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I recently saw a small preview of an upcoming Spanish Navy Tier X premium cruiser. It looked very interesting, blending elements of the Napoli-class (main battery) and the Agir-class large cruisers (Secondary armament) and having 8km range torpedoes. I would love to learn much more about it including when we might start seeing it. I am hoping very much that it will be a coal ship.
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The following is a review of Maya, the tier VII premium Japanese Heavy Cruiser, was sponsored by my patrons on Patreon who helped me afford this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.12.3 Please be aware that her performance may change in the future. When World of Warships was new back in 2015, one of the more frequent subjects of conversation between players was which ships they hoped to see added to the game. There was a short-list of favourites that came up time and again including: Anything German Yudachi (poi!) Insert your favourite Iowa-class ship here While never a top pick, Maya came up in these lists often enough. I think Maya sticks in my memory most because of dseehafer's "Know the Difference" threads from way back when. I was so very excited for all of the future possibilities for tech tree lines and premium ships and I couldn't wait to see them materialize. Taken from this thread by our dearly departed dseehafer. Takao's funnel is pictured on the left with Atago on the right. That funny thingie (dseehafer didn't know what it was and I certainly don't either!) is further forward on Atago. Additionally, as dseehafer points out, there are three pipes running down Takao's funnel while Atago only has two. You can see this difference if you compare Takao's funnel to Maya's in game. So the ship we have in game is Takao, not Atago. Suffice to say, I've been waiting for Maya for a long time. I had largely given up hope after seeing Wargaming clone Atago yet again to make ARP Maya back in November of 2020. I was delighted to see the ship make an appearance finally in April of 2022. Now, I have an unfortunate track record of getting my hopes up too high as of late, so let's see if I can keep my expectations reasonable and my discourse civil. Quick Summary: A down-tiered Takao-class cruiser with Shimakaze's high-speed, short-ranged torpedoes and eight, slow-firing guns instead of ten. She has access to the Main Battery Reload Booster and Repair Party consumables. PROS: Solid hit point pool for a tier VII cruiser of 39,200hp Has anti-torpedo bulges and damage reduction Good firing arcs on guns and torpedoes Quick, hard-hitting torpedoes Very fast with an unmodified top speed of 35.5 knots Access to a Repair Party consumable Access to the Main Battery Reload Booster consumable CONS: High-sitting citadel with weird geometry. Slow main battery reload Poor gun handling with a slow traverse speed for a cruiser Torpedoes have a short, 8km range Wide turning circle radius and slow rudder shift time Terrible AA firepower Large surface detection range Has depth charges instead of an air strike Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme For an inexperienced player, Maya is a good choice. She has a lot of hit points. She has a heal. You don't need to worry about which commander skills you take to make her guns work properly. The biggest strike against her is that she's a cruiser and cruisers are harder to use than battleships (generally speaking) but whatever. The only other areas of concern is micromanaging her consumables and the short range of her torpedoes. The former is more a reflection of her skill ceiling than her floor. If you forget to use her Main Battery Reload Booster, she sill works -- not as well, admittedly, but she still works. Attempting to use her torpedoes, though ... that's going to get some new players killed. They're very short ranged for a Japanese heavy cruiser. Outside of using smoke or island cover to setup ambushes, you need to expose Maya to return fire in order to drop a salvo. And there's also the Atago-trap, where the disparate launchers encourage players to show their flat broadside in order to launch both salvos off a single side. Yeesh. For expert players, Maya rewards careful use of her consumables. Otherwise, she's like most other tier VII heavy cruisers. It's all about map control, awareness and using and abusing whatever vision control mechanics you can. Her carry potential is there with her heals, speed and Hydroacoustic Search, but her low damage output and crappy stealth put a hard limit on the shenanigans she can reliably perform. Options You'll want to build Maya for stealth and speed to play to her strengths. This is an ambush-cruiser, you want to hit things hard and then disappear after putting out a couple of salvos (be those torpedoes or gunfire) and then play the waiting game until the next opportunity to strike. Choosing options that will exemplify this play style will serve you best. Consumables Maya has American Light Cruiser numbers of consumables. There's a LOT to go over. Her Damage Control Party is normal for a cruiser, repairing all critical damage, dousing fires and plugging floods for 5 seconds. She is also immune to such during this time. This has a 60 second reset timer and comes with unlimited charges. In slot two, you have the choice between Defensive AA Fire and Hydroacoustic Search. The former increases your sustained AA DPS by 50% and flak damage by 300% for 40 seconds. It comes with three charges to start and it has an 80 second reset timer. The latter (which is the consumable I recommend taking) is active for 100 seconds and will detect all torpedoes at 3.5km and enemy ships at 5km. It has a 120 second reset timer and starts with three charges as well. Slot three has a Catapult Fighter. She launches 3 aircraft which stay on station, orbiting the ship at a range of 3km for 60 seconds. It comes with three charges and has a 90 second reset timer. Her Repair Party is next. This is a slight downgrade over Atago's version of the consumable, starting with only two charges instead of three. Each charge heals back up to 14% of the ship's hit points over 28 seconds, with 50% of all penetration and citadel damage and 100% of fire, flooding and ramming damage. It has an 80 second reset timer. Finally, she has a Main Battery Reload Booster in slot #5. This increases her main battery reload speed by 50% for 15 seconds (dropping from 16.5 seconds to 8.25 seconds). It has three charges and a 60 second reset timer. Upgrades As a tier VII cruiser, Maya lacks the 5th consumable slot which makes Atago so wonderfully stealthy. Otherwise, her upgrade options should look familiar. Start with Main Armaments Modification 1. In slot two, you'll want the Special Upgrade, Hydroacoustic Search Modification 1. You can buy this for 17,000 in the Armory. Otherwise, default to Engine Room Protection. Aiming System Modification 1 remains optimal in slot 3, sadly. There's no variety here. And finally, take Steering Gears Modification 1 in slot 4. Commander Skills The ARP Maya commander from the crossover. Her voice lines are saccharine-sweet sounding. Is it just me or do her eyes not face the same direction? Nothing surprising here. Build for concealment and improve her consumables. High value skills include: Concealment Expert (4pts) - duh Superintendent (3pts) - An extra charge on all consumables is very nice. Grease the Gears (1pt) - Maya's turret traverse is slow. This helps fix it, upping it from 6º/s to 6.9º/s Priority Target (2pts) OR Incoming Fire Alert (1pt) - Pick one, not both. This will help keep you alive if you find your situational awareness could use a little help. Adrenaline Rush (3pts) - Paired with her Repair Party, you can min-max reload times versus survivability needs. After picking up these, you can go for more "nice to have skills", including (but not necessarily limited to): Last Stand (1pt) - Maya's steering gears are vulnerable to near misses from HE shells. Radio Location (4pts) - More valuable on stealthier ships, but this is still handy, both in late-game scenarios for running down lurking smol-botes and in early game to keep an eye on unseen enemy approach vectors. Heavy AP Shells (3pts) - More damage when broadsides are available. Situational and a minor boost for such a high cost, admittedly. Demolition Expert (2pts) - Bribe RNGeebus into slightly higher chance of setting a fire. It has the added bonus of making your depth charges cover a wider area. Enhanced Torpedo Explosive Charge (3pts) - A good skill for PVE-mains who want to secure kills in the oh-so-common jousts with bots. It's too expensive for PVP modes, generally speaking. Pick and choose what works best for you. I've been playing with a 10 point commander (ARP Maya) so I went with Last Stand > Priority Target > Superintendent > Concealment Expert. Camouflage Maya has two permanent camouflage schemes, her normal Default and Japanese Lacquer. As usual, the default camo comes with a palette swap option if you complete the second part of the Yamamot Isoroku collection under your Profile Tab. There's not much difference between Maya's two palette swaps for her default camouflage. The base is a dark, blue-grey. The alternative is a darker, charcoal grey. I'm of the opinion that her Japanese Lacquer camouflage looks fantastic, but it's pricey for just a cosmetic swap. Firepower Main Battery: Eight 203mm/50 guns in 4x2 turrets in an A-B-X-Y superfiring layout. Secondary Battery: Twelve 127mm/40 guns in 6x2 turrets with three turrets per side. Torpedoes: Sixteen tubes in 4x4 launchers in wing mounts by the funnels, with each launcher's firing arc covering one quarter of the ship with very little overlap directly abeam. Secondary Battery Let's start here, mostly because they're not really relevant and I can cover this quickly. Like most cruisers, Maya's secondaries are largely forgettable. Though they do have a nice range, good fire chance per shell and their rate of fire isn't terrible, with only six guns per side, she just doesn't put out the volume of fire to impress anyone. She will land incidental hits, especially when you're making a close-range torpedo run, so they might start the occasional fire or earn you a Close Quarters Expert badge on the rare occasion. You can pretty much ignore and not worry about these weapons. Main Battery Maya has a miserably slow damage output with her guns. Even with her Main Battery Reload Booster active, she struggles to compete. Her 16.5 second reload speed is the culprit. This is half a second slower than the ten-gun Atago, but with eight guns instead of the usual ten of most of the high-tier Japanese heavies; so that's doubly bad. Add on sluggish gun handling and much of Maya's gameplay boils down to "hurry up and wait" before you can pull the trigger again. This is a ship that takes bites out of the enemy's health but it takes her a long time to chew before she goes another helping. Her smaller broadside also makes her individual salvos much less fearsome; so you don't even have that shock-damage ability that might make an opponent go all squirrelly and prompt mistakes. As such, I didn't enjoy much success in hunting my preferred Atago prey: destroyers. Maya just didn't hit hard enough to make them question their life decisions. It's not all doom and gloom though. Maya has Japanese heavy cruiser accuracy which makes sniping targets at range comfy. Individually, her shells have a good fire chance, though with that slower reload, her average fires per minute is poor. Her 15.28km range is good enough and well outside her surface detection range, so it's quite simple to fire, dodge and go dark if enemies look to make a meal of you. Maya's AP penetration is decent without the need for any gimmicks to make the ship viable. I have no complaints about the hitting power or ballistics of these guns, it's really just down to how many shells she can put down range over time. Her consumable doesn't alleviate this to any significant degree, unfortunately. Like the consumable found on San Diego, it's a band-aid applied to a cracked femur. Maya is crippled by her low damage output. The 15 seconds when the consumable is active brings her closer into line with other heavy cruisers at her tier, but many of those ships have nine or ten guns, not eight. Even if Maya's consumable was active for 30 seconds instead of 15 seconds, she would still be well behind Myoko's HE damage output. Now this disparity in DPM affords her some perks. We've already seen she has a heal, so that's definitely worth something. On top of this, she gets some pretty interesting torpedoes. Guns graphic dump time! Have a DPM graphic that makes Maya look absolutely trash-tier! Yay! Inflammatory graphics! There's lots to keep in mind when looking at a DPM chart. For one, note the scale. We're going up to 250,000 DPM on the AP graph and only 200,000 on the HE & SAP graph. Second thing to note, these are the HEAVY CRUISERS only. The Light cruisers make most of these ships look terrible (seriously, Atlanta spits out 315,000 HE DPM alone). Third, these charts are DPM over a single minute, assuming with the ships labelled as "Boosted" using their consumables for 15 of those 60 seconds. Maya's DPM is terrible, no matter how you slice it. You're not burning down anything quickly. Still, DPM isn't the be-all, end-all. You can't appreciate how annoying this graphic was to make. This is what happens when I experiment. Anyway, Maya's not a good fire starter. Unlike the other graphic, here are all of the tier VII cruisers (minus clones). All told, Maya's not that far behind most of the other heavy-cruisers.. Please be aware that this graph assumes some impossibilities, such as 100% accuracy, and always landing hits on unburned sections of ships. It also doesn't account for the innate fire resistance of target vessels which will nearly halve these numbers. So in practice, Maya's going to struggle to light 2 or 3 fires per minute; barely enough to tax a battleship's Damage Control Party by herself. Maya's gun firing arcs are okay and almost good. Generally speaking, I want to see guns being able to fire 30º off the bow and stern and Maya gets pretty darned close. Japanese 203mm AP shells have some of the lowest penetration values among similar sized guns. While on paper they have enough punch to still best most cruiser belts up to 15km, in practice this limits their ability to land citadel hits reliably against other heavy cruisers to around 12km or 13km once you account for angling. Still, there are some pretty thin-skinned cruisers out there, so don't be afraid of huckin' some AP at the sides of an Omaha or Shchors if they flash their sides at any range. Much ado is made about Japanese cruiser dispersion. It's better than "normal" cruiser dispersion, sure, but it's not so much better that it'll drop your jaw. These are two dispersion plots calculated over on the World of Warships ShipBuilder site (URL in the graphic). It's a fun site to poke around -- you should check it out! As with all third party sites, take the info you find there with a pinch of salt; there's always new info being discovered about the game. Torpedoes I got SUPER excited when I saw Maya's torpedo armament at first. The looked like SHIMAKAZE (tier X, Japanese destoyer!) torpedoes! Holy cow! Shimakaze torpedoes! Maya's A M A Z I N G ! Except they're not Shimakaze torpedoes. Well, they are if you combined like the worst aspects of each one of Shimakaze's three torpedo options. So you get the shortest range, the weakest warheads, the largest detectability aura and the worst flooding chance. BUT ER MAH GURD! SHIMAKAZE TORPEDOES AT TIER VII~! WHOOOOOO! MOUSE SAID IT SO IT MUST BE TRUE! Seriously though, these torpedoes are weird momos. I haven't found anything like these fish elsewhere in World of Warships, though admittedly I didn't look too hard (I was too caught up on the Shimakaze comparison, I'm not going to lie). When I first began analyzing this ship, I thought surely this must be Maya's gimmicks: She's a torpedo cruiser! Her guns are crappy so her fish can be amazing! You'll notice past-me was jumping to a whole lot of