem small, but it provides Haida with all of the time she needs to manoeuvre. The 2.13km range can be modified with Vigilance if a player desires, bringing her torpedo detection range up to 2.66km. For a destroyer, none of these values present much in the way of concern. Short of point blank drops (aerial or otherwise), Haida should have no problems avoiding torpedoes in any given situation so long as her Hydroacoustic Search is running. If she's upgraded with Hydracoustic Search Modification 1, the run time of her consumable is three minutes and forty-six seconds which is an enormous window of relative immunity to torpedo attack. However, there's one more way of putting Haida's Hydroacoustic Search to use -- and that's on the attack. While her Hydroacoustic Search picks up enemy vessels just 1.12km beyond standard auto-detection range, this buffer is more than enough for Haida to abuse. Whether its creeping up on enemies hiding in their own smoke or slipping into range with her own, Haida is stealthy enough to pull it off. What's more, her guns have a tiny stealth bloom in smoke of 2.31km, giving Haida 800m of stealth-firing window to begin hammering targets without being seen in return. For a destroyer with such a high DPM, this is often all that's needed to doom an enemy DD (or a low health cruiser). With the long duration of Haida's Hydroacoustic Search, these attacks don't need to be rushed. You can take your time ensuring you get the proper setup, outlasting enemy Surveillance Radar or even German destroyer Hydroacoustic Search, letting you take them unawares. Crappy Weapons, God Tier Concealment Haida's excellent Vision Control largely explains why her weapon systems are of poor quality. Were her guns or torpedoes any better, she'd be overpowered. Seriously. Summary: Her Smoke Generator is selfish, but it's at least very flexible. Her Hydroacoustic Search's duration is its best feature. It's amazingly comfortable. Haida is stealthy as all get out.. She has no right being this sneaky, especially when firing her guns from smoke. Evaluation: What would have to happen to DOWNGRADE to : The only way Haida is giving up her crown here would be if another destroyer was added with similar concealment levels with American-style smoke and either Surveillance Radar or a cruiser's Hydroacoustic Search. They'd have to downtier Loyang. Hinterland Who's Who: Haida Cobra-Chicken Psychotically aggressive with seemingly little to no sense of self-preservation. Haida Cobra-Chicken will wreck you and poop on your corpse. Unlike the reckless bull-charge of Haida-Moose, Haida Cobra-Chicken's hatred for you is calculated despite appearances. You can think you're safe, hiding in smoke or behind cover, but she'll come and get you. She'll come and get you and you won't see her coming until she's hissing in your face. She doesn't care if you're a destroyer or HMS Belfast. God help you if she migrates into the cap you're contesting. The existence of any enemies on her territory is met with extreme aggression until they're dead or driven off. Haida Cobra-Chicken will abuse her concealment to make seemingly reckless plays to pick off enemies at point blank ranges. She'll knife fight not only with destroyers but cruisers and battleships when opportunities arise. Most of her kills will happen inside of 4km ranges and you'd never expect this level of aggression from something so derpy looking. Enemy radar and hydro is only a temporary deterrent and, like an aggressively swung umbrella, it can only keep enemies safe for so long. Her consumables are used to close the distance unseen, abusing vision to bring hot, poutine-flavoured death to people who dismissed her out of hand. She'll then make her escape to go back to nesting upon her cap circle until the next fool trespasses on what's rightfully hers. The test environment for Haida was about as nightmarish as it gets. All of her balance testing was done amidst the release of the American cruiser line. It was not uncommon for between one third to half of the enemy team having access to Surveillance Radar. If Haida could thrive in that environment, she can make it anywhere. A DeWolf in Sheep's Clothing Haida is a skill-hungry ship. You're going to feel starved for skill points, with so many viable and competitive choices, you're going to feel stretched thin. I played several different builds over the course of play testing and it's the one below that I found worked best for me. Start with Priority Target. This lets you know when it's time to get out of Dodge. Next take the no-brainer, Last Stand at tier two. At tier 3, take Survivabiliy Expert to increase your hit point total. This saved me more times than I care to admit. And then move up to tier 4 to take Concealment Expert. Cuz, duh. From here, it comes down to improving the quality and quantity of her HE direct damage. Basic Fire Training comes first. Haida primarily picks on destroyers and this will help ensure her dominance. Inertial Fuse for HE Shells will facilitate doing direct damage to cruisers and battleships. And finally Adrenaline Rush will further increase her DPM. There are lots of other viable skills, but they are, in my opinion, less worth while than the ones selected. Still, I highlighted skills that are reasonable substitutions. Here's why they didn't make my cut: I value information more than I do a better RNGesus roll. So Preventative Maintenance is less valuable to me than Priority Target. Haida can't out turn her turrets, so Expert Marksman is more for comfort than a necessity. Smoke Screen Expert can be a viable choice if you plan to division often with Haida. This will help your allies cuddle in your smoke screen. Haida doesn't set fires well. Demolition Expert can help pad her up to Sims-levels of fire starting, but it's bit of a waste. Vigilance is a good skill if you intend to division often. It also has some value in competitive for team play. Radio Location isn't really necessary if you focus on dominating capture points. Eventually they'll have to come to you. Besides, Haida isn't quite fast enough to put this to the best use. ... and finally... If you have access to the special upgrades for smoke and hydro, then Superintendent isn't necessary. Most games will end by the time you've used 3 charges. Still, for those marathon, nail-biter games, this could be nice to have. So get those special upgrades. Spend that coal! Final Evaluation I have been horribly stressed while following the development of Haida. It was really hard not to let bias take over my wants and wishes for Haida. I'm Canadian. Haida is my ship. It's likely the only Canadian vessel I'm ever going to see in World of Warships. I wanted her to be good. Worse, I recognized that I wanted her to be perceived as a good ship. I was excited about her. I wanted others to be excited along with me, even if I understood this was foolish and damaging to any review I might do. More than anything else, I feared Haida would end up bland and uninteresting. I could stomach her underperforming. If she was fun to play, I could forgive a lot. As someone who writes reviews, this is incredibly dangerous and I hope I've been successful in reigning this in. If you feel yourself cautious about this ship based on this review, then I've been successful. If you're overcome by hype, please, please, please, stop reading this and go find another review of Haida before your money explodes recklessly out of your wallet and into Wargaming's coffers. Haida that we've been given is a destroyer-hunter. She specializes in close-range knife fights where her high damage output overwhelms her opponents in short order. Contrary to American destroyers, she doesn't do this grace of excellent gun handling, phenomenal fire arcs and fast-firing weapons. Instead she relies on stealth to get in close, mitigating the weaknesses of her poor arcs and shell flight times to deliver several high damage hits before her opponent can react. If a fight opens up at range, she can still maintain a DPM advantage over select lolibotes, but her superiority falls away quickly. It's ill advised to attempt to pursue all but the most badly damaged vessels. Her ideal engagement distances are within 7km and she can be absolutely devastating at closer ranges. I cannot stress this enough: Haida's ideal engagement range is at distances that would be suicide to any other vessel. What is most remarkable about her is that she not only pulls it off, she excels in this environment.With her tiny surface detection, her access to a weird creeping Smoke Generator and an even weirder Hydroacoustic Search, she is well suited to not only closing into these ranges and engaging the enemies, but doing so without giving herself away. These close-range engagements are key to her success and not just with enemy destroyers. The closer you are, the easier it is to land hits, not only with her guns but with torpedoes too. Though Haida is limited to just a single torpedo-launcher, her individual fish are incredibly hard hitting. Haida deals nearly as much damage with her four torpedoes as Sims does with eight. Haida lacks the overwhelming alpha strike normally associated with close-range torpedo attacks, however. You can't count on being able to land Devastating Strike on capital ships. There's little chance of her ever nuking anything but a lower-tier battleship down from full health short of a lucky detonation. Thus attempts at these suicide rushes will, at best, cripple a target and leave you open to reprisals. This does work devastatingly well against cruisers, however, provided you can survive the gamut of Hydroacoustic Search and Surveillance Radar pickets that will be trying to sniff you out. Haida is a weird destroyer, borrowing elements from Kidd, Loyang and Perth with just enough Fujin in there to make you blink. I have found Haida to be a wonderful fit for me and I played the absolute Hell out of her during testing with over 150 games in her final iteration. But therein, I must stress caution. I remember my first dozen games played and it was a steep learning curve. Haida and I fought one another until things clicked and I didn't like her during this learning period. For some of the other testers I've spoken to, this kind of connection never happened. Enjoyment in Haida remained elusive for them and it could happen to you too. Your own mileage can (and will inevitably) vary. Would I Recommend? I suspect Haida will be a source of frustration for many players. This will come from three distinct areas. Players that want to like her but can't make her work for them. I sympathize, really. She's not an easy destroyer to play. I suspect there will be a number of people that pick her up, hit the wall and relegate this ship to a port queen. Players that end up with a Haida on their team that doesn't push. For a ship with so many tools available to facilitate contesting capture points and spotting, few things will be as more infuriating as seeing a Haida that plays passively and hides in the back in their own smoke. Players that end up with a well-played Haida on the enemy team. This is the only thing that's going to be worse than a bad Haida on your team is a good one on the enemy team. While the skill floor is high on Haida, in the right hands she's an absolute monster. She's well set up to bait radar, survive and then double back and do all sorts of mean things to your team. Without coordination and/or aggression, putting her down is difficult. It's not going to be fun watching your destroyers melt to preventable losses like sitting in their own smoke. It pays to keep Haida's strengths in mind -- she is not an easy destroyer to play. Please don't take just my word for it. Check out some of the other reviews on HMCS Haida before taking the plunge. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Haida doesn't have the raw alpha strike needed to contend with charging bots in Co-Op. You can make her work, but you'd be much better suited with Leningrad, Sims, Blyskawica, Z-39 or any of the tech tree ships. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. In the chaos of Random Battles, Haida shines. She'll earn you lots of credits and experience. There are two downsides to keep in mind, though. There's no Commonwealth tech tree and there's never likely to be any Commonwealth tech tree. Haida has very little utility as a trainer until you max her commander to 19 skill points and farm elite commander XP which can then be distributed elsewhere as needed. She's not easy to use. While a given players' mileage will vary, Haida can seem very lackluster to those unwilling or unable to play aggressively. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. Haida is well suited to Ranked Battles where destroyer duels and selfish plays are heavily rewarded. She will struggle towards the end-game of matches, however, when there are just larger ships left. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Haida is a ship steeped in history having seen a lot of combat in WW2 and Korea. In addition, she's a museum ship. She's the last of the surviving Tribal-class destroyers and the first Tribal-class and first Canadian vessel added to World of Warships. For Fun Factor: Bottom line: Is the ship fun to play? Yes. I love this ship. 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 I owe a lot of thanks yous for this one. Chobittsu went above and beyond helping provide artwork for this review. Many of my Canadian readers stepped forward with suggestions and support, eagerly anticipating this review. Finally, Pigeon_of_War at Wargaming has been working tirelessly behind the scenes to help make HMCS Haida a reality. He has been wonderful for listening attentively to feedback from the North American community regarding including Haida in World of Warships. On a more personal note, he's been very attentive at addressing my concerns about this ship during its development. I can't thank him enough. And that's it! I'm done! Haida's published and Hell-month is over. I've been working non-stop since mid-May on reviews. Thunderer, Kronshtadt, Monaghan, Salem, Massachusetts and now Haida -- six weeks straight of reviews with little more than a couple days off. I can finally breathe and enjoy summer. I dunno when the next review will be -- probably not for a fortnight. If you're looking for me, I'll be pool side, soaking up some summer sun before the Canadian snows come again on Tuesday. Thank you all for reading. If you enjoy my work, please consider supporting me on Patreon. P.S. There's no codes or clues in this review! Spare your eyes! Appendix A list of sites, programs and people I rely upon to create my reviews.
  6. Renato1280