conclusions without actually sitting down and having a good think about things. Play-testing quickly shook my romantic notions about these fish. They don't suck -- they hit too hard and they're too fast to be a complete write off. She's also got those delicious fire angles from her sister-ship Atago (they're actually even better than Atago's with more overlap directly broadside). But outside of PVE modes, they are very hard to use with any reliability (in co-op, they rock, tho, but torpedo-armed ships rule the roost there, so that's no surprise). The fault here is her poor concealment. If you slapped these same torpedoes on her bigger sister at tier VIII? Not so much of a worry. As a platform, Atago could make these work more readily. There's only 1.33km between Atago's surface detection and the 8km range of these fish. At a speed of 35.5 knots, Atago can cover that in less than 14 seconds. Maya has to contend with more than 3km difference. That's 33 seconds. Your opponent has to be asleep at the wheel for Maya to get away with a suicide rush like that unscathed. Well, unless you pick on something with a horrid reload, like California! (Gotta twist the knife, @SaiIor_Moon! ) Like brawling in a battleship, you need to pick your moment in order to make Maya's fish work. You want an isolated target, preferably one that's distracted and either the cover of smoke or the use of an island to help close the distance so they don't have time to react to what invariably ends up being someone's dramatic end, and it's often Maya being sent to the bottom and not her prey. So yeah, nice fish, shame about the range. Even more of a shame about the surface detection of the ship, tho. Better luck next premium. For a Japanese heavy cruiser, Maya has good torpedo coverage off each side, with each launcher covering a quadrant of the ship. Be careful, though, you still have to give away significant broadside in order to launch torpedoes. I'm not sorry for my colour choices. Summary Maya deals damage slowly, carefully. You don't buy this ship because of her striking power. You buy her for her durability (more on that later). She needs time and opportunity to take out her opponents, which means having a patient hand at the tiller. That's not me. I'm not patient. Maya's firepower drives me nuts. VERDICT: Comfortable guns but they fire too slowly. Powerful torpedoes but they're too short ranged. Durability Hit Points: 39,200 Bow & stern / superstructure / upper-hull / amidships-deck: 16mm / 13mm / 25mm / 29mm Maximum Citadel Protection: 25mm anti-torpedo bulge + 102mm belt Torpedo Damage Reduction: 19% This is a comparison between the tier VII cruisers that have access to a Repair Party consumable plus the Myoko-class cruisers. Myoko has the highest hit point pool of the non-healing cruisers at tier VII with 39,200 hp -- the same value that Maya has incidentally. Maya has some pretty good durability traits for a tier VII cruiser. She starts with a lot of hit points. She has access to a Repair Party consumable. She has anti-torpedo protection, including external anti-torpedo bulges. Her deck plating is reinforced. Let's start with her health and heals. Health and Healing Potential Having access to a Repair Party for any mid-tier cruiser is a big deal, proving extra staying power over the course of a match. There is some reason for caution here. Unlike battleships, cruisers are much more likely to be subject to "rapid unscheduled disassembly", being one-shot by salvos of shells or torpedoes. A Repair Party doesn't do you much good if you can't survive what initially stripped away your health in the first place. That said, cruiser heals, including Maya's, are more capable of recovering citadel damage, queuing up to 50% of all penetration damage instead of just 10% like a battleship's might. So if you do get smacked in places you REALLY don't want to be hit, there is some solace that you can claw back some of the hurt done to you. Just don't make it a habit. Maya pairs this healing benefit with one of the largest hit point pools at her tier, with only Toulon having more and Myoko having just as much. This has the added benefit of making her individual healing charges meatier -- gotta love percentage based mechanics when you have bigger base numbers than the competition. Though this has no impact on fires or flooding, neither of these tend to be a significant threat to cruisers with their faster Damage Control Party. Still, in the age of submarine pings, it's worth keeping an eye on damage-over-time effects. Thus Maya's big hit point pool and heals make her more resistant to damage than many of her tier mates, though she's not the best in that regard. Though Maya has a Repair Party, it's a neutered Repair Party, coming with fewer base charges than her contemporaries. Maya starts with only two charges of her heal instead of the usual three. So instead of being exemplary when it comes to health and healing potential, Maya is merely "very good". Oh noes, how terrible. The are a few remarkable features regardling Maya's armour scheme. First is the presence of her large anti-torpedo bulges. When angled, this provides an extra layer of protection against AP shells of 356mm calibre or smaller. The second is her 29mm deck armour, which provides some protection against light cruiser calibre HE and overmatching from anything smaller than a 419mm AP round. Third, you have to keep that enormous 13mm superstructure in mind. It's an easy, enormous target that gives away a ton of damage. Armour & Citadel Protection Cruisers don't have it very good at tier VII, at least not in terms of being able to shrug off incoming shell fire. Once you hit tier VIII, there's limited opportunities to face tank certain calibres of AP rounds, with most cruisers able to auto-ricochet 356mm AP shells and German and American heavy cruisers can shrug off as high as 381mm AP rounds too which is pretty cool. Down here at tier VII, though, anything 229mm or larger in calibre will overmatch Maya's snoot or butt and slam into her stepped citadel and do unspeakable things to her hit point pool. Unfortunately, every battleship that she might face presently has guns that big. There's even a lot of cruisers throwing shells around at that size. Even Cheshire can do it! Cheshire! I hate saying good things about Cheshire! How dare, Maya!? How dare!? So angling against large calibre rounds in mid-tier cruisers doesn't work so well. You need to dodge those, though it would be preferable if you didn't get shot at by them in the first place. Still, it's not all doom and gloom. Maya has some pretty trollish facets to her armour. First, her amidships deck cannot be overmatched by anything smaller than a 419mm AP shell. Similarly, her deck plating is immune to 152mm HE shells or smaller, provided they come from tier V, VI or VII cruisers not packing the Inertial Fuse for HE Shells commander skill. This includes relative immunity to small-calibre HE rockets and some bomblets off Royal Navy carriers. This really isn't going to result in her shrugging off much in the way of extra damage; her deck is a relatively small target, but every now and then it might save you from incidental hits. Similarly, her anti-torpedo bulges present a void to incoming shell fire. A shell which penetrates the bulges but fails to get through her belt underneath won't do anything. For incoming AP rounds smacking her at an angle, these bulges also present an additional ricochet check which may help keep her alive. For all of this admittedly mixed praise, I wouldn't call Maya's armour and citadel scheme good, though. It's merely 'okay', even for a cruiser. Your best hope here is to not get hit if you can at all help it. Her high-water citadel placement amidships means she gives away citadel damage quite often. In addition, her enormous superstructure is an easy spot to bullseye for bombs, rockets and shellfire. And while she does have some anti-torpedo protection, with a cruiser's hit point pool, even individual torpedo hit can be crippling. Peel the anti-torpedo bulges back and you can see Maya's stepped citadel profile with her 102mm / 127mm belt armour. Maya has weird citadel geometry that's rather common in Japanese ships. This ship doesn't angle well against incoming AP fire, but there are few tier VII cruisers that do. Summary Maya is tougher than the average tier VII cruiser, but this rarely demonstrates itself in any dramatic manner. She's not a battleship. She's not meant to "tank" hits, just sponge up a few and keep coming back. Her heals allow her to stay in the fight a little longer than she otherwise might, so long as you play her cautiously. Don't think you'll come out the other side of a suicidal torpedo run lemon-fresh scented, or be able to trade body blows with another cruiser to make up for her terrible DPM. VERDICT: Good, but not a game changer, I'm sorry to say. It feels like a poor trade for such poor hitting power. Agility Top Speed: 35.5 knots Turning Radius: 780 meters Rudder Shift Time: 10.13 seconds 4/4 Engine Speed Rate of Turn: 5.6/s at 28.3kts Main Battery Traverse Rate: 6º/s Alright, this was an attempt to keep the clutter WAAAY down. In this comparison, I have the most agile tier VII cruisers (Gorizia, Chumphon and Fiji), then all of the Japanese cruisers at tier VII (Omono, Tokachi, Maya and the Myoko-chorus) and then the least agile cruiser at the tier (Lazo). I hope this gives a reasonable indication of comparative agility. Let me know what you think and if I should include more / less. I want to make sure these are readable, but I know that some people look to these graphics for more than just the ship I'm presently covering. Maya's fast. She's not the fastest cruiser out there. The French cruisers, with their Engine Boost consumables are faster. Algérie can push 35.8 knots, Toulon manages over 36. Maya's strength is that speed consistently without worries of cool downs. Speed is life in World of Warships and Maya's long legs give her flexibility to pull off some shenanigans, but only SOME shenanigans. Not all of 'em. This isn't S-tier sprinting, merely a satisfying B-tier speed which facilitates a few tricks, so don't get greedy. Maya can shift from one flank to the other, making sure she's where she needs to be to get her guns to where they will do the most good. She can run down exposed ships, like submarines and destroyers that desperately need killing 1. You can even catch a carrier on occasion, which is good fun when a gap in the enemy lines presents itself 2. She can control engagement distances, ensuring the big bads don't get close and that her guns, torpedoes and concealment work efficiently. Now you'll note that I didn't mention Just Dodging™ here, though I should hasten to specify that I'm talking about avoiding shell fire. Maya's quick, but she's not that quick. An extra three knots over most other cruisers isn't enough to throw off most players' aim unless they're yeeting shells from across the map with close to ten second flight times. So Maya needs to exercise the same cautions most cruisers do when there are bored battleships about. I should add that Maya doesn't turn especially quickly either. Her rudder shift time is definitely on the poor side of the mean (she's the second worst at her tier) but her rate of turn falls beneath the 6º/s rotation threshold that I prefer on my cruisers for that kind of gymnastics. The only plus side with her slower rate of turn is that she doesn't QUITE out turn her turrets, but they're not fast-turning either, so it's a close race. So Maya's fast in a straight line, but she's not an agile ship. Her high speed does lend her some better handling characteristics, but it doesn't make up for a large turning circle radius or sluggish rudder shift time. VERDICT: Fast but not nimble. Anti-Aircraft Defence Flak Bursts: 2 + 1 explosions for 1,330 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8 km): 84dps at 90% accuracy (75.6 dps) Short Ranged (up to 2.5 km): 217 dps at 85% accuracy (184.5 dps) I don't have much to say about Maya's triple-A (heh, rhymin'). It's perfectly average for a tier VII cruiser. In terms of sustained AA DPS, she's putting out comparable numbers to München and Zara; neither of which are particularly impressive specimens, but they're nowhere close to the worst at this tier. Against incoming planes, her sustained damage output is evenly split between her large calibre and small calibre weapons, so losing the latter to HE splash effects will only halve her output instead of outright mauling it to uselessness. Like most ships at this tier, she puts out enough damage to bloody the noses of tier VI carriers, likely shooting down a plane or two unless they oblige you into face-planting into what few flak clouds she puts up. While Defensive AA Fire may help, Maya doesn't put up the numbers to flirt with becoming a credible threat to CV predation. Tier VIII carriers can easily have their way with her without worrying about casualties. You're best served by deploying your Catapult Fighter well in advance of approaching aircraft and Just Dodging™ your way through the worst of it as most cruisers must at this tier.... and at most tiers. Maya's AA defence is perfectly acceptable ... if you're fighting tier VI AI bots that don't know how to dodge flak. VERDICT: Average and forgettable .Vision Control Base/Minimum Surface Detection: 12.4 km / 11.16 km Base/Minimum Air Detection Range: 7.16 km / 6.44 km Detection Range When Firing in Smoke: 7.32 km Maximum Firing Range: 15.28 km Living up to Expectations Maya is a tier VII Atago, right? RIGHT??? WELL! One of Atago's defining features is how stealthy she is! It's really quite frightening that a heavy cruiser packing ten 203mm guns and sixteen torpedoes, has a sub-10km surface detection range. I still have fond memories of the early seasons of Ranked Battles where I would use Atago's stealth to follow a few kilometres behind friendly destroyers towards the caps. When they face-spotted the other DD, my Atago could engage, emerging from seemingly out of nowhere and deciding the fight with a couple of well placed salvos. Maya can't do that. When top tier, Maya's surface detection ranks 52nd out of 80 cruisers. Atago ranks 16th out of 101. When mid tier, Maya ranks 69th (nice) out of 101 cruisers. Atago ranks 11th out of 104 cruisers. When bottom tier, Maya ranks 66th out of 104 cruisers cruisers. Atago ranks 12th out of 100 cruisers. This, more than anything else precludes Maya from playing in a similar manner to Atago. Forget Maya's Main Battery Reload Booster. Forget her shorter ranged torpedoes. Atago has excellent surface detection range for a cruiser, competitive no matter what her matchmaking might be. Maya's never better than on the poor side of average. This might seem so different when put into practice. Indeed, outside of very specific Ranked Battle scenarios like I listed above, the Atago-clones and Maya will play quite similarly; keeping in the second line, taking shots of opportunity where possible and pulling back when the heat starts coming their way. The difference between the two demonstrates itself in the mid-to-late game. Atago can come off her chain and become a super-sized destroyer; taking caps, hunting down destroyers, making torpedo runs against enemies pushing forward and do all of this from stealth. Simply put, Maya can't. She risks being spotted far too soon to make any of this viable unless your opponents are just handing you the win. Where Atago is a dynamic, aggressive ship. Maya is forced to remain more passive without risking suicide. And this all comes down to how stealthy they are. Reality Check Forget Atago. Maya's concealment almost mirrors that of her tier VII contemporary, Myoko. Myoko cannot pull of Atago shenanigans, but she doesn't have to. She's a second-line heavy cruiser that provides good fire support and happens to have torpedoes that can punch people's noses in if they get careless. Maya does the same. The difference is that Maya's torpedoes are easier to use on the attack and hit harder. Like Myoko, in order to use them, she needs set up ambushes in order to make them work from concealment. Otherwise, you'll just have