    Reward

    If players that are 90 days inactive earn a ship, what does players that log in 90 consecutive days receive?
  7. Kalong_Bunga

    Retraining captains to temporary premiums

    I currently have a British Dasha mounted on the temporary premium Lightning. She is specialized for the Black Swan, but I want to keep her on the Jervis. Since the Jervis will soon not be premium, is there any way to get the captain retraining done while it is still premium (so I don't have to deal with skills not working during retraining). I can't figure out how to start the retraining process on a premium. How do I do this?
  8. OK.. Little math quiz here... If I pay 99 cents for one Guinea... How much do I save by paying $4.99 for five... or $19.99 for twenty ?? .... tick.. tick... tick... pencils down. If your answer is, "What the $&^#*@ is up with this ??" ... that would be correct. At the unit price, you should be paying $19.80 for twenty. That would be a negative savings. ... Just caught my eye today. Please return to your normal destruction.. Have a nice day.
  9. Admiral_Bingo

    RN CL Dido Premium Proposal

    Hello everyone, This is my first post. :) I would like to suggest this ship as a new premium and like to discuss what would it be like if it was actually added to the game. HMS Dido The reason why I chose this ship is because I would like to entertain the thought of having a RN Atlanta. Having similar armament, it would have a reload time around 5 seconds and just like the Atlanta, have unlimited charges of the DFAA consumable because of its AA build. Some difference would be the shell type. Being a RN cruiser, it can only fire AP shells with the special RN ballistics while Atlanta could fire both types. While the Atlanta has HE and Radar, Dido trades these off for heal and smoke, making it different in terms of handling from Atlanta and Flint. However, because of its armament, it would have similar range like the Atlanta requiring the player to adapt to a similar game play of Atlanta. So what specs, consumables, or other stuff should the ship have while keeping it relatively balanced?
  10. Peppa_Chan_v3v

    Cambios en la Cuenta Premium

    ¡¡Buenas marinos!! Recientemente nuestro compañero "HARKONNEN" ha publicado en su sitio The Daily Bounce sobre un proyecto que WG está pensando implementar en World of Tanks (aunque esperemos que sea para todos los juegos de la firma). La noticia consiste en una implementación sobre un nuevo sistema de tiempo premium, es decir un nuevo modelo referido al tiempo premium y su acción dentro del juego. En tal proyecto, se pretende cambiar el funcionamiento de como actúa el tiempo premium en la cuenta del jugador y para ello, se han elegido diferentes usuarios los cuales podrán probar está función. Por el momento podemos especular cómo sería la nueva forma de premium y qué podemos esperar de ella, aunque claro, al ser un proyecto puede y no pasar. Y tú, ¿Cómo crees que sería el nuevo sistema y cómo funcionaria?. *En mi opinión, sería una gran idea ya que muchos jugadores, especialmente los que trabajamos o estudiamos, podríamos aprovechar el tiempo premium de una mejor forma, aunque claro, se tendría que poner una limitante en el tiempo premium a comprar y en el precio, ya que como dice en el articulo de Harko, el tiempo serían 24 horas por el día jugado.*
  11. Cossack is a stealthy British gunship destroyer armed with eight 120mm/45 naval rifles and a single bank of four, high-tier torpedoes. She is defined by her good concealment values and awkward firing arcs. Cossack also has access to the Engine Boost consumable while maintaining improved British acceleration and energy preservation. Game play wise, Cossack is very similar to Lightning with an overlap in consumables and commander skill choices. Wargaming has set her price tag at 9,600 doubloons. This is the second Tribal-class destroyer introduced into World of Warships following the release of HMCS Haida earlier this year. She is less remarkable than her sister-ship but that's largely owing to the unforgiving environment in which she plays. Cossack contends with being up-tiered more often than her Canadian counterpart and higher tiered matches are far more radar intensive. Moreover, at tier VII Haida has a defined role -- she's a lolibote-molester. This role is generally lacking among the other tin-cans at tier VII which makes Haida stand out. Cossack doesn't share this same kind of defined specialty. She's more of a generalist scout or gunship -- roles that are replicated by other destroyers at her tier. Thus, Cossack is a workhorse, one gunship among many. She gets the job done in a tough environment which is worth noting, though she is not deserving of any acclaim in this regard. PROS Good DPM performance on her guns and excellent chance at starting fires. Powerful torpedoes for a gunship which may launched individually. Improved engine performance with increased acceleration and energy preservation in a turn while also having access to the Engine Boost consumable. Ridiculous rate of turn, throwing herself about at almost 9.0º/s! Good concealment with a surface detection as low as 5.48km. Access to a long-lasting British Hydroacoustic Search consumable. CONS Poor fire angles on all weapons. Terrible gun ballistics -- worse than American 127mm/38s. Limited to a single torpedo launcher. Her anti-aircraft firepower is effectively non-existent. Poor quality Smoke Generator consumable with short emission time and duration. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Cossack is not a forgiving ship to play. For a novice player, she has many strikes against her. She struggles to do damage, hamstrung with restrictive fire sectors on all of her weapons and poor performing guns. A deep skill build is necessary to allow her to do direct damage with her artillery against larger opponents and the range of targets she can engage is limited. Having a single torpedo launcher does her no favours either. She is at her best at what amounts to point-blank ranges. At high tiers this is a range where you will get killed in short order for making a mistake. Cossack has the speed, stealth and agility enough to make her attractive to a veteran but her engagement range, optimized for short-distances and limited attack power are a severe mark against her carry potential. Still, she has a diverse toolkit that will earn her some devoted supporters. – 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. Cossack's damage output and durability are best described as average. While she does have her strong points, a combination of drawbacks with her guns keeps Cossac from outperforming her peers. Her low hit point total similarly holds her back. She gets a rating in both categories. Her anti aircraft firepower is virtually non-existent and she earns a evaluation as a result. It's arguably worse than the IJN torpedo boats which is saying something. Where Cossack stands apart truly is her agility and stealth. She takes primacy from Lightning in terms of flexibility and speed. It's a closer contest for Vision Control, but she wins out against Loyang. She's the in both categories among tier VIII destroyers. Options Cossack's options are almost all standard for a British destroyer. Cossack like (new) British destroyers cannot make use of the Propulsion Modification 2 upgrade as she already has an improved version built in. Consumables Cossack's Damage Control Party is standard for a destroyer. It has unlimited charges, a 60s/40s reset timer and a 5s active period. Cossack uses a British destroyer Smoke Generator. This has 5 charges base and a 90s/70s reset timer (it's not just you, that number is stupid-weird). It emits smoke for 10s and each cloud lasts for 40s. Unlike other (new) British destroyers, Cossack has access to Engine Boost. This is a standard destroyer-version of the consumable providing an 8% speed increase with 2 charges base, an 180s/120s reset timer and a 120s active period. Cossack uses a British destroyer Hydroacoustic Search. This has 2 charges base, a 180s/120s reset timer and a 180s active period. It detects torpedoes and ships at a range of 3.00km. Upgrades Cossack should equip Magazine Modification 1 into its first upgrade slot. If you like to live dangerously, then Main Armaments Modification 1 is fine. In your second slot, the special upgrade, Hydroacoustic Search Modification 1 is optimal. If you do not have access to it, then the next upgrade you should reach for is the special upgrade Engine Boost Modification 1. If you're lacking that, then default to Propulsion Modification 1. Aiming System Modification 1 is optimal for slot 3. The only reasonable choice in your fourth slot is Steering Gears Modification 2. Similarly, the only reasonable choice in your fifth slot is Concealment Modification 1. Camouflage Cossack comes with Type 10 Camouflage. For 2,000 doubloons you may purchase Royal Navy - Cossack as a cosmetic swap. Both camouflages provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Cossack comes with Type 10 Camouflage in mottled grey. I personally think she looks prettier in Royal Navy - Cossack in green, black and grey, but that's only for players with deep pockets. Firepower Main Battery: Eight 120mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four torpedo tubes in a 1×4 launcher mounted amidships. The 120mm/45s that Cossack uses for her main batteries have a lot of problems at tier VIII. While perfectly serviceable at tier VII with ships like Jervis and Gadjah Mada, against the upgraded opposition faced at higher tiers they're nowhere near as competitive on a per-gun basis. This is largely owing to penetration issues due to gun caliber but there are other things to remark. They have a modest rate of fire, damage per shell and poor ballistics. The mountings on HMS Cossack are poorly situated with limited fire arcs and a lackluster traverse rate. Their only real strength is a high fire chance per shell. Her saving grace is that she has a lot of guns -- quantity has quality all of its own. However, the competition is fierce at tier VIII and even armed with eight rifles Cossack struggles finding the edge she needs. Destroyer AP shells are highly circumstantial in their utility. Most simply do not have the penetration or damage output to make them worth chancing the risk of a bounce using except in specific circumstances. Still, when a broadside is offered, switching to AP provides a much improved damage increase -- especially if your target is already burning from fires set. HMS Cossack's poor penetration values limit the range at which she can make these exchanges successfully, with her ability to citadel enemy cruisers falling off at 4km and her ability to reliably penetrate the extremities of battleships dropping off between 9km and 11km.1 Cossack's HE damage potential looks impressive, though it's important to cross reference it with her penetration values. The chart on the right shows the armour value the respective guns can best while the extremity armour on the bottom lists the prevalence of different armour types for the bow and stern. The number in brackets is the (current as of 0.7.9) number of ships with these armour values. There is a long list of targets she is incapable of damaging directly which will necessitate her making the attempt with AP shells instead. The arcs of fire on A and Y turret are terrible, contrasting the excellent arcs on B and X. On top of this, B-turret may rotate 360º which facilitates keeping it engaged even while Cossack manoeuvres. It's thus very easy to keep six guns on target most of the time but especially difficult to keep all eight firing. Bringing all eight guns to bear makes her an easy and predictable target due to the limited fields of fire on her foremost and rearmost turrets. Sacrificing a turret makes Cossack's gunnery no better than a tier VII destroyer. Cossack doesn't have the DPM advantage to be able to best contemporary gunship destroyers. The race is very close. Once you factor in the hit point totals and detection consumables, the margins get even smaller. Against anything higher tier, Cossack comes out the worse for it. This said, Cossack does have the muscle to bully anything smaller than herself short of HMCS Haida. She can play the role of a destroyer hunter provided she can ensure the detection, hit point and DPM advantage, but she has nowhere near the primacy in these categories at her tier. Against larger vessels, Cossack's guns are a mixed bag. Her ability to deal direct damage is compromised with her poor penetration values but she's an excellent fire starter. Note that this is largely owing to volume and accuracy of fire -- Cossack must be cycling all eight of her guns onto a target and landing with most of her hits to be a credible threat this way. Where Cossack truly excels is her potential to set fires. This is especially true of she eschews the use of IFHE in her commander skill build and elects to just focus on Demolition Expert instead. While this is unlikely to ever give a hale and healthy cruiser pause, it is very effective against battleships. Note, in practice these values are approximately halved when striking ships and represent only the raw fire starting potential. Thus, against a Montana, Cossack with a DE build could expect to set about 4 to 5 fires per minute. Be warned, though, the efficiency of focusing on fires leaves a lot to RNG. Cossack's performance will not be consistent. The final issue facing Cossack's gunnery is one of range and detection. She has adequate reach but she suffers from horrible ballistics. British 120mm/45 guns have worse shell arcs than American 127mm/38s. Cossack