to accept that you'll be spotted while you punch fish up their noses. You're only running down destroyers (and submarines) when the lolibotes make a terrible, terrible mistake. You've got a Hydroacoustic Search consumable, so make good use of it in those scenarios. Maya's game play is perfectly viable, it's just lacking the high-skill ceiling of her higher-tiered sister-ship. You're a support heavy cruiser that can brawl in a pinch. Play like one. Just like our avatars, @Lert pilots Maya, a sleek black cat while I'm a pink weeb in ARP Maya. Somehow the pink atrocity is sneakier. VERDICT: A ship-defining weakness for fans of Atago. Otherwise, she's just a heavy cruiser with below-average concealment. Anti-Submarine Warfare ASW Armament Type: Depth charges Number of Bombs per String: Nine Number of Strings Carried: Two Reload Time per String: 40 seconds Drop Pattern: Rolled off the rear deck on either side of her stern and then directly aft (port / starboard / port / starboard / astern x5 ) Maximum Bomb Damage: 4,600 Fire / Flooding Chance: 19% / 36% Maya drops her nine depth charges over 8 seconds (1 second intervals between each drop after the first). Going flat out at 35.6 knots, there's about 765m between the first depth charge and last. Add in the 800m blast radius and Maya covers a line 2,365m long where her bombs can potentially damage a submarine. You can see (if you squint) Maya's depth charge drop pattern. She lacks depth charge throwers to yeet her bombs to each side, instead rolling them off the ship's stern. So... the bad news: Maya has depth charge throwers instead of an air strike. Depth charges are much harder to use against submarines, especially for a cruiser and ESPECIALLY for a cruiser without a lot of concealment. The good news is that if you do get a chance to use them, Maya's going to brutalize whatever she hits. Depth charge efficiency varies a lot between the nations and Japan comes up with the third-best behind the Americans and British. At tier VII, the best depth charges do 5,100 damage, so Maya's not too far behind. For non-direct hits, this difference is even more minor, with Maya's individual bombs doing 1,518 damage versus 1,683 from the Americans. Still, a full string is only capping out at 13,662 damage, which is usually enough to kill a tier VI submarine if you can land everything. Against tier VIII submarines, you're going to need two strings to sink a full health sub. Of course, even getting yourself into a situation where you can drop depth charges in the first place means that SOMEONE has screwed up and it's usually going to be the sub. I love doing depth charge runs on subs -- it's super satisfying. But like brawling or wiping out a squadron with a flak explosion, depth charge runs aren't common. It's hard to get the practice in against opponents who are fighting back as the opportunities just don't come up often enough. Maya's lack of an airstrike is a weakness, not because her depth charges are bad -- it's just that air strikes can be used so much more frequently in practice and usually without risking your ship which makes it so much better overall. Oh well. Two fun and engaging mechanics at once! VERDICT: For depth charges, it's not a bad armament. But an air strike would be better. Final Evaluation Because Atago exists, Maya looks crappy. It's not a fair comparison at all, really. Atago is just so much better overall as a concept. I'm very much reminded of how Wargaming didn't want me comparing California to Arizona (Arizona is just so much better than California). You give up too much with Maya: You lose two guns, reload time, 2km range on her torpedoes, 1.8km worth of concealment and a healing charge and for what? You get a consumable that band-aids her lower shell output and slightly better (but not good) AA power. All of this to be slotted one tier lower. It's not worth it. It's just not worth it. For Maya to get a fair shake, you have to pretend that Atago doesn't exist and compare her instead to her tier-mate, Myoko. So let's abolish Atago (and all of her clones) from history. Let's pretend they don't exist and never existed. Can THAT make Maya palatable? Can that make her look reasonable? Let's look at her with a fresh pair of eyes and compare her instead to Myoko; a much more reasonable and fair assumption, honestly. Compared to Myoko, Maya gets: + Healing (!) + Much better torpedo angles (!) + Harder hitting, faster torpedoes + 0.5 knots more ship speed + Slightly more stealth + Improved (but not good) AA Defence But she gives up: - Two fewer guns (!) - A much longer main battery reload (!) - Dependency on a consumable to make up for her crappy DPM - 2km less torpedo range - Depth charges instead of an air strike That looks kind of better, I think. It's almost a fair trade? Maybe almost? The healing factor sort of makes up for the lower DPM. When she's analyzed this way, it's her torpedoes that are the stylistic X-factor. If you think you can make them work through guts or reckless zeal, then maybe this ship has some merits for you. And were it just based on that, I could probably shrug my shoulders and leave it at that. I'd rather have Myoko, personally, but I couldn't fault someone that found the heals + living-dangerous torpedo ranges and fire arcs appealing. I wish I could leave Maya's analysis with something cheerful and cautiously optimistic like that. Sadly for Maya, Atago DOES exist. For the price asked Maya doesn't look very good in my estimation, not when Atago is such an easy upsell. The cynic in me sees Maya and she looks like a vehicle to sell more Atagos to those that don't already have her. For those that do, the positive feels that Atago inspires may prove bait enough to make players impetuously pull the trigger hoping for more of the same. It would have worked on me (SHIMAKAZE TORPEDOES, AWMEHGERRR!) Maya's a pass in my book. She's not terrible, but she's far from good -- a solid MEHBOTE. She'd need more stealth to make me sit up and take notice. If they packaged her with something closer to a 10km surface detection range? Yeah, then she'd be very interesting. Then I could engage in some aggressive destroyer hunting. Then I could maybe put her depth charges to a bit more use. Both of those features alone would be pretty fun. They're also stupidly powerful and decide games (I have a type, I can't help it). That failing, then it comes down to the usual suspects of looking for more damage output or maybe better heals to at least make her feel solid and competitive in most matches. As it is, she just doesn't do damage quickly enough nor does the have the staying power to tickle my fancy. Thank you for reading! Mouse out! 1. All lolibotes and submarines desperately need killing. 2.) That gap's gotta be pretty freakin' huge for Maya to sneak her fat butt through without getting spotted.
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So I didn't spend enough time grinding the event to get the Brisbane or Matilda Kelly but I was able to spend the points on four air-drop containers. I got two CVs from them, Hornet and Chkalov. Personally I would have preferred some of the other ones you could get from the containers but I still can't complain too much about getting two premiums for a relatively low cost. Hornet though, how do I play her? It's nice having a historically important ship but her air-group with TBD Devastators and SBD Dauntlesses looks woefully obsolete at T8. The B-25s are a nice touch and it looks like their model even has the fake tail gun position, I presume I try to target big ships parked bow-on with these? Chkalov doesn't seem too bad and is apparently a Soviet carrier design considered in the late 1930s. I'm not sure why this ship wasn't their tech-tree T8 instead of the current one which is evidently a design for a repurposed Kronshtadt class battlecruiser hull post-WWII. Any advice for these ships? Did any of you who opted for air-drop containers get anything good yourselves? I don't play much carriers but maybe with the premium bonuses they'll be more tempting to try.
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Premium Ship PREVIEW: West Virginia '44 The following is a preview of USS West Virginia '44, specifically a look at the Work-in-Progress stats from the DevBlog here! I have not played this ship; this analysis is based solely upon interpreting the stats as published within that one article. Please keep in mind this ship will change during the course of testing. It's been over four years. Four long years, we've been waiting for this promised ship. Wargaming forgot about their promise at one point. It took a foofaraw from the then soon-to-be ex-Community Contributors back in the Summer of 2021 to get them honour it. But here it is! So while it may have taken nearly five years to get the ship that was promised, their turn around time was technically less than two when they finally got off their butts and committed to it, which isn't completely terrible in my opinion. Good job, team. I'm really looking forward to seeing this ship in game as I have a BIG soft spot for WWI era battleships and the modernized American Standard Types in particular. WeeVee 44 rose as a phoenix from the ashes of WWII and is such an amazing success story of the American Naval Yards and Navy personnel, it's downright inspiring. Here's hoping her release can be similarly poetic for World of Warships, though I think that's just my love of the dramatic speaking. Anyway, seeing as there are now going to be TWO West Virginia premiums and I will be mentioning both in this, it's time for some nomenclature clarity. In this article, if I mention "West Virginia", I'm talking about the tier VI premium that was released way back in 2018. If I'm talking about this new tier VII version, I'll use the term WeeVee 44 to help keep things clear. Quick Summary: A slow brawling standard-type battleship with powerful 406mm artillery backed by quick-firing and accurate (gasp!) 127mm/38 secondaries. WeeVee 44 PROS Good anti-torpedo protection Strong 406mm artillery with good penetration and overmatch potential at her tier Long ranged when properly upgraded. Improved secondaries Her Repair Party heals more per charge than standard consumables Thicc! WeeVee 44 CONS Short base range for a tier VII battleship Below average main battery dispersion Bad main battery firing arcs and gun handling Slow as butts AA isn't as good as it looks. Thicc? Options Consumables We don't know the specifics of a lot of these consumables but a lot of these are fairly standard. Assuming these are standard unless otherwise indicated by the article, then we get the following: Her Damage Control Party will PROBABLY be standard for an American Battleship. These have unlimited charges with a 20 second active period (instead of the normal 15 seconds) with an 80 second reset timer. We know that her Repair Party is special. From the stats quoted, it appears to mirror that of Colorado. This queues up 10% of citadel damage, 50% of penetration damage and 100% of everything else. This will heal up to 18.48% of her health per charge over 28 seconds with four charges base. She has an 80 second reset timer. Again, we can assume her Spotter Aircraft will be standard for a tier VII battleship, increasing her main battery range by 20% for 100 seconds with a 240 second reset timer. This should come with four charges. If she swaps this out for a Catapult Fighter, this launch aircraft that will orbit on station for 60 seconds (again, assuming this is standardized). We should expect to see three charges and a 90 second reset timer. Camouflage We've only seen the 'standard' type 10 camouflage from the preview image, but I think it's a pretty safe bet that given the time frame of her announcement that WeeVee 44 will be released for the week of July 4th, 2023. To this end, you can expect a gruesomely patriotic camo to accompany her release for those who want to splurge on a bigger bundle. I doubt we'll see any tagged on economy bonus over the usual premium for either camo, though. Firepower Main Battery: Eight 406mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring layout. Secondary Battery: Sixteen 127mm/38 guns in 8x2 turrets laid out in superfiring-pairs on each side with two sets firing forward and two aft. West Virginia (Tier VI)'s 1.8 dispersion. This is 180 AP shells fired at 15km at a stationary Fuso bot. Shells are coming in from right to left (Fuso is bow tanking). On Main Battery Performance I don't think we're going to see anything unexpected with WeeVee 44's gunnery. Colorado's gun performance is a known entity. There's even a closer analogue to what we're getting with this new ship in the form of the tier VI version of the premium which has shorter range and reduced sigma over Colorado's own. The drop down to 1.7 sigma will feel noticeably different to Colorado's but almost identical to the tier VI West Virginia premium's, so anyone that's put the original premium through the paces will feel right at home. A difference of only 0.1 sigma between the two premiums will be imperceptible in regular gameplay (it's only something you'd see in accuracy stats over the course of dozens and dozens of matches). I am honestly surprised to see her presented with a 30 second reload, however. If I was going to point to one aspect I think might change with WeeVee 44, it's here. With improved secondaries and improved heals, I'm fully expecting her to get the Yukon treatment and her reload will bump up and up and up if she proves to be too efficient during testing. We'll see. The big thing to talk about is her range, or rather her advertised lack of it. On paper, WeeVee 44's range does look pretty mediocre. Though, I admit, when I first read the "short range" thing, I thought she might get the Yukon treatment and end up with a sub-16km base reach. As a base stat, 17.5km IS really short for a tier VII battleship, putting her just behind Caracciolo and barely ahead of Prinz Heinrich. Only Sinop, Renown '44 and Yukon have less. This looks doubly painful given her advertised concealment woes along with her slow top speed. She's not like the Italian battleship with her speed or Yukon's sneakiness to help close the distance. However, there's one caveat to all of this: she's an American Battleship. She gets access to Artillery Plotting Room Modification 1 (APRM1). Equip her with this upgrade and suddenly her reach jumps to 20.3km. With this, she jumps from 18th of 23 ships to 6th for her tier, behind Hyuga, Nagato and the three other American battleships when they equip APRM1. So yeah, that's not terrible. It's not going to be a crippling flaw the way it is for Yukon as you have an easy out if you don't fancy brawling. But that begs the question: is it worth taking APRM1 over buffing her secondaries? Gun damage output. From left to right: AP DPM, HE & SAP DPM and Fires per Minute. I've also included things like overmatch potential (for AP) and base penetration (HE & SAP). Colorado's guns have always been solid. A sixteen-inch gun at tier VII is hella punchy and it allows her to bully even heavy cruisers with 27mm structural plating. To this end, at least from a hits-landed perspective, WeeVee 44's guns should perform comfortably. Approximate AP penetration values for Colorado's 406mm AP shells. These are good (not amazing, but good). It's likely WeeVee 44 will duplicate these barring any Krupp tomfoolery. Secondary Guns Though WG didn't say specifically, I'm just going to assume WeeVee 44 's secondaries will have the same accuracy parameters as other American premium battleships with souped-up secondaries like Massachusetts, Oklahoma and Georgia. This ticks one of the requirement boxes I have on whether or not secondaries are considered "good" for their tier and worth specializing into. The other aspects are range, penetration and volume of fire. So let's look at those. We know her initial range value for her secondariees. It's 6.3km. With a deep build, you can get that up to 9,526m which is ... well, it's not great. It's okay. It's the same other tier VII secondary specialist ships are stuck with (Scharnhorst, Gneisenau, etc). But it's far worse than those I'm more used to seeing at tier