has similar gunnery challenges to Loyang, Hsienyang, Kidd and Benson without their fast rate of fire to facilitate aim correction. Cossack is greatly endangered by the prevalence of Surveillance Radar within her matchmaking tier where her short engagement range is more likely to bring her within reach of this consumable. Furthermore, her Smoke Generator does not allow for long bouts of gunnery within the safety of concealment. Cossack must contend with much of her gunnery being done while she is vulnerable to return fire if she cannot make use of island cover. Thus, Cossack must be opportunistic. Whatever ability she has to bully other destroyers falls away as she faces same or higher tiered opponents. Her guns can terrorize lower tiered vessels, including battleships but they lack the caliber needed when facing higher tiers. Throw in the usual challenges of radar in this matchmaking spread and a pattern emerges: The power and flexibility of Cossack's guns varies considerably upon the hand which she's dealt by Matchmaking. Cossack's torpedo launchers have much better rearward arcs than forward. Like her guns, Cossack is going to have to give up her full broadside to be able to fire her torpedoes at a target. Cossack's torpedoes are decent individually, but she has too few of them and bad firing arcs to boot. Cossack has HMS Daring's torpedoes but at tier VIII instead of tier X, which looks nice on paper but that single launcher holds her back. The saving grace of Cossack's torpedo armament is her ability to fire them one at a time. While getting good accuracy with single-launch torpedoes is locked behind a skill wall, once mastered it helps greatly with making up for the lack tubes. For a gunship, Cossack has better individual torpedoes than those found on the Soviet, American or German destroyers. However, like with her guns, she places a distant second to Akizuki, lacking both striking power and being unable to keep up with her damage output Furthermore, Cossack's individually more powerful torpedoes in no way makes up for having only one launcher. Like Cossack's guns, her torpedoes perform much better when she's top tier than bottom. Their 10km range is fairly standard (and an improvement on the 8km on Lightning's), however as Surveillance Radar becomes more and more prominent in higher tiers, this reach just doesn't provide the same level of safety. Ideally, a player should be able to combine Cossack's torpedoes with her excellent fire setting to stack damage over time effects on a given target. In practice, this is much easier said than done. Their limited arcs makes finding opportunities to use them difficult, especially in a pinch. When the stars align (or skill prevails), Cossack can doom an enemy vessel in short order by overtaxing their Damage Control Party between fires and floods and score herself an easy kill. However, these will be rare events rather than commonplace. As discussed, use of Cossack's gunnery and torpedoes are both steeped in challenges. One of the drawbacks of British torpedoes is their large detection range. While not quite on the same level as Japanese destroyer torpedoes, this does limit their effectiveness. Summary: The potency of her guns varies considerably based on the tier of the target she faces. Her gunnery performance is inconsistent. Her torpedoes are individually excellent but they're difficult to use, locked behind a higher skill wall. Cossack must present a lot of broadside to cycle her weapons which can make her unfortunately predictable. Evaluation: What it would have needed to be : Cossack never quite gets her act together to seriously contest the Japanese gunships for their primacy at this tier. Yeah, I'm as shocked as you are that Japan now dominates the destroyer firepower meta at tier VIII. I always thought it would have been the Soviets, but here we are. Defense Hit Points: 15,200hp Min Bow & Deck Armour: 19mm The Lolibote with a redundant name sure looks OP when you lay out the maximum effective hit point total of the tier VIII destroyers like this. However, making perfect use of all four charges of her Repair Party happens so seldom. Still, she's way tougher than Cossack. Cossack has nothing going for her in this category. She has a downright middling hit point total and no fun quirks to her armour profile. This is a destroyer where you will have to manage any gunfire trades carefully to preserve your health. Her DPM advantage is not so high that she can afford to simply slug away at an enemy lolibote and hope to come out the better. The Survivability Expert skill, which ups her to an even 18,000hp should be considered mandatory lest she fall behind the staying power of other gunships. Veterans who are familiar with the play style of Loyang and Benson will no doubt be able to relate to the need to properly spend their hit points when making gunship attacks. The difference between Cossack and these American-based gunships is her worse Smoke Generator performance which limits her ability to make escapes when things go pear shaped. Cause they will. Evaluation: What it would have needed to be : Cossack is in the bottom half of the vast tier VIII destroyer population. It's going to take a lot to move her up in rank -- namely another 5,000 hit points or a Repair Party consumable. Agility Top Speed: 36.0 knots Port Turning Radius: 610m Rudder Shift: 3.6s Maximum Turn Rate: 8.9º/s There's a lot to cover here. Let's hope I can put it in some semblance of good order without melting the brains of my readers. Your take away should be this: Cossack is far more agile than her in-port stats might otherwise indicate. She comes about quickly. She accelerates fast. She doesn't lose speed in a turn. Stay with me here, this graph isn't as scary as it looks. In purple, we have the sustained 4/4 speed of the tier VIII destroyers with their rudder hard over. This is how fast these destroyers can move while wiggling, dodging and coming about. In green is their nominal maximum speed -- for Cossack and Lightning, that's 36 knots. In blue, we have their engine boost speed. What makes Cossack so remarkable is that her maximum speed and turning speed pretty much overlap AND she access to an Engine Boost. This makes her a much harder target to hit, akin to a fast Soviet destroyer in terms of her forward momentum but with the added bonus that she can change her heading much more quickly. Cossack doesn't have the straight-line speed of some of her contemporaries. However, she's functionally faster than many of them. Like destroyers from the Royal Navy tech tree, Cossack preserves almost all of her speed while under manoeuvres. Most destroyers bleed off between 15% and 18% of their top speed while wiggling and dodging. Cossack loses less than 2%. In addition, Cossack comes about almost as nimbly as USS Sims -- one of the most agile mid-tier destroyers in the game, and at a higher sustained speed. For enemies trying to pick her off at range, Cossack presents the dual challenge of a ridiculously high top speed with an nimble target, giving the best traits of both American and Soviet lolibotes in a single package. It doesn't stop there. From a dead stop, Cossack accelerates as much as 25% faster than a similar destroyer equipped with Propulsion Modification 2. From a dead stop, Cossack is quick to get moving again, helping her avoid sudden threats like incoming torpedoes or being lit by Surveillance Radar. Cossack gets the best of both worlds when it comes to upgrades; she enjoys better acceleration than she would have receive with Propulsion Modification 2 and she gets the improved rudder shift time of Steering Gears Modification 2. Unlike other Royal Navy destroyers, Cossack gets all of this without sacrificing access to Engine Boost. Combined with a Sierra Mike signal, she can get her speed up to 40.8kts for these brief spells while keeping all of the aforementioned bonuses to her handling. While ships like Kiev and the upcoming Le Terrible can outpace her in a straight line, Cossack wins out in overall handling and flexibility in combat situations. She trivializes dodging incoming fire and dancing torpedo beats. Paper stats won't tell the whole story. If you looked at a combination of Cossack's top speed, turning radius and rudder shift time, she'd look deceptively mediocre. The engine power of the Royal Navy destroyers and their energy preservation means that they perform on an entirely different level from the other lolibotes, making Cossack far more nimble than her stats otherwise indicate. Her Engine Boost consumable adds even more flexibility than even Lightning can boast, making Cossack the most agile destroyer at her tier.[/caption] Summary Boosted acceleration. Little to no loss of speed in a turn. Cossack can rocket-butt with Engine Boost unlike other British DDs. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost consumable would be enough. This is a closely contested category at tier VIII with Lightning being hot on Cossack's heels with better rate of turn and a smaller turning radius. Anti-Aircraft Defense AA Battery Calibers: 40mm / 12.7mm AA Umbrella Ranges: 2.5km / 1.2km AA DPS per Aura: 12.9 / 4.2 Hahaha, no. Cossack has no large caliber AA guns to speak of. Even cursory HE damage is likely to strip her of all of her remaining defensive weapons. Enemy aircraft carriers should feel completely safe in having their planes loiter over Cossack and friendly carriers should abstain from dragging enemy aircraft near Cossack. She'll be of no help. ... except I did. Evaluation: What it would have needed to be : Cossack only barely ekes out the worst AA rating at tier VIII. Asashio is only marginally better with less DPS but more range. In theory, it wouldn't take much to nudge Cossack up the ladder, but don't ever assume this would make her evaluation passable here. Refrigerator Base Surface Detection Range: 6.97km Air Detection Range: 3.90km Minimum Surface Detection Range: 5.48km Detection Range when Firing from Smoke: 2.48km Main Battery Firing Range: 11.89km Detection Consumables: Smoke Generator / Hydroacoustic Search There's a whole lot of weirdness crammed into Cossack's refrigerator. She is currently the rated tier VIII destroyer in terms of stealth and detection, however this is a title she doesn't claim easily. There are three elements which define her concealment: her surface detection range, her Hydroacoustic Search and her Smoke Generator. Surface Detection Spotting distance delta (in meters) between HMS Cossack and the destroyers within her matchmaking spread when fully upgraded for concealment. This chart is restricted only to those destroyers within +/- 500m spread of Cossack's optimized stealth rating. Note that a distance of at least 200m is necessary to have a plausible chance of a reactionary advantage over an opponent and more is preferable. There are few destroyers that can challenge her concealment rating. Cossack is one of the stealthiest destroyers not only at her tier but also within her matchmaking spread. Only the Kagero-class sisters (Kagero, Asashio, Harekaze) have an improved stealth rating as low as 5.374km to Cossack's 5.476km. In open water with every other match-up, Cossack will detect enemies before she herself is seen. Generally speaking, when Cossack is top tier, she will dominate scouting. It's only when she faces tier IX opponents that things get harried, with detection ranges being close enough that Cossack is likely to trip over an enemy destroyer without enough time to react. Surveillance Radar, always