VIII which often exceeds 7.5km base. So WeeVee 44's good company, I suppose. A little extra reach would have been more comfortable, especially given her lack of speed. It would certainly be something I'd keep an eye on during testing. As for rate of fire, there's some uncertainty The article mentions that they have a "fast reload". Like with her accuracy, I'm just going to assume they have the same reload as Massachusetts' secondaries which is 4 seconds instead of the usual 6 seconds for mounts of this type on most other American battleships. The good news is that the layout of the guns will allow all of them to be easily brought to bear, and it should be easy to get all of the secondary gun mounts off one side firing at 30º off the bow. This will help prompt some auto-ricochets from AP rounds in brawling situations, so long as her opponent can't overmatch her (or doesn't just blast her gun turrets / superstructure -- brawling isn't as strong as it used to be). It's important to remember that WeeVee 44 has only eight turrets instead of the ten found on higher tiered ships with the same mounts. So she's only putting out 80% of the potential damage of Massachusetts. It's overall bad news for penetration, but that's nothing new with the 127mm/38s. They have 21mm of HE pen which can be buffed to 26mm with the Inertial Fuse for HE Shells (IFHE) commander skill. In Random Battles, I'd be loathe to take the skill, simply because Matchmaking is unkind to tier VII vessels and she'll end up facing a lot of opponents with 32mm and 27mm plating. The skill points could be better spent elsewhere. However, if you can guarantee she'll be top tier, such as a Ranked Battle season, then IFHE's value increases dramatically. Given what I'm seeing, I think kitting out WeeVee 44 for a brawl in top-tier situations will go well. Otherwise, you'd be better optimizing her for main battery firepower range. We'll see what WG thinks after the testers have got a hold of her. Firepower Feels I think WeeVee 44 has potential here. I think she'll mostly spend her time pew-pewing with her main battery guns. As a long-range (when upgraded) sniper, I think she'll do okay, but only okay. Colorado's not exactly topping the lists as the most efficient of tier VII battleships and WeeVee 44 entering the races with a dispersion nerf certainly isn't going to turn any heads. I fear for her secondaries, though. Brawls are a rarity outside of Co-Op anyway and they're certainly going to be harder to justify with such a slow ship. I REALLY hope that her secondary performance doesn't become a casualty because of the difficulty of getting her into secondary range. If anything, I hope to see secondary range buffed a bit to Massachusetts' 7.5km base (giving her a max reach of 11.34km) to facilitate this if it becomes an issue. The elephant in the room, at least for my biases, is the firing angle on her guns. West Virginia at tier VI has pretty bad firing angles. The refit is going to make it worse. Pair this with her slow 4º/s turret traverse and I can already feel my eye twitch. Bad gun handling is a personal pet-peeve of mine so this may end up a deal-breaker for me, but it won't sink the ship as it were. If I can make Yukon work (she has West Virginia gun arcs / turret traverse rates) I can probably stomach this. These are the gun fire angles on the tier VI premium West Virginia. These are already bad. WeeVee 44's refit is probably going to make them even worse with all of the AA guns and superstructure changes in the way. These are California's gun angles. They're probably the closest proxy to what we're going to see on WeeVee 44. VERDICT: Looks a-okay to me, though I'd like to see more range on the secondaries. I won't be surprised if Wargaming (a) nerfs her main battery reload because they like doing that, or (b) axes her good secondaries because testers couldn't make them work. Durability Hit Points: 59,100 Bow & stern / Superstructure / upper-hull / amidships-deck: : I'm guessing 26mm / 16mm / 26mm / 26mm? Maximum Citadel Protection: I'm guessing 35mm Anti-torpedo bulge + 343mm belt + 45mm citadel wall? Torpedo Damage Reduction: 37% Health We'll start with what we know for certain: WeeVee 44 has a good chunk of hit points. Her 59,100 initial hit point pool is nice and respectable, but on top of this they appear to have given her an identical Repair Party consumable to her sister-ship, Colorado. This is an improved version of the consumable, recovering more health per charge than a standard version of the consumable (up to 18.48% per charge instead of the normal 14%). In theory, this gives her the potential to have one of the largest effective health pools at her tier, outshone only by her sister ship and those two weirdos that carry portable dry-docks. If this survives testing, it will be to a player's advantage to spend at least some commander skill points to pick up the Emergency Repair Expert commander skill and use an India Delta signal to take full advantage of this consumable. Again, forgive the lack of a graph. You'll have to squint at numbers. Armour & Citadel Protection This is a big ol' question mark. It's likely that WeeVee 44's armour scheme will largely carry over from her tier VI equivalent, but with an extended superstructure, deck surface and massive anti-torpedo bulges. We're likely going to see the ship almost entirely covered with 26mm plating on her bow, stern, upper hull and amidships deck area, with no stand-out areas of thicker armour as appeared on California's 37mm rear deck plating, for example. It's likely her belt will be the same 343mm thickness for most of it, tapering to a thinner 203mm belt well below the waterline. We don't know how thick they will make the plating of her anti-torpedo bulges. It would be wonderful if they ended up the same 35mm thickness as California as these can cause all sorts of fun ricochet mechanics and absorb stray shells. The article describes them as "thick" but that doesn't necessarily refer to the armour value and may instead simply describe the width of spacing provided. Functionally, aside from whatever shenanigans to bulges present to incoming rounds, WeeVee '44 will be an XP pinata for cruiser-calibre HE and SAP spam, with large, easy-to-shoot areas to farm damage. You can expect a lot of harassment from destroyer gunships too. Against battleship calibre AP shells, it's bit more of question. While the anti-torpedo bulge thickness is one unknown variable, so too is citadel placement. The tier VI West Virginia has a citadel that sits right at the waterline as does Colorado. I can't see it being submerged and will likely mirror their placement. The good news is that the citadel is rather narrow. It doesn't abut against the exterior of the hull the way a lot of British battleships do, which should downgrade potential citadel hits to merely penetrating ones. So she won't be citadel proof, but she's not going to be handing them out for free the way some recent battleship premiums have. Still, I think it likely that WeeVee 44 will give away more penetration damage to incoming AP rounds than players might be used to. I predict she'll have a lot of areas easily overmatched by 380mm+ guns, on top of poor geometry and gun firing angles which will make easy vectors for return fire to take bites out of her health pool. Once again, California is standing in to give an example of how WeeVee 44's layout may appear. In this case, we're looking at her armour. Odds are, WeeVee 44 will have 26mm of structural plate across most of the ship with a massive anti-torpedo bulge. Hopefully this bulge will be up-armoured, providing some overmatch and HE protection for the ship, but we won't know until we see the ship in question. Note that California and West Virginia have similar belt thicknesses. So some of these values may carry over. California again, this time showing her belt layout and giving an indication of the size of her anti-torpedo bulges. I'm very curious to see if this will be a hit-gobbling void on WeeVee 44 or if it will count as penetrating hits if it's punctured. Anti-Torpedo Protection This is worth commenting on, if only for the absurdity of it. WeeVee 44 has 37% torpedo damage reduction from her anti-torpedo bulges. This is an improvement over the original West Virginia's 22% torpedo damage reduction and better than California's 35%. But this is identical to Colorado's and Arizona's (37%) but worse than New Mexico's (40%). I guess I should be happy that it's at least on par with Colorado's but given the geometry and specific reinforcements made to the ship historically, this still makes me raise an eyebrow. Alright, enough grumping about 'muh history'. VERDICT: WeeVee 44 looks like a damage sponge to me. I've got pretty strong hopes that she won't give away citadel hits left, right and centre, but I don't think she'll be functionally immune except at very close ranges. Cruiser-spam will be a pain in the butt for her to handle, but that's not a problem unique to her. We'll see if her awesome heal survives testing. Agility Top Speed: 21 knots Turning Radius: 670 meters Rudder Shift Time: 14.8 seconds 4/4 Engine Speed Rate of Turn: 3.6º/s at 15.8 knots (estimated) Main Battery Traverse Rate: 4º/s There's not a lot of good news here, but I don't think any of us were expecting there to be. With the stats as listed, WeeVee is going to feel slow as dirt and handle like a wheel of cheese under a blowtorch (on fire, gooey and painful to handle). It's likely Wargaming is going to clone West Virginia's performance at tier VI over, though they did change out their rudder shift time, so we'll see. Still, those are some crummy stats. In terms of agility (and as written in the article) WeeVee 44 is definitely a contender for the worst ship at her tier, though California and Nelson provide a bit of challenge to that title. At least her rudder shift time looks somewhat passable. It's not quick, but it's not irredeemable. At least she can't out turn her turrets. I think it's a bit of a pipe dream to hope that they might give her some improved energy retention the way the standards of old once had. At least then she'd be able to keep her top speed up. I'm not holding my breath, though. I've co-opted this graphic from my Hyuga review from back in 2021 to save on time. This doesn't include ships that have been added since then, but I think this gives a pretty good idea of where WeeVee 44 sits. I've added WeeVee 44's curve in yellow. She's third from the top. Her turning circle radius is small but her rate of turn is awful. VERDICT: As bad as you imagined. Anti-Aircraft Defence Flak Bursts: 5? (probably 4+1) explosions for 1,400 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8 km): 140 dps at 75% accuracy (105 dps) Medium Ranged (up to 3.5 km): 263 dps at 75% accuracy (197.3 dps) Short Ranged (up to 2 km): 445 dps at 70% accuracy (311.5 dps) I hate that as much time as I've spent looking at AA firepower last year, I look at these numbers and I can't tell if it's supposed to be "good" or not. Time to break out a calculator. After some quick thumbnail math, WeeVee 44's sustained AA DPS is decent for her tier, but a significant step down from California who leads the pack. Against a simulated UFO with unlimited health, heading directly towards the ship at 186.2 knots (500m/s once you factor in distance compression in World of Warships) and disappearing once they get within 0.1km of the vessel, here's how much damage the top five battleships at tier VII do: California: ~4400 damage Duke of York: ~3900 damage WeeVee 44: ~3800 damage Florida: ~3600 damage Lyon: ~3300 damage AA sustained DPS drops significantly after that with Colorado putting out ~2800 damage and it continues to drop like a stone the further down the list you go. So what's that tell us? Well, it's nothing new, for one. We've already seen this level of AA power before and Duke of York and Florida provide good analogues for how well this ship can defend itself -- which is to say that it's okayish against a tier VI carrier but little more than ceremonial fireworks welcoming in higher tiered attackers. You're hoping that the enemy CV player will oblige you by running into flak; For what it's worth, her flak is strong for her tier, with higher damage and generating more of them than a lot of other battleships. But they're not insurmountable or even a significant challenge to avoid. Early on, while all of your small and medium calibre AA is intact, WeeVee 44 might not have to suffer repeated runs from the same squadron and you may even thin out a Soviet CV strike by a couple of planes. Later on in the match, though, after she's taken some HE damage, her AA is going to be significantly weaker.Just Dodging™ is out of the question with her awful handling. Her AA will undoubtedly be used as an advertisement feature on WG's promotional material. Be warned that without further boosts or gimmicks, it's not worth getting excited over. This is how WeeVee 44's AA would have looked like back in 2018 under the old AA system. This is awesome. California's would have still been better, don't get me wrong, but WeeVee '44 would have been a welcome addition to the fleet. Gone are the days of AA standardization, sadly. There's no reason to ever improve a battleship's AA firepower under the game's current design. VERDICT: Disappointing, but through no fault of her own. She could have been awesome, but the game isn't designed like that. Refrigerator Base/Minimum Surface Detection: 15.2 km / 13.68 km Base/Minimum Air Detection Range: 9.5 km / 8.55 km Detection Range When Firing in Smoke: 15.1km Maximum Firing Range: from 17.5km to 20.3km (GFCSM1) all the way up to 24.36km (GFCSM1 + Spotter Aircraft) WeeVee 44's surface detection is on the bad side of average at her tier (which sits closer to 14.8km) though she's right on the mean. The glut of new British ships over the last couple of years have driven the average down with Yukon, Renown '44 and Rooke all having a sub 13km base surface detection range which is skewing the numbers a bit. WeeVee 44's surface concealment is all but identical to the Scharnhorst sisters and is better than Colorado's by 600m, so that looks okay to me. That said, there's nearly a 4km gap between the max theoretical range of WeeVee 44's upgraded secondaries and her surface detection range, so they're only going off if someone makes a mistake. That's probably going to frustrate a few during her trials. I suspect that with a main battery artillery build, her lack of concealment will be a non-issue. I don't expect to see these values changed at all unless they really try and prop up her brawling design or if her survivability REALLY sucks. VERDICT: Not good, but not a serious flaw by any means. Anti-Submarine Warfare ASW Armament Type: Airstrike from 0.5km to 8km (plus about 200m for part of the bomb drop column which can extend past 8km) Number of Salvos: Two Reload Time: 30 seconds Aircraft: One PBY Catalina with 2,000hp Drop Pattern: 1 bomb Maximum Bomb Damage: 3,400 Fire Chance: 19% Bomb Blast Radius: 300m ASW has been standardized so there's nothing really to write about here with all tier VII battleships spitting out the same drop pattern of a single bomb. WeeVee 44's awful handling will make dodging fish a bit of a pain, but at least she's got good (but not great) anti-torpedo bulgest to help mitigate side-on hits. Mouse's Guesswork On the surface, we have a worse-Colorado. WeeVee 44's gunnery just isn't as strong as the lead of her class, having a deficit in both accuracy and range. In exchange she gets good (?) secondaries, better (but not good) surface detection and better (but not good) AA. Though determining balance is always guesswork until the raw numbers are in, she LOOKS okay? To me she looks like a solid contender when she's top tier and arguably better than Colorado. Like, in Ranked Battles she might even be a bit overtuned as range doesn't matter nearly as much and brawling is much (MUCH) easier to instigate. But when facing higher tiered opponents, Colorado is the better boat. There's still a couple of important questions to be answered about the ship. The armour value of those anti-torpedo bulges and where her citadel is placed are the biggest X-factors to me right now. 26mm anti-torpedo bulges with a waterline citadel and the ship will feel a LOT squishier than California. 35mm anti-torpedo bulges and a citadel dropped below the surface like California will make WeeVee 44 feel a lot more tanky than Colorado. Heck, even a thinning of the citadel wall from the estimated 45mm down to something that can be overmatched by battleship calibre rounds would be enough of a significant difference in her survivability. Without knowing these things, it's really hard to guess at her performance. I'm guessing we'll see at least a few changes over the course of testing. At the top of my list, I'm expecting her reload to be tweaked or she might lose her improved Repair Party. I'm dreading what might happen if they can't get her secondaries to work. We shall see! Thank you all for reading! ♥