the bane of destroyers (and gunship destroyers especially), is a very real and especially prevalent threat to Cossack's well being. When she's bottom tier, Cossack faces several ships with radar that meet or outstrip their surface detection range. There is very little counterplay she can exercise against ships armed with this consumable short of having advanced knowledge of their approximate location. Keep a wary eye on team rosters and behave accordingly. Hydroacoustic Search HMS Cossack comes with a Royal Navy Destroyer safety blanket -- her Hydroacoustic Search. In the radar-heavy environment in which she plays, this lacks the offensive utility found on HMCS Haida and it's largely reserved for simply sniffing out torpedoes. Still, it is possible for Cossack to unmask ships hiding within smoke screens while using her consumable, however she needs to get even closer than her Canadian counterpart to do it. This tactic is largely inadvisable given Cossack's difficulties in getting away once detected but it can be pulled off in a pinch, especially in late game scenarios where an enemy destroyer lacks support. Exploit that three minute duration -- she can outlast the longer ranged (and easier to use) consumables found on Loyang and German destroyers. Outside of these very specific instances, Cossack's Hydroacoustic Search is better used defensively -- giving her the time necessary to avoid incoming torpedo strikes. In most games, this will largely be its purpose. Vigilance is a helpful skill in this regard for team play purposes if you can afford it. Still, this consumable provides a degree of flexibility to the ship that expert players can exploit and to underestimate or dismiss it would be a mistake. Cossack belongs up on the front lines, projecting vision forward for her team and sniffing out early torpedo threats. Smoke Generator There's a big ol' "but" looming over Cossack's superior vision control. She may have great surface detection. She may have a very handy detection consumable that keeps her safe from torpedoes and can be used offensively in a pinch. Butt, her Smoke Generator stinks. Shackled to the same terrible smoke consumable as the British destroyers in the tech tree, Cossack is held back by its low emission and duration times. She doesn't make many smoke clouds for one. What smoke she does make doesn't last nearly long enough to be comfortable, undermining both Cossack's survivability and her ability to deal damage. When used offensively, Cossack can only park in smoke for 40 seconds at a time. With American battleships boasting up to 20s worth of immunity with their Damage Control Party, Cossack isn't going to seriously contest her opponent's ability to put out fires. This necessitates other tactics to get the most out of the potential damage output of her guns. Borrowing the smoke from another ship is one way such as in a division. She can also take a page from American cruiser and destroyer game play and use island cover to lob her shells at enemies that cannot see her but her lack of reach makes this difficult. Finally she can simply elect to fire from open water and risk trading her hit points. I would hardly call this ideal given her low hit point total. Defensively, her smoke is also found wanting. At top speed in a straight line, Cossack drops all of three (count 'em) smoke clouds. If you install the special upgrade, Smoke Generator Modification 1 you get one more puff. That's it -- hardly worth the coal investment. Cossack's consumable is not so much a smoke screen as a squid's ink-squirt. If Cossack has been firing her guns, she may not being able to create enough smoke to block line of sight to multiple opponents (which will make you wonder why you even bothered). Fortunately, if you cut your speed the moment you activate her consumable, Cossack will come to a stop inside the last cloud. Don't wait on the throttle though -- you need to be decelerating the moment you begin laying down your rings. At least Cossack's smoke reset timer isn't punitive. The delay between dissipating and the availability of her next charge can be as little as 20 seconds with the correct commander and signal combination. With up to seven charges available, Cossack simply needs to hold her fire for brief intervals before setting up for another round of shooting. Patience and careful planning can almost make up for all of her consumable's shortcomings. Closely Contested Cossack is an excellent scout. Few destroyers at tier VIII can sit as comfortably on the front lines, broadcasting back enemy positions for their team as Cossack can. In addition, her forward position helps protect her allies from long range torpedo salvos which become quite commonplace within her matchmaking. This isn't a safe place to be, however, and Cossack lacks reliable smoke from her toolkit to give her a sense of security. Cossack may be one of the stealthiest ships at her tier and one of the best destroyers for controlling vision for her team. However, this is very little room for error. Summary Great open water concealment. Hydroacoustic Search combined with her great acceleration and handling makes enemy torpedoes launched at range a non-threat. Her smoke smells like butts. At least she gets a lot of quick-reloading charges. Evaluation: What would have to happen to DOWNGRADE to : Top spot among the tier VIII destroyers is heavily contested. The Japanese torpedo ships have the best raw concealment values. Loyang has arguably the best combination of detection consumables though her surface detection is too big to take the crown. Cossack wins out on primacy despite the flaw of her Smoke Generator, but not without contention. Keeping Oskar from becoming a Sam Skills rated by their utility in descending order from purple, to blue, to green, to red. For the colourblind, they're also rated by hearts. Cossack's initial skill choices are fairly standard for a gunship. Start with Priority Target. Next take Last Stand at tier 2. Survivability Expert is optimal at tier 3. And finish off your 10th point with Concealment Expert. Basic Fire Training should be a must on anyone's list after that and Adrenaline Rush is also optimal. From there, spend your last four points as you will. Final Evaluation I'm not one to blame matchmaking. However, Cossack's fortunes are more firmly tied to matchmaking than many other ships I've played in recent memory. I think it's largely owing to how Cossack performs when she up-tiers. To be absolutely clear, Cossack is a beast when she's the top of the pile. There are very few opponents she cannot engage comfortably and it's only those vessels at her own tier which give her pause. However, Cossack doesn't feel anywhere near as comfortable when she has to go up against tier IX and X opponents. This isn't a problem unique to Cossack, but it is more pronounced in her case. Her guns have a very limited menu of appetizing targets when she faces same or higher tiered opponents. It's not that she can't deal damage when bottom tier, it's simply more of a challenge than for other destroyers. She reminds me very much of most tier V battleships, where they can feel like real powerhouses in those rare times that matchmaking favours them and victims otherwise. Your mileage in Cossack will vary based upon not only where your placed on the Matchmaking roster but what's on the enemy team. So long as she's facing enemy destroyers and cruisers with soft squishy bits she can pelt with her pew pews, you're going to have a great time regardless of her tier. If you suddenly find yourself facing down tier VIII+ American and German heavy cruisers, a heavy battleship lineup or Japanese ducky-destroyers, life's going to be a lot more difficult. Fortunately, Cossack still has a role when she can't be the big dog. When she's no longer able to deal direct damage easily, she excels at simply putting eyes on targets and pressuring cap circles. It's difficult to dislodge an RNDD that has setup shop around a given cap short of using concerted air power or a constant barrage of radiation from Surveillance Radar to drive them back. Cossack won't come out of said matches with much to show for it other than a win if everything goes right, unfortunately. I do like Cossack, but she doesn't inspire the same kind of awe her sister ship, Haida did for me. There's a lot to enjoy with this ship. Few feels as comfortable as she does when top tier and even in those uptiered matches, she can serve you well provided you meet the right opponents. However, in those games where there's nothing but hard targets, the pickings get mighty slim. I dunno why, but I'm a fan of Cossack's alternative camouflage. I wish it didn't cost 2,000 doubloons to make my ship look pretty, but oh well. Would I Recommend? Cossack was originally made available through the Royal Navy event which ran in the last quarter of 2018. Wargaming assigned her a cost of 50 Guineas with players able to earn up to 48 Guineas over three patches. It's not you -- the math doesn't add up. The assumption is that players will have to pay for the difference with a Guinea setting you back around $1 USD. Otherwise, players may acquire her for the equivalent cost of 9,600 doubloons + the price of a port slot. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Cossack does alright in Operation Dynamo, but her contribution is very one-sided with being largely limited to engaging the torpedo boats. Her AA power is virtually non-existent. Co-Op isn't kind to gunship destroyers, particularly those with only modest hit point pools and limited torpedo options. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes with a butt. Cossack doesn't play much differently than the other Royal Navy destroyers and her skill choices overlap nicely (especially with captains for Icarus, Jervis, Jutland and Daring). The only issue is that earnings get a might bit slim of matchmaking doesn't love you. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. There are better choices, namely Loyang and Akizuki. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. Now you too can own a memento of the ship that predicated the early invasion of Norway! Slap on a Hotel Yankee signal, board some enemies and cause an international incident! For Fun Factor: Bottom line: Is the ship fun to play? Yes. While I'd rather play Haida, that's my own Canadian bias speaking. Cossack is a fun ship though be warned, she is a tier VIII destroyer. That comes with all of the hangups that tier VIII destroyers face. 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 Is it over? I think it's over! Cossack (and Haida) have been on books since January of 2018 -- that's over nine months of work that has gone into reviewing her and her sister ship with too many different versions between them. As you can imagine, there was a lot of information to keep track of with her performance changing so regularly. While I'm happy the two ships aren't terrible, I'm very (very) glad to be able to stop worrying about Cossack for a while. I want to thank my readers and fans who helped keep me sane over these months and an especially well deserved thanks to my Patrons on Patreon who helped keep me fed. I won't have to dig her out again until there's another tier VIII destroyer to review for a comparative study. But that won't happen for another ... Aww, sh-- ...! Appendix (1) Penetration data courtesy of Proships.ru (https://www.proships.ru) and World of Warships AP Calculator (https://mustanghx.github.io/ship_ap_calculator/).
  12. Peppa_Chan_v3v