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Going to start posting operations guides in ships
lordholland4293 posted a topic in General Game Discussion
I think iam going to start posting operations guides for certain ships whether that will be premium or tech lines will depend on how the first one on kaga goes will try to have it up sometime soon in a week or two. Depends on how fast I can get a screenshot of the operations maps and edit and write. Let me know if there is a ships you are have trouble with in ops or want to be stupidly aggressive but get great games will offer advice DM Me. -
Possible candidates for future premium or tech tree ships
grc_2741 posted a topic in General Game Discussion
I’m aware there’s little possibility of these ships getting added into the game (or maybe there are on their plans, who knows). However, in the current meta full of so many paper ships, hybrid monstrosities and “we can assume…” (like the upcoming high tier Pan American cruisers), it would be interesting to see real historical ships once in a while (or other paper ships, but with a historical background). Again, it’s hard to see these added on the near future, but at least I can dream about it. So, this is my list of ships that would be interesting to see on WOWS. Disclaimer: this is all 100% my opinion. You can feel free to agree or disagree with some of them. No worries about that. Spoiler alert: there’s gonna be some CV, but please, stay with me. Submarines Just kidding. Of course there are options, but please no. Now, let’s start. Destroyers San Giorgio: a post-war Capitani Romani-class destroyer with 6 5”/38 caliber American guns and without torpedoes. Could be a decent Tier X gunboat with the Italian exhaust smoke and the engine boost. Johnston: we all know this one. I know, another Fletcher, but one that would sell like crazy (specially in the NA server) for her history. IMO, I’d see her at Tier IX with the heal of the Kidd (or even a zombie heal), the typical American smoke, the 10 torpedo launchers and an engine boost. Piourn: the Polish DD that screamed “I am a Pole” to the Bismarck the night before her last battle. Maybe at Tier VIII, similar to the Orkan but with smoke instead of radar. Laffey: an Allen M. Sumner-class destroyer (like Gearing, but a bit slower) that participated on the D-Day and survived a fierce kamikaze attack. Today is a museum ship. A similar concept like Gearing (Tier X), but with DFAA and maybe a heal. Churruca: a Spanish destroyer with 5 120 mm guns, 6 torpedo launchers and a decent top speed (36 knots). A solid Tier VI. ZH1: a Dutch destroyer captured by the Germans scuttled at the Battle of Ushant after being crippled by British forces. It was armed with 5 120 mm guns and 8 torpedo launchers. Could be a Tier VII. Holland: a Dutch destroyer similar to Friesland, but a bit slower. Could be a decent Tier VIII gunboat. Eversten: a Dutch destroyer (very similar to Acasta) that was sunk in 1942. At Tier V. Cavalier: a British destroyer that is currently a museum ship. Armed with 4 4.5” guns and 10 torpedo launchers. Would need IFHE. A good Tier VII torpedo boat. Cruisers Sheffield: a light cruiser with a rich history behind. A solid Tier VII. Similar to Fiji or Edinburgh, but with HE added. SMS Blücher: not to be confused with the Admiral Hipper-class cruiser sunk in 1940. The last armored cruiser built by the German Empire, which was also sunk. Good artillery (210 mm guns), good armor, but not so fast (25-26 knots) and pretty much no AA. A beast at Tier V, but will suffer when up tiered. Bolzano: in a nutshell, a Trento with Zara’s guns and forecastle. Another glass cannon. Because of it, I’d slot her on Tier VI (maybe with a small heal, like Maya’s). Canberra: a County-class cruiser in service with the Australian Navy and sunk off Savo Island in 1942. Very fragile, but with guns that can hit hard. As her sister ships, Tier VI. Duquesne: a French treaty cruiser with basically no armor that will explode only when you see it. Maybe a YOLO cruiser or a sniper one at Tier V. Gotland: a Swedish hybrid cruiser with also not armor, nor good guns, and slow (28 knots). Could be reliant on her aircraft (similar to the Swordfish with HE bombs) and torpedoes. I’d slot her at Tier V. Tre Kronor: a post war Swedish cruiser with the same guns found on mid-tier Dutch cruisers, but with torpedoes. A decent Tier VI or VII. Averof: another armored cruiser with an outstanding history. Similar to Blücher, good guns, good armor, but slow. However, with not-so-mediocre AA. A good Tier IV, or a Tier V that would struggle (like Viribus Unitis). Houston: an American cruiser which was between the Pensacola and the Indianapolis (much closer to the latter) sunk alongside the Perth in 1942. A similar concept to the Indianapolis, but without the radar, a bit less range and worse AA at Tier VI. Ajax: a New Zealand Leander-class that fought against the Graf Spee in 1939. Similar to Leander (Tier VI), but with HE added. Admiral Scheer: the sister ship of Graf Spee that received some updates throughout the war (different superstructure, a clipper bow, more AA). Same speed, with a thinner armored belt. Like her sister, Tier VI. Quebec: a Fiji-class transferred to the Canadian Navy. Quite similar to Mysore (Tier VI), with torpedoes and HE added. Veinticinco de Mayo: an Argentinian heavy cruiser built in Italy armed with 6 190 mm guns, but light armor. Could be slotted at Tier V. Battleships Royal Oak: a Revenge-class sunk early on WW2 while anchored at Scapa Flow. A bit slower than QE, with slightly better armor an this particular one with torpedoes at the bow. Could be good at Tier VI, with the gyroscopic torpedoes of battlecruisers. Maybe sold alongside the U-47 (just kidding). Almirante Latorre: a Chilean battleship built in the UK, served with the Royal Navy and fought at Jutland, before being sold again to Chile. Good guns (10 14”), decent armor and not-so-mediocre AA (in her 1930’s configuration). Either at Tier V or VI. Erin: a battleship ordered by the Ottoman Navy but seized by the Royal Navy at the beginning of WW1. Similar to Iron Duke, but smaller and with pretty much no AA. A decent Tier V. Ersatz Monarch: basically, a bigger and better Viribus Unitis with bigger guns. Still, slow and with pretty much no AA. A better Tier V. No. 13 battleship: a project of a big battleship with 8 18” guns and better armor than previous Japanese designs. Seems like a bigger Nagato. I’d put it at Tier X (with a similar refit like Amagi or Kii), because there’s already a lot of Tier IX Japanese battleships. New Jersey: yes, another Iowa. Maybe taking a similar approach to the Massachusetts or Georgia (a brawler with precise secondaries), but that could still be able to snipe if necessary. Tier IX. Salamis: a cancelled Greek battleship (which by armor seems more like a battlecruiser) with 8 14” guns and lots of secondaries. A good Tier V. Seydlitz: a German battlecruiser based on the Moltke-class with improved armor and machinery. Was a big piñata at Jutland. Either Tier IV or V. Tosa: a Japanese battleship that was never completed with 10 410 mm guns. Similar to Amagi, but a bit slower. Either Tier VII or VIII. N3: a big, slow battleship with 9 18” guns. Also, ugly as hell. Preceded the Nelson-class design. A Tier IX fattleship. Arkhangelsk: oh yeah, Soviet bias. Like Royal Oak, a Revenge-class that was leased to the Soviet Navy. Like her sister ship (Tier VI), without the torpedoes, but with less mediocre AA and Stalin-guided shells. Pennsylvania: the sister ship of Arizona that survived Pearl Harbor. She was given a refit, on which she received better secondaries and AA. Still, very slow. Unlike California, she should sit at Tier VI. Spanish Littorio: yes, there was a plan for build a Littorio-class for Spain. If this come into fruition, please not another copy-paste of the Roma. At least with different secondaries at Tier VIII. Riachuelo: a Brazilian battleship project similar to the Queen Elizabeth and Revenge classes. Also at Tier VI. L20e a: a proposed German battleship that was intended to succeed the Bayern-class. Armed with 8 420 mm guns, but somewhat slow at 26 knots. An interesting Tier IX with a “what if..” update. Rivadavia: an Argentinian battleship built in the US. She carried 12 305 mm guns an had a speed of 22 knots. She served for quite a long time. Either Tier IV or V. Aircraft Carriers (I’m sorry. Please, don’t be mad) Akagi: a famous Japanese carrier with similar characteristics as Kaga, but a bit bigger and faster. An aircraft printer at Tier VIII. Wasp: a deviate of the Yorktown-class carrier with a smaller air group and no torpedo protection. Also, slower at 29 knots. Could be slotted at Tier VI. Sparviero: an ocean liner intended to be converted into a carrier for the Italian Navy. Never completed. It was supposed to carry a small air group, and be slow at 20 knots. Due to the aircraft carried (same as Aquila), I’d put it at Tier VI. Unryu: one of the last fleet carriers built and commissioned by the Japanese. It was similar to the Soryū and Hiryū. Fast, agile, but lightly armored. With a smaller air group, but with late war aircraft, could be a “balanced” Tier VIII. Shinano: the sister ship of Yamato converted into a support carrier that wasn’t completed when she was sunk by a submarine (how the turnarounds). Even though it was supposed to be a support carrier, I’ll see her as a broken Tier X with an absurdly large hangar. Europa: a gigantic ocean liner planned to be converted into a big carrier. I’d see her as a hybrid of Loewenhardt (same planes) with the sheer amount of planes of the Kaga, at Tier VIII. Karel Doorman: a sister ship of Colossus that was sold to the Dutch Navy in 1948. Could be a similar concept to the Saipan (Tier VIII with small air group but up tier aircraft with Dutch air strike). Glorious: a British aircraft carrier sunk by the Scharnhorst and Gneisenau in 1940. A similar CV to Ark Royal at the same tier, with different fighters and carpet bombers (only the Swordfish torpedo bombers). Elbe: a proposed conversion of a German ocean liner. With the same planes as Weser (Tier VI), but quite slower. Intrepid: I know the plans for uneven carriers removed during the CV rework. However, there can be an Essex-class with characteristics between Lexington and Midway at the same tier as the latter. Jun’yō: a small Japanese carrier that looks like a mini Taihō. With a decent amount of aircraft aboard, decent speed at 25.5 knots and no armor. Could be slotted at Tier VI. Joffre: a French carrier project that was cancelled when Germany invaded France in 1940. With similar characteristics as Béarn, but with updated planes and at Tier VIII. So, these are my proposals. I know there’s little possibility of one of these getting added into the game, but again, at least I can dream. Let me know what you think about. If you have other proposals, or anything else, feel free to write it below. Just be respectful, please. Thanks. Good luck and fair seas!- 44 replies
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The following is a review of Brandenburg, the tier VIII premium German battleship, was sponsored by my patrons on Patreon who helped me afford this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.11.4. Please be aware that her performance may change in the future. The purpose of this review is to support the players, not the company behind the product. Isn't Brandenburg just a better Odin? That was my initial thought when I heard Brandenburg's announcement. I appreciated that they were different animals, with Brandenburg being derived from concept work leading to the Bismarck-class. However, it's hard not to see parallels between the two. I was worried that Brandenburg would make her obsolete. Then I remembered that Odin was already obsolete upon release and stopped feeling bad. WELCOME TO MY REVIEW OF BRANDENBURG! ♫ I started this review on March 20th, 2022. I had a lot of tier VIII battleships in my backlog, so I was using Atlântico's upcoming (at the time) release this as an excuse to try and clear out some of these neglected vessels. My usual turn around time for a review is about two weeks so long as I do absolutely nothing else during that time period. Updating my tier VIII battleship database would speed up the review process for subsequent ships by a few days. With this in mind, I was certain I could get a couple out before unlocking Atlântico. Brandenburg was the first one up and I planned to queue up Borodino and Constellation afterwards. It was going to be a hellish six weeks, sure, but knocking out four reviews in that time would be so worth it, at least so long as nothing went wrong. And oh boy did things go wrong. I got immediately sidetracked by projects like: ... pointing out all of the bad copy in Wargaming's premium shop and Armory. ... working on that AA catalogue I started back in January. ... putting time in to work on some related art projects with @Chobittsu. ... continuing to play with submarine damage models and depth charge mechanics. ... surviving COVID. So ... yeah, it's been a trip. I'm terrible at planning. I set myself some outrageous goals that don't allow for any leeway should things go wrong. I then proceed to beat myself up for not being able to fold space and time itself to meet said deadlines. Before we get started... You're going to notice a slight change with some of the graphs in this review. I experimented with trying to cut down the bloat that's ever increasing in World of Warships. There are thirty-one tier VIII battleships in World of Warships presently with more on the way. Rather give everyone eye-strain trying to compare them all in individual graphics, I cut things down to the tech tree battleships plus the other German premiums. This reduces the count down from thirty-one to twelve which is a lot more manageable. Now I'm not entirely happy with this and I recognize the flaws. For one, it shapes impressions. A given premium might stack really well against the tech tree ships but still be a poor offering compared to its peers. For another, these graphics have proven to me to be a quite helpful snapshot about the meta at a given point in time. Missing data points will make that harder to track in the future. Finally, it feels like I'm wussing out. I'm sure I could make thirty-one data points fit, gosh darn it, if I just tried a little harder! Oh well, what's done is done. Just thought you all should know. Please leave me some feedback on your thoughts and ideas. PROS Dispersed, heavy armour scheme and full icebreaker bow. Thick turtleback citadel. Good gun handling. Surprising accuracy for a twelve-gun armament with 1.8 sigma. Powerful secondary battery with improved accuracy, good fire arcs, long range and 1/4 HE penetration. Good top speed of 32.5 knots and fast rate of turn. She has torpedoes! CONS Small hit point pool for a tier VIII battleship which also compromises healing. Poor anti-torpedo protection. Short ranged at 18.5km. APPALLING FIRE ANGLES. [edited] ME, THEY'RE BAD. Small calibre AP shells lack overmatch potential and penetration. Unlike most other high-tier German battleships, she lacks Hydroacoustic Search. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme What happens when you take a brawling battleship, give it bad guns and chain it to a small hit point pool? You get a YOLO disaster waiting to happen again and again and again. Brandenburg is a bad battleship for inexperienced players. Her guns seem trollishly designed to punish new players. Her bad AP performance and her bad fire angles force inexperienced players to flash their broadsides and get themselves killed. Without a big hit point pool, they die in a hurry. The only bit of saving grace here is that at least she comes with a German battleship protection scheme, but even that seems flawed. This thing is fast too, so it's easy to over-extend and get sent back to port for being the easiest thing to shoot at. Experienced players can do a bit of flexing with Brandenburg, showing off their in-game knowledge on where it's best to change up ammo, how to optimize her with commander skills and when and how to brawl. I'm not saying she's going to be a successful ship because of this -- Brandenburg, like a lot of 2021 ship releases, punishes players for trying to play her as designed. It's just that an expert player can get a bit more out of her. Options Nothing too surprising here, other than what's missing. Brandenburg doesn't have access to Hydroacoustic Search. Otherwise, you'll have to choose whether or not to specialize in brawling, but that's an easy choice to make. If you want to win, you'll avoid brawling. If you want to be cool, brawling is the only acceptable answer. Now, you're not some kind of sensible LOSER, are you!? Options Brandenburg's Damage Control Party is perfectly normal for most battleships. It comes with unlimited charges and an 80 second reset timer. It's active for 15 seconds. In slot two, you get a standard Repair Party for a battleship. It heals back up to 14% of the ship's health over 28 seconds, queuing 10% of citadel damage, 50% of penetration damage and 100% of everything else. It has an 80s reset timer and starts with four charges. In Brandenburg's third slot, it's choice time with either a Spotter Aircraft and a Catapult Fighter. The Spotter Aircraft comes with four charges, increases her main battery range by 20% for 100s and has a 240s reset timer. Her Catapult Fighter launches 3 aircraft which stay on station, orbiting the ship at a range of 3km for 60s. It comes with three charges and has a 90s reset timer. Upgrades Let's go down the list! Start with Main Armaments Modification 1. Damage Control System Modification 1 goes into slot two. It's choice time. If you're cool, you'll take Secondary Battery Modification 1. If you're smart, you'll take Aiming Systems Modification 1 instead. You're not one of those smart people are you? Let's hope not. Damage Control System Modification 2 is the better choice at slot four. You can take Steering Gears Modification 1 if you prefer, just be aware that fires are going to hurt all the more. And because I know you're super cool, you're going to compromise your fire setting in the commander skills section in order to build for secondaries, right?2 Finally, grab Concealment System Modification 1 because Wargaming still hasn't gotten around to giving us a competitive alternative in slot five, making it a non-decision for most ships. It's just a dumb 2M credit tax at this point. Commander Skills There are obviously two commander skill builds I'll champion. The first is the basic survivability build. Memes aside, this is hands down the optimal build for Brandenburg as it emphasizes fire resistance. But that's boring. A brawling build for Brandenburg plays up to the novelties (and stereotypes) of the German battleship line. As a less than optimal build, there's a lot more leeway on what you pick and choose for your backup skills -- the idea being that you're already compromising on optimization, so you may as well just try out some fun and weird combinations. Still, the general idea is to emphasize your secondary strengths. Beyond the obvious Manual Secondary Battery Aiming and Long Range Secondary Battery Shells you want to look at grabbing either Demolition Expert or Inertial Fuse for HE Shells (or both). The latter-most skill is contentious given that it compromises the fire setting of your entire armament. It's really only worthwhile if you intend to throw Brandenburg into brawls on the regular with high-tier battleships (though it does help with high tier cruisers too, especially with amidship hits). So you may want to hold off on IFHE. Boooooring. Tasty! Camouflage Brandenburg was sold with two camouflage options, Type 10 and German Eagle. They provide identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. This is the only screenshot I took of Brandenburg's German Eagle camouflage and it's terrible (the screenshot, not the camouflage). The camo was only available in a bundle when the ship was initially sold and I have not seen it made available since. I didn't pick it up at the time and it seems I've missed out. Brandenburg's base Type 10 camouflage is a striking black, white and grey. It's quite handsome. I am not a fan of the alternative palette for her Type 10 camouflage. You can unlock this via completing portions of the German Navy Collection under your Profile tab. Firepower Main Battery: Twelve 305mm/56 guns in in 4x3 turrets with an A-B-X-Y superfiring configuration Secondary Battery: Twelve 150mm/55 guns in 6x2 turrets and twenty 105mm/65 guns in 10x2 turrets. The large calibre guns are set on the main deck with the 105mm guns superfiring on one deck higher. The secondaries are divided evenly down each side. Torpedoes: Eight tubes in 2x4 launchers mounted behind the funnel on either side of the ship. Brandenburg has crappy guns, but she gets a lot of them and they're reasonably accurate. Gun Calibre, Penetration & Reload Time Brandenburg has small calibre guns for a high-tier battleship. Her 305mm weapons are the same as those found on Odin. For 305mm guns, her shells have good ballistics and penetration, but that's only for a 305mm gun. You're not contesting battleship belt armour at battleship engagement distances with her AP rounds, for example. You're also missing out on overmatching anything greater than 19mm with her AP rounds. Her individual hits aren't particularly powerful and her HE shells suffer from the usual German affliction of dealing less damage per hit than similar shells of their calibre. It's the quantity of shot that's supposed to make up for all of this, but even here, Wargaming pulled their punches. This is a recycled graphic pulled from my Odin review. Odin and Brandenburg have identical AP penetration performance. These numbers are approximate and pulled from wowsft.com. Brandenburg's AP penetration isn't great. She largely loses the ability to contest battleship belt armour outside of 12km if there's even a bit of angling going on. You want to throw AP shells as much as possible with Brandenburg, even against soft targets. Unlike other nations, her anemic HE shell damage is so much lower than her AP shells that they're only competitive when her HE is guaranteed to deal full penetrating damage. If a target has been partially saturated, her overpenetrating AP rounds will put out more hurt. This limits the optimal use of HE rounds to the following situations: (1) Against targets you cannot hurt at all with AP. (2) You're trying to start fires. Even against submarines at periscope depth, Brandenburg's AP will deal more damage. The only catch here is that Brandenburg's AP shells just don't have the bite needed to work against heavy armour. So you're forced to HE and suck up the damage disparity. Allow me to elaborate. For the longest time, I have held that 30 seconds is the standard reload time of battleship guns. This isn't necessarily true, but it's been an unspoken standard for a number years. So much so, that you could safely predict that any new battleship being added to the game would have it. Wargaming has begun to deviate from this standard. This largely began with the Soviet battleship line. Where once the odd ship with a weird reload added a little variety to a tech tree line, we're seeing slow or faster reloads defining and entire swathe of releases. Still, I find myself trained to look for a 30 second reload on any new battleship Wargaming adds. When the number is greater or lesser, it shapes my perception of its intended performance. For ships to match the 30 second reload output with a smaller armament (be it number of guns or smaller in calibre), I expect to see a faster reload. If an armament is especially large or hard hitting, then I expect to see a slower. So let's look at where Brandenburg's armament and reload sits: 22.5 seconds - Zieten with 3x2 406mm 23.0 seconds - Odin with 3x3 305mm 25.0 seconds - Famous & Historical Monarch with 3x3 381mm, Vanguard with 4x2 381mm 26.0 seconds - Bismarck & Tirpitz with 4x2 380mm 26.5 seconds - Brandenburg with 4x3 305mm 28.0 seconds - Gascogne with 2x4 380mm 28.6 seconds - Chamapgne with 2x3 406mm 30.0 seconds - Amagi & Kii with 5x2 410mm, North Carolina, Alabama & Massachusetts with 3x3 406mm, Constellation with 4x2 406mm, Richelieu with 2x4 380mm, Roma & AL Littorio with 3x3 381mm and Atlântico with 5x2 381mm 31.0 seconds - Borodino with 2x3 406mm 33.0 seconds - Ignis Purgatio & Ragnarok with 5x2 410mm, Vladivostok & Lenin with 3x3 406mm, Flandre with 3x3 380mm 34.0 seconds - Vittorio Veneto with 3x3 381mm 40.0 seconds - Kansas with 4x3 406mm This looks reasonably competitive, at least until you account for all of the flaws with her shells. I'm still balking that they didn't give Odin the same 20 second reload as Scharnhorst and Brandenburg's 26.5 second reload feels like more of the same mistreatment. Brandenburg isn't a particularly hard-hitting ship. Or rather, her guns just don't scale well against higher tiered targets and other battleships. Overall, her 26.5 second reload time isn't a flaw, per se, but it's not a strength either. It seems carefully measured to ensure she's reliant upon her other weapon systems. More on that later. Brandenburg's potential AP DPM looks great. But this doesn't account for the woes of dispersion, penetration, firing angles, auto-ricochet checks, etc. The POTENTIAL is there, sure, provided you've got an opponent willing to make things easy for you. Short of picking on lower-tiered cruisers or inside of brawling scenarios, the potential is difficult to realize. Like most German battleships, her HE shell DPM falls off the rails. I'd like to make a big deal about her improved HE penetration but Brandenburg's 76mm penetration just isn't impressive when compared to the 68mm being tossed around by most of the American, Soviet and Japanese battleships at this tier. So yeah, Brandenburg has good HE penetration for a 305mm armed battleship but that's only for a 305mm armed battleship. When stacked against the 406mm guns or the 1/4 HE penetrating 380mm/381mm guns from the Royal Navy and other German ships (and nevermind the Italian SAP shells), Brandenburg's HE looks crappy. It would be a struggle to call any of the tier VIII battleships "good" fire starters. King George V is pretty much the gold-standard of this for mid-tier battleships and she comes out just shy of 10 fires per minute before you account for things like accuracy (cut that number down to a third) and fire resistance (reduce it again to two thirds its initial value). Once reality sets in, you're looking at about two to three fires per minute for KGV. Apply the same approximates to Brandenburg and you come out at nearly two. This is probably the most reliable way for her to attempt to stack damage against enemy battleships. But unlike the British, don't expect a whole lot of direct damage to accompany Brandenburg's HE spam. There are tricks to make these guns work. HE spam is one such way. Your direct damage numbers will suffer, sure, but they won't suffer as badly if you simply stuck to AP rounds the whole time. You can try the whole "aim higher" with AP, hoping to bullseye the upper hull and superstructure of enemy battleships at range, but dispersion will troll you outside of near brawling ranges, so that's not entirely reliable. Brandenburg's guns are just not fun to use and you have to overcompensate a whole heck of a lot to get those numbers to stack. Gun Handling & Accuracy While Brandenburg's reload time is only ever going to be decent, her accuracy isn't as bad as I was expecting for a twelve-gun armed ship. 1.8 sigma isn't terrible. In fact, for a ship with as many guns as she has, it's higher than I thought it would be. Coupled with American battleship dispersion and a twelve-gun broadside, she isn't as likely to get trolled by RNG(eebus) as ships with fewer guns or worse sigma. This ultimately comes down to feels -- Brandenburg's salvos feel reasonably accurate even if their dispersion describes her as being only average. It's rare that a well aimed shot isn't going to yield at least a handful of hits. Brandenburg is good at putting warheads on foreheads at least so long as you ensure that all twelve guns are firing. And this is the other issue -- getting all of those guns firing. And maybe this helps explain some of my gripes with her reload. Brandenburg's arcs are HORRIBLE. For those unaware, I have a bias against crappy firing angles. Outside of PVE situations, Brandenburg when she fires all twelve of her guns. She's unable to angle correctly against return fire while doing so, which opens her up to taking some pretty bad hits in return. As you'll see in the Durability section, Brandenburg doesn't have a lot of hit points and she cannot afford to trade them away for the modest returns another six guns bring. Without a fast(er) reload on her guns and without good firing angles, her DPM suffers appreciably. So that paper DPM value shown before falls even further into the toilet. One of my standard dispersion tests. This is 180 AP shells fired at 15km at a stationary Fuso bot. Brandenburg is using Aiming System Modification 1, while the Fuso is completely stock and without camo. Shots are coming in from right to left with the Fuso effectively bow tanking. At 1.8 sigma and German dispersion, Brandenburg's gunnery feels "average", at least until you remember she has twelve guns and a quick(ish) reload. Volume of fire lends a sense of accuracy all on its own and Brandenburg ends up feeling more accurate than she actually is, even with a full secondary build. The HORROR. Main Battery Gun Summary Brandenburg has crappy guns, but she gets a lot of them and they're reasonably accurate. I wish I could say she had good fire angles or that they reloaded fast enough for that not to matter, but they don't. I found these guns to be incredibly frustrating to use, especially when facing same tier or higher opponents. The AP doesn't hit hard enough. And even when you do land some good hits that don't ricochet or shatter, they just don't do enough damage. Every time I reached for HE, it felt like I was giving up and begging for fires that usually didn't come. Brandenburg's gunnery takes a long time to stack appreciable damage. Brawling battleships are cool It's a good thing she's a brawler. She's designed to supplement her damage by creeping into secondary range (where possible) and spraying enemy ships down with a torrent of cruiser and destroyer-calibre HE. Up close, the deficiencies of her 305mm AP penetration falls away too and they become a lot more threatening. She's fully capable of blowing out the machine spaces of any enemy battleship with a vulnerable citadel and her twelve gun broadside ensures that it will hurt. The threat of her torpedoes makes even other heavy weight brawlers take notice. This is where she belongs. This is where she demands respect. And for a German battleship, her secondaries are contenders for the best out of all of them with better firing angles and more DPM and FPM than most. Combined with improved German secondary accuracy, 1/4 HE penetration and more guns than other German battleships, Brandenburg has some of the best brawling armaments at her tier. Check it out: Some notes to keep in mind: Massachusetts, Atlântico and Brandenburg have the same DPM when brawling, kiting or firing broadside. Zieten has the same DPM when brawling or kiting. Before you get too excited and