    Premium Account Changes

    Recently our colleague "HARKONNEN" has published on his site The Daily Bounce about a project that WG is planning to implement in World of Tanks (although hopefully it will be for all the games of the firm). The news consists of an implementation on a new premium time system, that is to say a new model referring to premium time and its action within the game. In such a project, it is intended to change the operation of how premium time acts in the player's account and for this, different users have been chosen who will be able to test this function. For the moment we can speculate how the new form of premium would be and what we can expect from it, although of course, being a project can and will not happen. And you, what do you think the new system would look like and how would it work? *In my opinion, it would be a great idea since many players, especially those who work or study, we could take advantage of the premium time in a better way, but of course, would have to put a limit on the premium time to buy and price, because as it says in the article Harko, the time would be 24 hours per day played.*
  13. Codigo bonus del World of Tanks de un dia de conta premium. Solo visible en el sitio del juego en portugues. SETEDESETEMBRO (Expirado) Testado en Brazil, server NA, conta compartida con Warships. Espero que funcione para todos nos otros de Latino America.
  14. The following is a review of Massachusetts, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 20th, 2018. Over a year in development. Thanks 'bama. Quick Summary: A South Dakota-class battleship which trades a bit of concealment for more agility. She's the first American battleship with respectable secondaries. Cost: Undisclosed at the time of publishing. Patch & Date Written: Patch 0.6.15.1 to 0.7.5.1, January 13th, 2018 until June 20th, 2018. Yes, really. She had a long development cycle. PROs Excellent anti-torpedo protection with a 46% damage reduction. 50% faster reset timer on her Repair Party consumable, allowing her to recover damage more quickly. Low velocity 406mm shells have good overall dispersion area and her AP shells hit like trucks. Improved secondaries compared to Alabama with 2.5km additional range, 50% faster rate of fire and 40% increased accuracy. Excellent anti-aircraft firepower. Very agile for a high tier battleship -- even more so than Alabama -- with a great rate of turn. CONs Very vulnerable to cruiser-caliber HE fire with the majority of the ship having only 32mm of protection. Main battery is short ranged at 18.3km base. Main battery dispersion is a bit wonky with 1.7 sigma. Secondary guns are small caliber and struggle to deal direct damage to most targets. Horribly slow for a tier VIII battleship at 27.5 knots. Large surface detection range for an American battleship at 16.6km base. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Since the lowering of the citadels of high tier American battleships, they've become much more forgiving to play. They're not as brainless as British or German battleships, but they're still a comfortable ride. Any player of any skill level can pick one up and do reasonably well with them. Massachusetts is only a little more difficult (but only slightly) due to her temperamental main battery dispersion. For Veterans, Massachusetts' poor sigma value and mediocre concealment will prevent her from becoming the darling of many. She's a medium-range brawler that falls apart up close. Her overall carry potential is limited. However, she does allow players to make use of island terrain in the same manner as an American light cruiser to lob her secondary shells at targets they cannot hit with their main battery (which is a nice trick). Jousting and brawling skills will also help here. - 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. Massachusetts looks like a rather mediocre and safe offering and that's not far from wrong. While there are remarkable aspects about it, Massachusett's firepower merits only a rating. As good as her secondaries are, they are only a situational weapon. That doesn't make up for the deficiencies with her main battery. With the lowering of the American citadels, their biggest weakness was safely moderated. They're still among the most fragile of the tier VIII battleships. Thankfully, Massachusetts has a Repair Party bonus which puts her solidly in the category. Where the South Dakota-class really shines is in their Agility and Anti Aircraft firepower. Both merit a evaluation. Finally, for Vision Control, Massachusetts has a disappointing surface detection and sits in the bottom half for her tier. She only gets a score here. Options Massachusetts has a couple of oddities to be aware of. First, she's an American Battleship. This has three effects: Her Damage Control Party has a 20 second active period instead of 15 second of other battleships. She does not get access to Aiming System Modification 1 in her third upgrade slot. Instead, she gets access to Artillery Plotting Room Modification 1 in her third upgrade slot. Furthermore, Massachusetts has a unique Repair Party consumable with a faster reset timer Consumables: Consumable wise, you have the choice between a Spotter Aircraft and a Catapult Fighter. This latter consumable offers 53 additional DPS. Massachusetts Repair Party has an accelerated reset timer of 60 seconds for standard and 40 seconds for her premium version. This is half the standard timer for other versions of this consumable. Upgrades The big question presented with your consumable options are as follows: You can largely correct her range deficiency by equipping Artillery Plotting Room Modification 1. This will boost her range back up to 21.2km (compared to 21.1km on a stock Alabama) and your Spotter Aircraft consumable can boost it further. The most appealing and gimmicky choice is to emphasize her secondaries and take Secondary Gun Modification 2. Her accuracy with her secondaries will be boosted to 68% greater than most other ships. Finally, in the question of defense, you must choose between fire damage reduction with Damage Control Modification 2 and further emphasizing her good agility with Steering Gears Modification 2 for her 4th slot. In addition, you have a choice between emphasizing the durability of your already-tough main battery armaments with Main Armaments Modification 1 or doubling the hit points of your secondaries with Auxiliary Armaments Modification 1 in your first slot. Camouflage Massachusetts comes with Type 10 Camouflage. During testing this was in the style of Measure 22 historical pattern but is set to change when the ship goes live. This provides: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. During playtesting, Massachusetts used the Measure 22 camouflage (blue hull, grey superstructure). To my understanding, this is being replaced on live when she gets released with the black and grey scheme shown on the World of Warships devblog. Ye be warned, says I. Firepower Primary Battery: Nine 406mm rifles in three turrets in an A-B-X superfiring configuration. Secondary Battery: Twenty 127mm rifles in 10x2 turrets, Massachusetts is the fifth American battleship in World of Warships armed with 406mm/45 Mark 6 naval rifles. Colorado, North Carolina, Alabama and Alabama ST all make use of these guns and many players should be familiar with their performance. Generally speaking, these are accurate weapons with comfortable dispersion but they pay for this with lower muzzle velocity. They have longer shell flight times over distance than other battleships. Their heavy shells don't lack for penetration power, however, preserving energy well. They also hit like trucks. Official penetration values of American 406mm/45 Mk 6 Guns, taken from World of Warships Armada videos published by Wargaming. At the time of writing this, Massachusett's guns have the hardest hitting AP shell at tier VIII. They do 500hp more damage per shell than their closest competitor, the IJN 410mm guns found on Amagi and Kii. They far outstrip the 381mm/380mm guns of the Bismarck-class, Monarch, Richelieu, Gascogne and Roma. With nine guns and a 30s reload, Massachusetts is easily one of the hardest hitting battleships at her tier. Massachusetts falls behind the other American battleships for two reasons, however. She has the worst shell grouping out of all four previously mentioned battleships. She is also short-ranged. With a maximum reach of 18.3km stock, Massachusetts is one of the shortest ranged battleships at her tier, besting only Monarch and Roma. The impact of this flaw is mixed. It can largely be alleviated by taking the American upgrade, Artillery Plotting Room Modification 1, which resets her maximum range back up to Alabama levels. This is a less than ideal solution given Massachusetts secondaries which compete for attention with Secondary Gun Battery Modification 2 in the same upgrade slot. The alternative is to make use of her Spotter Aircraft consumable to temporarily boost her range when needed. This range deficit isn't terrible when the ship is top tier, but on some of the larger maps and against higher tiered opponents, this lack really begins to hurt, especially when compounded by her low top speed and surface detection radius. The second issue compounds on this problem, however. Massachusetts has the worst sigma value of any of the aforementioned American battleships with a 1.7 value compared to the 2.0 of North Carolina and 1.9 of Alabama, Alabama ST and Colorado. Her guns, while still boasting good performance, are overall less reliable. It's unlikely Massachusetts will ever be the darling of the competitive scene because of these flaws. On a per salvo basis, most players will struggle to see the difference between Massachusetts' accuracy and that of Alabama. Over the course of several matches this will be far more telling. Massachusetts will average less damage from her main battery due to shells straying from the center of her reticle. Massachusetts' claim to fame in game is that while she has the same 127mm/38 secondary armament as other high tier American battleships, they aren't nearly as lame. These guns are 40% more accurate and reload 50% faster while having 2.5km additional range over those on North Carolina, Alabama and Alabama ST. The range and rate of fire are easy to appreciate -- these are straight up buffs that any player can wrap their minds around. The accuracy buff is a little more challenging, however, and is worth examining further. Secondary dispersion buffs are multiplicative. There are four buffs available in the game currently for tier VIII secondary guns. In ascending order, they are: Secondary Signal: 5% dispersion improvement. 3rd Slot Main Battery Upgrade: 5% dispersion improvement. 3rd Slot Secondary Battery Upgrade: 20% dispersion improvement. 4th Tier Commander Skill: 60% dispersion improvement. Thus, Alabama and North Carolina could reduce their dispersion area down to 30.4% of its normal size with all upgrades and skills applied. Massachusetts, by contrast, can reduce hers down to 18.24% of Alabama's dispersion radius. As fun as these big numbers appear, it really doesn't mean anything without seeing it applied. To this end, I ran tests to compare secondary accuracy with the assistance of the WGNA Forums community (thanks, guys!). Only misses were recorded and then not all of them (there's splash render issues at that much zoom). It took about 20 to 30 hits to sink Mahan, including a fire. Not only does it take Massachusetts less shots fired to sink Mahan, thanks to her faster reload, it takes her less time too. In this demonstration, it took the stock Alabama roughly 4 minutes to sink the destroyer. Her fully upgraded self took less than 66 seconds to do the same. Massachusetts did it in less than 24 seconds. Hopefully that puts it into better perspective. Massachusetts secondaries are awesome at shredding enemy lolibotes. Even intervening terrain doesn't automatically keep an enemy ship safe. These are the same guns Atlanta uses, so their high arcs are legendary. If an enemy ship is hugging their island waifu and lobbing shells at you, your secondaries can hit them back and force them to back off. However there are three main problems with these guns. Her 127mm/38s lack penetration. They can only deal direct damage to areas of 21mm of armour thickness or less. This limits them to damage select cruisers and destroyers or the superstructures of more protected ships. If you take the Inertial Fuse for HE Shells you can increase their penetration to 27mm which will allow them to punish all cruisers within their matchmaking spread and lower tiered battleships. There is a catch to this though. Secondaries tend to aim for the waterline of enemy ships. At very close ranges, this will cause Massachusetts' secondaries to shatter against the thick belt of battleships and cruisers, mitigating some of her damage output. With Massachusetts' improved accuracy, she's very good at hitting the belt armour at close range so they tend to work best at distances of 5km+ against larger targets. Her 127mm/38s are terrible at setting fires. Though these guns have excellent reload rate, each hit only has a 5% chance base to start a fire. They cannot be relied upon to tax the Damage Control Party of enemy vessels. Each fire they do set should be seen as a bonus, not an inevitability. Their predictive aim is lacking. You'll find at the extremes of her range (distances greater than 9km) that these guns struggle to hit small targets that are constantly manoeuvring. This is probably owing to the long flight time of shells out to these distances. Any enemy lolibote would have to be out of her gourd for trying to get Massachusetts-senpai to notice her. Surprisingly, this extends to larger ships as well. Lert and I sat down and conducted some raw Bismarck vs Massachusetts tests. At 6km with both ships fully upgraded into secondary builds, Massachusetts out performed and sank Bismarck every single time (!). Bismarck just doesn't stand a chance against Massachusetts' damage output. Even with each ship destroying a couple of secondary guns per trial, Massachusetts won conclusively. Now that's all in theory, mind you. The reality of Random Battles (or Ranked) has so very often demonstrated that secondaries are a completely situational weapon. For every game where they perform phenomenally, there will be games where they contribute less than 1,000 damage. The question then becomes if Massachusetts' improved secondaries are worth the cost of the sigma and range difference from her sister ship, Alabama. I'm not convinced it is. It's certainly novel, but I wouldn't ever call it a fair trade. Massachusetts has less than ideal fire angles. Unmasking her X-Turret is just asking to get her penetrated through the front. Despite her secondaries, Massachusetts isn't ideally setup for brawling as you'll see in the Defense section below. Summary: 1.7 sigma hurts. Secondaries are surprisingly devastating. Unfortunately you can't always use them. Do you like to gamble? Her firepower is very RNG dependent between bad sigma and her secondary performance. Evaluation: What it would have needed to be : Amagi and North Carolina jockey for the top spot. Massachusetts would have needed better dispersion on her main battery and her improved secondaries to take this position. DefenseHit Points: 66,300Maximum Citadel Protection: 32mm + 310mm + 16mm roof Min Bow & Deck Armour: 32mmTorpedo Damage Reduction: 46% Massachusetts' durability is a bit of a mixed bag. THE GOOD: She has awesome torpedo defense -- one of the best in the game behind Alabama (49%), Musashi (55%) and Yamato (55%). I suppose you could call this good news for a battleship that's meant to be up on the front lines by design, not that I'd recommend eating fish if you can help it. Her citadel is fully submerged. All of the high tier American battleships (including Alabama) had their citadels lowered in early 2017. Massachusetts carries this same trend forward, making her much harder to get her machine spaces blown out. Awesome turret face armour. Massachusetts has 457mm turret faces and barbettes. The sloping on her turrets can bounce battleship caliber shells for days until you're in point blank ranges. Her Repair Party has a short reset timer. Massachusetts' Repair Party comes off cool down in half the time. She's better able to take advantage of multiple charges of her consumable when needed which increases the value of the Superintendent skill. It's easy for her to cycle through the maximum of five charges in a given match, giving her access to a larger health pool per game on average. THE BAD: Her citadel roof is 16mm. So if an enemy battleship shell does manage to penetrate her belt at a shallow angle, she doesn't have roof armour thick enough to cause their shell to ricochet -- it will simply overmatch and deliver a citadel hit. This is devastating, especially at close range. This only applies to the areas over her machine spaces (her magazines are better protected), but her machine spaces are huge. Cruisers love to burn her. With only 32mm or less everywhere except her turrets, barbettes and belt, Massachusetts is highly vulnerable to cruiser-caliber HE shells. With the right captain build, any 150mm+ armed cruiser can hit her over and over and over again for massive amounts of direct damage, never mind the resulting fires. THE UGLY Her secondaries are fragile. Remember those secondaries? Y'know, the gimmick that's the big selling feature of this ship? Yeah, those. They pop easy. Like most secondaries, they are not particularly well armoured and if Massachusetts gets spammed by HE shells or British cruiser AP, she's going to lose these turrets quickly. There's not a whole lot you can do to protect them, either. At best, you can use Auxillary Armaments Modification 1 in your first slot to double their hit point total (from 800hp to 1,600hp) but that's not going to save them forever if they get taxed. Overall, Massachusetts' protection scheme is best suited to medium range (10km to 16km) engagement distances in World of Warships. This gives her a chance to use some of her vaunted agility to help dodge incoming fire (ooh, a segue!). Up close, she becomes too vulnerable to brawl effectively if she gives up her sides. Evaluation: What it would have needed to be : Massachusetts would need quite a bit to bump her out of the doldrums of mediocrity here. She's far removed from being and little more than a bad citadel placement away from . Bow tanking is still as effective as ever so long as the enemies oblige you by throwing anything smaller than 460mm rounds in your face. Here Massachusetts outplays a tier X Großer Kurfürst, bouncing her 420mm AP shells in a brawl and using her superior agility to keep on the Kurfürst's flank while never giving up her own. If they catch your side, you're dead stupidly quick. Agility Top Speed: 27.5 knotsTurning Radius: 710mRudder Shift: 15.7s Maximum Turn Rate: 4.5º/s Massachusetts is the most nimble battleship of her tier. It's a shame she wasn't faster. Her flexibility is limited. Once she commits to a given part of the map, there's little chance of flexing somewhere else, never mind dictating engagement distances. For a ship with a lot of secondaries, this is a shame -- you're only ever going to bring them to bear if someone makes a mistake (that someone may have been you). Due to whatever quirk it is that dictates energy preservation in a turn, Massachusetts holds onto an extra couple tenths of a knot over her sister ship when her rudder's hard over. Combined with her small turning radius, Massachusetts can change her heading faster than any other tier VIII battleship and giving her comparable handling to a high tier Soviet cruiser but with a much tighter turning radius You can see now why I lament her lack of speed -- she could have been the complete package. Massachusetts is a bit of a sluggabutt when it comes to initiating a turn, however. Her sloppy rudder shift time leaves a lot to be desired, even if it is around the norm for a tier VIII battleship. In order to take advantage of her high rate of turn, it's recommend to equip the Steering Gears Modification 2 upgrade, though this will come at a severe cost to her fire damage mitigation. Given that you're likely going to be eschewing fire prevention skills anyway to upgrade her secondaries, this isn't a bad investment. Evaluation: What it would have needed to be : More speed. 27.5 knots just doesn't cut it if you want to be the best. Alternatively, shave off 50m from her turning radius. That will get people to sit up and take notice and steal the crown from Gascogne. Anti-Aircraft Defense AA Battery Calibers: 127mm / 40mm / 20mm AA Umbrella Ranges: 5.0km / 3.5km / 2.0km AA DPS per Aura: 151 / 238.5 / 120.5 Out of the seven American battleships at tier VIII+, Massachusetts has the least DPS but her effective AA DPS is better than Alabama and Alabama ST's and sits just behind North Carolina. Massachusetts is a powerful anti-aircraft platform. Her heavy secondaries are a mixed blessing as far as her AA defense goes. She's more likely to have skills like Basic Fire Training and Advanced Fire Training which will emphasize her AA power further but her upgrade slots will likely be filled with secondary-specific or range boosting modules rather than AA Guns Modification 2. This upgrade is necessary to truly solidify American battleship AA defense and without it, the range gap is enough to allow aircraft to make their drops. Still, Massachusetts presents a thorny target most CV players would rather avoid. Her dispersed AA guns makes her overall defense less vulnerable to being knocked out by cursory HE shells and it takes a sustained bombardment to suppress them fully. Her small and medium caliber AA guns are nicely dispersed, making them more difficult for single volleys of battleship caliber HE from Royal Navy battleships to neuter her AA power (they may have to shoot you twice instead). Evaluation: What it would have needed to be : More firepower or more range -- something to make her stand apart from the likes of North Carolina & Kii. Refrigerator Base Surface Detection Range: 16.56km Air Detection Range: 12.18km Minimum Surface Detection Range: 12.43km Detection Range when Firing from Smoke: 16.01km Main Battery Firing Range: 18.27km Detection Consumables: Spotter Aircraft / Float Plane Fighter So now we get to the bad news. Massachusetts has a big butt (and I cannot lie). While none of the American battleships are contending for a top spot in terms of concealment at tier VIII, Massachusetts is definitely the worst of the bunch. North Carolina's stock concealment is 900m better, for example. For a short ranged battleship with secondaries as her gimmick, more concealment would have been preferable, not less. It's only thanks to the failures of Amagi and Kii that Massachusetts has any pretense of mediocrity. As it stands, she hangs out with the chubby Richelieu and Gascogne in the bottom half, just behind Tirpitz in overall badonkadonk size. The only spot of good news is that her aerial detection range is excellent and can be reduced down to just over 9.4km after all upgrades, which gives her a little more flexibility while moving into position. One of the fun tricks you can pull off with Massachusetts involves taking advantage of smoke mechanics. Secondaries won't give away your position in smoke the same way as main battery guns will. So you can park Massachusetts in friendly smoke and let her secondaries go to town. It's hilarious. It's not terribly effective, mind you, but hilarious. Just make sure your friend has Hydroacoustic Search to spot those incoming torpedoes well in advance. Evaluation: What it would have needed to be : Lose 900m off her stock surface detection range or give her access to a game-breaking consumable like Missouri. No more Drama Llama There's only one skill build worth considering for Massachusetts despite what common sense will tell you: That's to go all out on her secondaries and never look back. No, this build isn't optimal, but it's FUN, damn it. MAN-otaur approved. Seriously, though, if you want a good build, take Superintendent to maximize her awesome Repair Party consumable. Build the rest as you will. Final Evaluation The story of Massachusetts in World of Warships begins with Alabama. Alabama was originally going to be for Supertesters only as a reward ship for those who had performed exemplary service in this volunteer role. The masses like you and I, were going to get her equivalent in the form of Massachusetts -- not-quite a clone with small differences here and there (slightly more agile, slightly less stealthy and a different small & medium caliber AA suite). But it wasn't meant to be. The community blew up and Alabama was released to the masses and Massachusetts suddenly found herself with an identity crisis. I've had my hands on this ship since December of 2017 and she's been in the works since at least August of that same year. This ship has gone through several different iterations with development accelerating towards late Spring of 2018 (which undid a lot of my previous work). I'm pleased with the final result, but there's a caveat: This is one Hell of a fun ship to play but she's not good. Secondary built ships are seldom optimal. Their gimmick is just too situational to top more well rounded ships. Massachusetts gives up a lot to be a secondary monster. As much fun as her pew pews are, they're not going to win many games in of themselves and she's not an ideal platform upon which to base such weapons. Bismarck, Gascogne and Tirpitz could have told you as much. These ships are all reliant upon a combination of factors to keep them relevant and competitive, between turtleback armour, amazing speed, torpedoes, agility, rapid fire guns and/or Hydroacoustic Search. Massachusetts weighs in among these brawlers with arguably the best secondaries of the bunch and a Repair Party that's available in half the time. She has nice agility and good AA power. But she's too slow. She's too easily spotted. This isn't enough to take the top spot from the brawlers. If people were hoping for another Tirpitz, we got what amounts to another Kii instead. So if she's not top dog among the brawlers, where does this leave her? Her artillery is only ever going to be okay with 1.7 sigma, so she's not going to compete with the likes of Alabama, North Carolina or Amagi. Even Kii arguably outshoots her with her ten guns to Massachusetts' nine. She's only ever going to be a mediocre artillery platform. And it's not like the combination of the two unlocks some new paradigm either. No, Massachusetts isn't good. She's not terrible either and her game play is fun and different from anything else in the American battleship line. That's good enough for me. I'm glad to see this final chapter of Alabama-gate come to a close on a relatively positive and interesting note. Would I Recommend? So if you could only have one high tier premium American battleship, which should be it be? Missouri, Alabama or Massachusetts? Not that she's available anymore, but Missouri is the defacto winner. Surveillance Radar and her broken, overpowered economy is just too good to pass up on. Out of the two remaining ships, Alabama is superior. She's well rounded if offering very little that's different compared to North Carolina. What Massachusetts offers is unique game play. That's it, really. She'll earn the same amount as Alabama, but you'll have to work harder for the same gains. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Bots will rush you without hesitation, bringing them into secondary range. That's exactly where Massachusetts wants 'em. Easy mode! Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Massachusetts works well in Random Battles. She's great for farming Close Quarters Expert achievements. Team up with a smoke laying friend for extra hilarity. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. I'd give Massachusetts a pass here. Alabama is superior to Massachusetts and North Carolina bests them both. If you want to bring a brawler, dust off Bismarck or Tirpitz. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. She earned 11 Battle Stars in WW2 and is preserved as a museum ship. For Fun Factor: Bottom line: Is the ship fun to play? Yes. Secondary spec'd battleships are derpy fun. 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 entirel In Closing This has been one Hell of a busy month. I'm still not caught up on everything that needs doing, though I'm happy to say that I am making gains on my work pile. This review is getting published five days sooner than I thought I might with only minimal corner cutting. So yay! Next up will be a review of HMCS Haida, due out before July 1st. Happy Canada Day to you all! If you enjoy my work, please consider supporting me on Patreon. Appendix A list of sites, programs and people I rely upon to create my reviews.
  15. embeddeddear97