run out and buy a Flandre or Kii, I remind you that DPM charts are not the be-all, end all. The majority of Flandre's damage comes from 100mm secondaries that only have 17mm of penetration and no improved accuracy (Gascogne has this same problem). A lack of improved accuracy also plagues Kii on top of having only a range that caps out at just shy of 10km with all buffs. Brandenburg combines good range, good penetration and good potential damage on top of solid firing arcs. She's the total package. The only thing we could ask for more would be a further improvement on her already improved "German" secondary accuracy or upgrading her 105mm to 128mm like Odin so that she can pen battleships without needing IFHE. Spreadsheets are not cool So Brandenburg has better secondaries than the other tier VIII German battleships, right? That's what the numbers say? Good, cuz I couldn't tell. Seriously, this is one of those cases where my notes on how a ship felt to play did not reflect the data I collected afterwards. I should explain -- my process for writing these reviews is to play the ship, take notes while doing so and then as questions come up, look at the ship's stats to try and understand where the feels are coming from. At no point in my play testing of Brandenburg did her secondaries stand out in any appreciable way from other German battleships I've played. I seriously thought her secondaries were bog-standard for a German brawler. It was only as I put together the graphics for this section that I said "wait, hold up" -- she has more DPM and better fire angles? Huh! So why didn't it come up? You'd think counting an extra pair of 105mm would have tipped me off. While I was conscious of them, they weren't anything to get terribly excited about. I liken it to the extra 100m Odin has on her secondary range. It's nice but it's not game changing. It was the same case for her firing angles. They're good, sure, and better than most of the other German battleships. But there's still that ugly deadzone straight ahead. Ultimately, this blasé attitude says a lot about how situational brawling is. In PVP, good brawls are so uncommon that they're an event when they finally happen. Thus, it's hard to get a good sense of value out of a secondary armament. This goes double when you've invested in them so heavily between skills, upgrades and consumables. And this is what it came down to: Brandenburg's secondaries didn't feel appreciably better than those of Tirpitz or Odin. So it was hard to care about them when the awesome experiences just didn't happen. So yeah, Brandenburg has good secondaries. But as far as I'm concerned, that trait is shared by all other German battleships so it's not a stand-out feature, so don't look at me singing Brandenburg's praises for her secondary potential as a selling feature of this ship over other German premiums. They all perform very much alike in this regard -- their potential is there, but it's so terribly situational. The pain and suffering that went into making this. Brandenburg was originally launched with bugged, asymmetrical secondary arcs on her forward-most 105mm guns. Those on her starboard side could fire up to 20º off her stern while the port side could only fire 30º off her stern. I've highlighted this difference with the two arrows in the graphic above. This was corrected with patch 0.11.4 with her port side now mirroring her starboard side (they can both shoot 20º off her stern now). Brandenburg's secondary arcs are okay. They're not great. At least she can bring all of her weapons the bear 30º off either her bow or stern, so you can use those to help ensure you're auto-ricochet safe in a brawl. I was going to ramble on about her torpedoes, but I think I can just summarize them here. Brandenburg's fish are short ranged but pack a comfortable punch, perfect for delivering a crippling blow in a brawl. The four she launches per side will not guarantee a kill on an enemy battleship unless they're already mauled, so keep that in mind. Her fire arcs are decent, able to launch 30º off her bow and just over that off her stern for a total of a 119º firing arc per side. Like other German battleships, her torpedoes are pretty fragile and have a habit of getting destroyed if she takes a lot of HE fire, so make sure they're still operable before committing to a joust. Summary Brandenburg may have crappy guns but she has good secondaries backed by short-range torpedoes. Firepower wise, she sucks if you can't get her into a brawl. If you can, Brandenburg's numbers jump tremendously. While you can all but guarantee this each and every time you take her out to a Co-Op battle, it's harder to ensure in PVP. I don't rate Brandenburg's firepower very highly. It's alright. When the stars align, it can be good. But you're setting yourself up for disappointment in PVP outside of those rare games where your enemies make the mistake of letting you brawl. VERDICT: Situational. Unreliable. Inconsistent. Durability Hit Points: 58,800 Bow & stern/superstructure/upper-hull/deck: 32mm / 19mm / 145mm / 50mm to 80mm Maximum Citadel Protection: 350mm belt plus 110mm to 120mm turtleback plus 45mm citadel wall Torpedo Damage Reduction: 23% Third from the bottom. A German juggernaut Brandenburg is not. Remember how players made a big stink about Odin's lack of health? Well, if you weren't around at the time, Odin was largely panned by the community for her tiny (52,800) hit point pool. Brandenburg has just 6,000 more. That's not a lot. That's like two more penetrating hits from battleship AP, and given Brandenburg's crappy fire angles, those penetrating hits are coming sooner rather than later. Brandenburg's hit point pool would be dead average for a tier VII battleship. And that's bad. That's very bad. Thus, Brandenburg suffers a lot of the same problems as Odin -- namely, not having enough HP left over to successful brawl when the opportunity finally arises in the mid to late game. Brawls always cost HP. Brawls can cost a lot of HP. And if you've already bled a lot of your initial health, it can be hella disheartening to not have the staying power to actually enjoy a good scrap. What might have been a game winning situation is now just a spiteful act of defiance before you're sent back to port. Even setting brawling aside, with the teething problems of her main battery guns, Brandenburg is just plain bad at trading. She doesn't have the health to spare to exchange body blows. This is partially mitigated by what appears to be a traditional German battleship protection scheme. Brandenburg has dispersed armour, including a full length 60mm icebreaker bow, thick upper hull and deck armour that will troll most HE (and some SAP!) thrown her way. This just leaves her (admittedly huge) superstructure and the tiniest portions of her bow and stern vulnerable and makes her largely proof against AP shells when angled. As for her citadel? I have ... mixed feelings... about Brandenburg's citadel protection. It's geometry is weird. It comes to a narrow point towards the bow. This creates some odd angles reminiscent of Yamato's octagonal citadel -- Brandenburg has similar "cheeks" that can theoretically yield citadel hits even when the ship is angled. Now, ostensibly, her turtleback should mitigate this. Unfortunately, I took a massive double-citadel hit early on when testing Brandenburg. Granted, these came from long range fire and double-granted, it was my fault for flashing that much side in the first place (gawd, I hate her firing angles). But given the tiers at which Brandenburg operates, most of what's going to be thrown at you from other battleships will be at long range so I got incredibly gun-shy after this. I couldn't play Brandenburg with the same confidence I could with other German premiums. I fully accept that this could have been an exception; an anecdote that biased me towards keeping a sharp eye out for repeat occurrences in a way I might not have otherwise fussed over. But it's definitely coloured my experiences. I'm aware that the odd citadel hit can (and do) happen with other German battleships so I dunno why this one shook me up as much as it did. I blame her fire angles. I'm always going to scapegoat her fire angles. Brandenburg feels squishy for a German battleship and I don't like that. Brandenburg has a dispersed armour scheme and odd citadel geometry I'm still torn if the latter is a blessing or curse.. Her citadel's 180mm tip is very thin. Combined with her icebreaker bow, this ship is incredibly difficult to citadel directly from the front when perfectly nosed in. However, that same tapering tip does make her more vulnerable when angled, in a similar manner to Yamato's infamous "cheeks" (though nowhere near to that extreme). Losing 25,000 health in a single salvo and these aren't even citadel hits. VERDICT: Squishier than her pedigree would otherwise suggest. Agility Top Speed: 32.5 knots Turning Radius: 820 meters Rudder Shift Time: 15.7 seconds 4/4 Engine Speed Rate of Turn: 4.6º/s at 24.3kts Main Battery Traverse Rate: 6.0º/s Brandenburg (8) joins the SoDak-twins (2), Constellation (10) and Champagne (12) as one of the best turning ships at this tier. This is largely thanks to her high top speed. Brandenburg has a great top speed, a decent (but not good) turning circle radius and a rudder shift time on the poor side of average. These latter traits obfuscate what is, in fact, a quite agile vessel as far as battleships go. Speed corrects a lot of issues with agility, especially when they're only held back by "average" values elsewhere. Brandenburg's good top speed and modest turning circle radius translates to one of the best rates of turn for not only the tier VIII battleships, but most battleships in the game. Let's talk more about speed. It is a tremendous advantage. Not only does it allow you to get where you need to be faster, a greater range of speed makes it harder for opponents to properly guess your ship's momentum and lead appropriately. It also allows for a greater degree of control while kiting opponents which is arguably one of the most effective solo damage-farming techniques in the game. Being able to control engagement distances is a duel-winning strategy (though not necessarily a match winning one). In one game I managed to run down not one but two destroyers that strayed too close. Despite fleeing after being lit, they were unable to open up enough distance to get themselves out of spotting range before my secondaries chewed them to bits. Brandenburg's speed ostensibly makes it easier for her to commit to a brawl and use her secondaries and torpedoes, though there's a catch here. While speed is powerful, it can also be dangerous. If you're not careful, you can find yourself over-extending and making yourself an easy target for enemy focus fire. It's important to temper Brandenburg's potential with caution. She doesn't have a lot of health and it doesn't last long under concerted enemy attention. Mind that throttle. Vary your course and speed and beware blind corners. Please keep in mind that I'm comparing Brandenburg's agility to other tier VIII battleships and battleships as a whole. Brandenburg's handling still sucks compared to a cruiser. She does not compare well to Warspite's handling either. You're not going to be able to juke incoming fire or easily thread the needle and dance to torpedo beats. Finally, you can forget about Just Dodging™ air strikes. Still, Brandenburg's handling is very comfy. Good marks here. VERDICT: One of the best at her tier. Under attack from a Kagero and an Asashio. It's a losing battle from the start, but Brandenburg's agility at least frustrated the two destroyers, completely avoiding four salvos before finally being taken down by a fifth. Anti-Aircraft Defence Flak Bursts: 6 + 2 explosions for 1,400 damage per blast at 3.5km to 5.2km. Long Ranged (up to 5.2km): 192.5 dps at 75% accuracy (144dps) Medium Ranged (up to 3.0km): 511dps at 70% accuracy (358dps) DPS Aura Ranges Total DPS by Range Effective Damage vs 186.2knot Aircraft Alright, let me try and talk about this without being snarky or going on a huge rant. Some facts: Brandenburg's large calibre AA is short ranged at only 5.2km. Brandenburg has the best AA values among all of the tier VIII German battleships. In terms of effective sustained AA DPS, Brandenburg sits just behind Kansas and slightly ahead of Kii, putting her solidly in the upper third for sustained damage output among tier VIII battleships. She generates a lot of flak for a tier VIII battleship, though not enough to make her stand out. The individual hits from her flak are fairly average for a tier VIII battleship. Because of her short main battery gun range, she is unlikely to be using a Catapult Fighter over her Spotter Aircraft. She does not have access to Defensive AA Fire, not no tier VIII battleship has that presently. Where my snark and rants will stem comes from the fact that as good as this all looks on paper, it's not enough to keep her safe. A hale and whole Brandenburg is an inconvenient target for tier VI carriers as the attrition rates will erode their hangar capacity eventually. Against higher tiered carriers, short of them obliging you by faceplanting into flak bursts repeatedly, Brandenburg cannot inflict casualties quickly enough to compromise their hangar capacity, never mind stop individual strikes. Her presence will not dissuade a CV on her own and owing to her short range, she is not a particularly good asset to help protect others. As such, when she is not top tier, she is a ready victim to air attack. She might pad her experience and credits earned with some air kills, but you cannot trust Brandenburg's AA defences to do anything to protect the ship in the current meta. And that's really all AA is for as far as surface ships are concerned: printing credits and xp in compensation for letting CVs have their way with you. VERDICT: Brandenburg is better at squeezing out rewards for being [edited]-slapped by aircraft than most at her tier. Vision Control Base/Minimum Surface Detection: 16.2km / 12.73km Base/Minimum Air Detection Range: 11.22km / 9.09km Detection Range When Firing in Smoke: 12.78km Maximum Firing Range: 18.46km Hydroacoustic Search. Bismarck has it. Odin has it. Zieten has it. Tirpitz (and her clone) does not. Neither does Brandenburg. This consumable has increased value as Wargaming works towards completing submarines in World of Warships. This comes not only for the ability to spot incoming torpedoes but also for detecting submarines that might be lurking nearby. German secondaries are excellent anti-submarine weapons provided their target is spotted and can be shot at. The general inaccuracy of these weapons isn't nearly as much of a problem as it is against destroyers when shells only have to land nearby to score damage. Thus lacking a Hydroacoustic Search is notable. As far as surface detection goes, Brandenburg's alright. She just barely manages to squeak into the top third within her matchmaking with her concealment. It's neither a tremendous help nor a significant hindrance. It's comfortable enough to be a non issue for most game play though you'll be hard pressed to turn it into a reliable advantage. Given her relative fragility compared to other German battleships, I would have preferred her to be a bit more sneaky, but as it is, her concealment is workable. I feel her lack of a Hydroacoustic Search more than whatever is going on with her surface detection. If I've counted, calculated and transcribed everything correctly (and I'm almost certain I have not), Brandenburg sits tied for 39th out of 110 battleships within her current matchmaking. This is sorted by columns, so 1-37 in the first column, then 38 to 75 in the second, 76 to 110 in the third column. VERDICT: Meh. Anti-Submarine Warfare ASW Armament Type: Airstrike from 0.5km to 10km (plus part of the bomb drop column) Number of Salvos: 2 Reload Time: 30 seconds Aircraft: Two Blohm & Voss BV 138C with 2,000hp each Drop Pattern: 3 bombs each dropped evenly over 1.1km column Maximum Bomb Damage: 2,800 Fire Chance: 21% Bomb Blast Radius: 300m Submarine game play is still ever changing. This section largely serves