    Massachusetts

    Hello all, as I’ve been rising through the tiers recently and have been gifted some gold to help me do so I have some left over. I like the NC and asked some clan mates if the South Dakota class battleships were any good and which one was better since, the Massachusetts and Alabama are the same class. Their response was along the lines of Alabama has worse dispersion than the NC and the Mass has worse than the Alabama but better secondaries. If I get one I would chose the Massachusetts. The problem is that WG won’t put her back into the tech tree to be available with gold. Is there any idea of if and/or when WG swill add the Mass back into the tech tree for gold purchase?
  16. Not seeing a lot of talk on this contest so consider it a PSA: https://worldofwarships.com/en/news/common/doody/ Squat down, take a seat and read up on the contest at the above link. Sure, reminding all of you diminishes my odds of winning a ship but hey, it's the right thing to do. Amazingly, it is ANY TYPE OF BATTLE so yup, five coops gets her done.
  17. Fairly sure that commander bonus exp (from flags and paints) are bonus based on the base exp. Can someone confirm? Does the x 3 bonus exp mission that comes with purchasing a premium ship increase cpt exp earning rate?
  18. Last night, breaking the 50% win rate in the Misery. Up from 30%. Key lesson is patience, with 30 sec between reloads and engine acceleration of glaciers BBs really need to be in the hands of the zen masters.
  19. Francois424

    Prince of Wales

    Hey all, long time, no post. ( This is my personal, open request to WarGaming. Feel free to chime in as well. ) Hello WarGaming, Been with you since World of tanks somewhere in late 2011 I think. Now almost only playing on World of Warships. I would like to make a personal request of your ship designing, balancing, and premium team(s): I have been a Battleship player ever since I first unlocked the Kawachi back in CBT, however my most treasured battleship has been the WarSpite for as long as I remember. Sure I don't really play the old girl as much as I did back then (mostly because of T6 MM but also because I am more playing Yamato/Musashi and other high tier vessels). Now, HMS Prince of Wales is wide open for premium material, and should you ever make her a possible premium in-game, this is where my request kicks-in ! >> Make me another WarSpite please, a T8 variant ! << No ultra-dupah heal like some UK BBs, no Anti-air gimmicks(Hood), no speed boosts, no special consumables (Hydro, radar, reload booster, etc). Absolutely nothing. WarSpite relies on her guns, on her agility, on her brawling(tho it was power-crept since CBT - still manage a DD kill with them every now and then). Not to mention player skill/positioning. Just a basic, sturdy ship with good guns characteristics, good secondaries and agility (well as much as the Prince of Wales lend itself to it, size-wise). Of course the Grand Old Lady isn't as sturdy and good as she was in CBT, but a Prince of Wales might just be able to pull it off at tier 8. That's it. if you really want to do something special with her, just give her tons of resistance against fires and good secondaries. Thanks for listening, and thanks for the Massachusetts btw, haven't had this much fun since Mikasa/WarSpite of CBT. -- François.
  20. Carbapenem_17

    Tirpitz v. Alabama

    Soooo I am planning to invest in some T8 premiums. I am very comfortable in the Bismarck but I found it to be somewhat limited in many situations I found the North Carolina to be amazing and did very well with her in ranked as well but not as comfortable as the Bismarck. As the Alabama and Tirpitz are practically premium versions of these two I couldn't decide on which one to pick. The main goal for the purchase is 'Credit grinding' + 'Captain retraining' , but for the German tree, I already have the Graf Spee. For Alabama I am planning to use it in ranked instead of the North Carolina. Any suggestions? p.s. planning to only buy one ship
  21. First I do not know a lot about this topic, and was not involved in feedback and discussions when DWTs were revealed/announced for Asashio and Pan-Asian's. But i just purchased the Asashio, and was getting used to it, when I thought how I wished there was also a German DD Premium like the Asashio, but one for my German Captains! I was wondering what your thoughts on this are, and whether or not Asashio should stay alone or if it would be good to have other Factions that have a single DWT premium DD?
  22. I have run across a possible chilling problem in WOWS. I do hope WG reads this post. I spend a lot of real cash on this game. I think I am supporting people earning a pay check and to keep the game going (retired US navy). The problem I have found with 0.7.7 is that my ARP arpeggio blue steel ships "have gone away". Yes, I still have the 9 boats in the carousel and in the tech tree, BUT the paint/skins/camo are gone leaving grey only. Yes the ships have the same names, but the GIRL captains (anime) are gone leaving just Japanese guy captains in their stead. Now I earned these ships by grinding my rear end off. I was lead to believe that these 9 boats would remain - period. But the look and captains might be gone if support does not give me a fix. The contract is up and good bye to the look & girls - maybe. If so, too bad. Now if true, a bucket of cold ice sea water hits in the face. What about the real cash I laid out for High School Fleet captains and paints. Will they go away when the contract is done??? Azur Lane girl captains be replaced by guys in the future? If so, I want my $75 back. What about the special paints by the artist for ROMA and KII? They going away when the contract is done? The point is not the contract, it is the money spent by the customer and the future where I don't spend the money for the latest raise cash for WG to make the pay roll. Who here likes spending money on a sweet ride (car, motorcycle, boat, etc.) and then when the contract is gone, here is a different sweet ride with no captain, different captain, different paint job (puke brown or blind you neon light green that can be seen from the moon)? If you paid money for something, you will be unhappy (stronger language can be used here - dear reader) when the SWITCH is pulled. WG - OUCH! The point is this - why spend REAL MONEY/CASH on a product that will not stick around? Note - yes I was not upset when Steven S left the game and from my BB-63 the Mighty MO. I didn't spend real money on that one. Note - I do spend real money on WG/WOWS to keep the game going (no bucks, no buck rogers or boats). There are a whole lot of internet games that have disappeared due to not enough customers spending real cash. Got to make the pay roll. Please tell me I am wrong (I expect to be pointed to a location to read it). Thanks captains for your time. Fair winds on your back and calm seas.
  23. cthuhulu

    Conspiracy theory

    Due to the recent mission I received 24 hours of premium and within a span of 10 missions I also received two super containers, 50 dragon flags and 15,000 coal. Coincidence? I think not! Now I have to go as they are watching me. Cue the theme music to the X-files.
  24. https://asia.wargaming.net/shop/wows/specials/6810/ Daaaaamn, Finally I'll have this tomorrow!
  25. GabeTheDespot

    Best Credit Machine

    What are the best credit making machines that I can get whilst not going over 60$, so, in other words, not Musashi. I was thinking of Alabama or Lo Yang, since these are credit makers, not trainers, I don’t need to have the corresponding line. Thanks in advance!
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