as a snapshot of how ASW worked at the time this article was published. No doubt further changes will occur before submarines get finalized. That said, Brandenburg and tier VIII German battleships in general have the best anti-submarine warfare load-out of their peers presently. Bismarck, Zieten and Odin sit at the top of the pile, combining the best air-dropped depth charges with great secondaries and Hydroacoustic Search to mitigate the influence submarines have on their game play. Brandenburg and Tirpitz have to make do without the consumable to spot fish and occasionally help sniff out subs. Now this doesn't make any of the German battleships good submarine hunters by any means -- it just means they're the best equipped battleships at their tier to fight back against submarines should they be called upon to do it. I've spent some time mapping out depth charge pattersn -- both from ships and aircraft and I'll probably publish an article a little later showing the coverage at a particular tier. VERDICT: She has the best battleship launched air strike at her tier combined with good secondaries. U-190 got too close to Brandenburg and pays the price. Final Evaluation I like Odin better than Brandenburg and I like Scharnhorst better than Odin. I think that sums up my feels about these "large cruiser" armed battleships. Short of dusting off snowflakes or whatever I'm required to test in the future, I'm not taking Brandenburg out. I don't like her guns. That's really all there is to it. Why would I want to play a ship where my primary way of interacting in the game is such a miserable experience? I mean it's a doubled-stacked turd sandwich with bad gun performance and bad fire angles. Blech. Brandenburg is just Odin-Two. The biggest difference between them is that Odin has Hydroacoustic Search and Brandenburg has more guns. There are other differences than that obviously. Brandenburg has more guns, more secondaries with better firing arcs but worse penetration. Brandenburg is faster and has better AA power and just enough more HP to fool you into thinking she might be a better experience overall. Odin is more stealthy and her guns fire faster and with much more comfortable gun laying. So pick your poison. I'm not convinced either ship is worthwhile. My honeymoon period with Odin has long since past -- as I feared in my review of her years ago, once her torpedoes became common knowledge and players became more familiar with her gimmicks, success became increasingly volatile. That volatility is alive and well with Brandenburg's game play too. It's that same feast-or-famine that so many brawling battleships struggle. It's hard to appreciate a vessel whose fortunes are so closely tied not only to what tiers matchmaker places you in but what kinds of ship you end up facing. The presence of a single carrier or a glut of torpedo boats or a brace of submarines and Brandenburg faces an uphill battle. And like most tier VIII premium battleships, facing tier Xs is never comfortable. Still, if you can manage to get her into brawls and win those scraps, her performance is fantastic. How frequently you can make that happen will dictate your success in this ship. If you can't tell, I couldn't make that happen often enough to put a smile on my face. So no thank you, Mister Brandenburg, you are not the ship for me. Of course, all of these complaints apply only to PVP game modes. In Co-Op, Brandenburg is a thug. Her guns still suck butts in there, unable to overmatch as the bots suicide charge, but at least her secondaries and fish can rip them open and help pad her numbers. Brawling in that game mode is guaranteed, so her success is all but guaranteed. Still, if you're going to buy a tier VIII German premium battleship, just buy Tirpitz. In Conclusion This one ballooned out of control. I spent way too much time fussing over getting a better understanding of AA and ASW mechanics that sidetracked me down several week-long exploratory tangents. I mean, I'm happy that I understand ASW and AA much better than I did at the onset and it's nice to be able to put into context how Brandenburg (and other future ships) will slot into this developing meta. But stack on some other projects and RL issues and the content drought really bugged me. I dunno which ship I'm going to review after this. I'm kind of "battleshippped out" at the moment. Maybe I'll poke Maya. We'll see. Speaking of other projects, you may have noticed that I changed avatars in my graphics. @Chobittsu did a wonderful job putting together this cute Fantasy Dwarf ship's captain per my request. Animating a bouncy version of her as a forum avatar is one of many things on my to-do list. Thank you all for reading and thank you so much for your continued support. ♥
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USS Stingray (SS-161) with Lt Cmdr Tom Dodge as Captain would make a fun premium to add to the Game, the Horn can play Louis, Louis, when you hit the C button in game the Voice tag "prepare to Dive" sounds. Kelsey Grammer to do the voice lines. I does not need to have anything fancy, other than camo and built in Econ pack, there will be those that buy because it is a fun reference to the Movie "Down Persicope" @Ahskance @Boggzy how about a bit of fun?
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The following is a review of San Diego, the tier VIII premium American Cruiser, brought to you by my patrons on Patreon. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.11.11. Please be aware that her performance may change in the future. PROS Heavy armament of sixteen 127mm guns, capable of delivering a 14-gun broadside. Improved ballistics. She has access to semi armour piercing (SAP) ammunition. Excellent gun handling. Unlike most American cruisers, she has torpedoes! Agile, with a small turning radius and good rate of turn. Decent concealment from the sea and air. Massive glut of consumables, including: a Repair Party that always queues a minimum of 50% of damage received. a Hydroacoustic Search on its own slot (as opposed to sharing it with DFAA). a Special Defensive AA Fire consumable with a shorter reset timer and increased sustained DPS. and access to a limited Main Battery Reload Booster. CONS Tiny hit point pool for a tier VIII cruiser at 27,900hp. Her armour may as well be made of paper, providing almost no protection to even destroyer calibre guns. Slow base reload for a 127mm armed ship of 5.5 seconds. Low damage on her SAP shells for their calibre. No HE shells whatsoever, so unable to start fires. Limited range of 14.82km Painfully short-ranged torpedoes with only a 4.5km reach. When her Defensive AA Fire consumable is on cooldown, her AA is weak. Her Main Battery Reload Booster only provides a 33.3% speed increase and a painfully long 180 second reset timer. So many consumables to micromanage Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme New fish: stay away. San Diego is not a good ship for new players. She's too fragile and too reliant on using (and abusing) spotting mechanics to stay alive. Knowing where to setup and when to shoot or not is life and death in this ship and that's only going to frustrate inexperienced players. Even her ammunition choice has a pitfall with her AP being heavily situational. While I would like to think most will stick to SAP, I know there's going to be someone out there who wonders why they can't make the ship's ammo work. And I pity the poor newbie that buys here thinking that her AA will always be strong. The only reason I didn't give this ship a Difficult evaluation is that she has heals and her SAP is pretty brainless once you learn to load it to the exclusion of all else. For a veteran player, there's so much to know. SAP trivializes ammunition choice, but there are times where her AP can net you more overall damage if you know when to use it She has a ton of consumables to micromanage. Her AA can be troll if a CV isn't prepared for it so you can lay an ambush if that's your thing. Using and abusing concealment is huge. So too is knowing what large calibre AP shells can and cannot fuse on your citadel at what range. Her Hydroacoustic Search combined with her good concealment gives her some limited (but powerful) vision control too. Options Consumables San Diego's Damage Control Party is standard for a cruiser. It comes with unlimited charges, a 5 second active period and a 60 second reset timer. Her Repair Party comes with three charges. It heals up to 14% of San Diego's starting HP per charge over 28 seconds. She queues of 50% of all shell, bomb, rocket and torpedo damage received, regardless if they are citadel hits or merely penetrations. San Diego recovers 100% of fire, flood and ramming damage. This has a standard 80 second reset timer. San Diego's Hydroacoustic Search is standard for a tier VIII cruiser. This detects torpedoes at 3.5km, surface ships at 5km and submarines running deep at 2km. It has a 100 second active period and a 120 second reset timer. San Diego starts with three charges. One of the ship's selling features is her Defensive AA Fire consumable. It has a shorter active period of 30 seconds instead of the usual 40, but this also comes with a shorter reset timer of 60 seconds instead of 80 seconds. While she doesn't get unlimited charges like Atlanta and Flint, she does get the American cruiser bonus of an additional charge. This gives her 4 charges total instead of 3 other cruisers have. But most importantly, San Diego's consumable increases her sustained AA DPS by 100% instead of the nominal 50%. Her flak damage is unchanged at +300%. Finally, she has access to a weird Main Battery Reload Booster. It increases her rate of fire by 33.3% for 15 seconds, dropping her reload from 5.5 seconds to 3.67 seconds. She comes with two charges and this has a 180 second reset timer. Upgrades Sadly, there are no AA upgrades worth taking. Start with Main Armaments Modification 1 in the first slot. Then move on to Hydroacoustic Search Modification 1 which will cost you 17,000 in the Armory. if you cannot afford that, then default to Engine Room Protection. Aiming System Modification 1 is the best choice in the third slot with no competitors. You have a gameplay choice in her fourth slot: Propulsion Modification 1 is the best choice. Islands will keep you safe and using the extra acceleration to make the best use of them is the smart-play. If you prefer to live dangerously then you can go for Steering Gears Modification 1. Concealment Modification 1 is your best choice in slot five. Though, you can try and double-down on open-water kiting by taking Steering Gears Modification 2. Just be advised that you lose your ability to ambush aircraft. Commander Skills San Diego isn't starved for commander skill points like similarly armed American light cruisers. Her lack of HE shells frees her up from the obvious Inertial Fuse for HE Shells and Demolition Expert points sinks. Thus, you can build her for a full AA spec if you wanted to without much of a depreciation in efficiency when engaging conventional surface targets. Start with Last Stand. San Diego's rudder and engines break even from near misses from HE shells. Next, you have your choice between Priority Target (my favourite pick here), Consumable Enhancements or you can get the jump on your AA build with Focus Fire Training. Heavy HE and SAP Shells is the best choice at tier 3. Finish off with Concealment Expert. If you didn't take Priority Target at tier 2, you're going to want to pick it up or Incoming Fire Alert at tier 1 ASAP. From here, you can spend your remaining 10/11 points how you wish. I would grab Superintendent as a priority given her reliance on consumables (though admittedly, it's uncommon for you to have a match where you'll exhaust even one of them). If you're looking to maximize her AA build then AA Defense and ASW Expert should perhaps come before that. Afterwards you can double back to some of the tier 2 skills listed before or grab from the following: Consumables Specialist (1pt), Survivability Expert (3pts), Adrenaline Rush (3pts) or Radio Location (4pts). Here's the build I settled on for my test games: Camouflage San Diego is presently sold with only her default camouflage. However, when she was initially released, there was also a promotional 1776 camouflage available in some bundles. The 1776 Camouflage was available in bundles when San Diego was first sold. This was a cosmetic swap and did not provide any additional economic bonuses. Her default "San Diego" camouflage can be palette swapped from white & black to grey and purply-blue upon completion of part of the American Cruisers Collection. Firepower Main Battery: Sixteen 127mm/38 guns in an A-B-C / P-Q / X-Y-Z layout. A-B-C turrets superfire forwards. X-Y-Z superfire to the rear. P and Q are wing turrets, able to cover only one side. Torpedoes: Eight tubes in 2x4 launchers in wing mounts just ahead of P and Q turret on their respective sides. Mad Mouse I hate San Diego's guns. I say this as someone who loves American 127mm/38s. I have over 500 Random Battle games in Atlanta between various accounts and plenty more in various other game modes.. I love Atlanta's guns. I was really hoping that with San Diego at tier VIII, we'd finally get to play an Atlanta-class with their historic, blistering rate of fire instead of the throttled one necessary to keep Atlanta in check at tier VII. But sadly, San Diego doesn't inherit Atlanta's guns. They pay only lip service to the Atlanta-class in general and frankly, her guns do not have the same fun feel of the lead-ship. This was done to make room for the various gimmicks necessary to make San Diego behave more like Austin, the tier X ship whose game-design she borrows. This doesn't mean that San Diego's guns aren't effective. They are. That, by their very definition precludes them from being Atlanta-class guns, as American 127mm/38s, with their wonky ballistics and poor penetration, are temperamental (at best!) at this tier. But they're not Atlanta-class weapons. This is arguably a feature instead of a flaw so long as you dismiss or are disdainful of history exerting even a minor bit of influence over game play. This is 180 AP shells fired at a stationary Fuso bot at a range of 13km. Normally I do 15km but neither ship can reach that far. Shells are coming in from right to left (the Fuso is bow-tanking). Both San Diego (left) and Atlanta (right) were using Aiming Systems Modification 1. San Diego uses cruiser horizontal dispersion (range x 6.9 +33m) and 2.05 sigma instead of destroyer horizontal dispersion (range x 7.5 +15m) and 1.7 sigma like Atlanta and Flint. Destroyer dispersion is much tighter at the engagement distances these cruisers fight, so despite San Diego's improved sigma, she's not as accurate as her sister ships. The flatter trajectory and shorter flight time on San Diego's shells helps with aiming, but her accuracy is ever-so slightly more influenced by RNG. The rounder shape of Atlanta's dispersion pattern comes, in part, from the steeper angle at which the shells are falling. San Diego's ballistics have been conjured from the realm of make-believe. Gone are Atlanta's infamous (and downright hilarious) rainbow arcs. Instead, San Diego's shells have a ballistic quality that sits almost perfectly between Cleveland's 152mm rounds and the 203mm rounds of Baltimore. Seriously, these 127mm guns have better ballistics than a 152mm gun. This was made possible by throwing out any pretense of consistency with previous 127mm/38 weapons. Wargaming artificially boosted the mass of San Diego's shells by around 10% while also their air resistance down by nearly half. These shells are thus heavier than they should be and less affected by drag, allowing them to preserve speed over distance. For those familiar with Royal Navy 152mm ballistics on their light cruisers, they behave almost identically up to 11km with around a 0.3 second flight time difference to San Diego's maximum reach of 14.8km. This poor maximum reach is one of San Diego's drawbacks making her very dependent upon concealment and hard cover to permit her to engage her targets. This is nothing new for American cruisers, however. I wasn't kidding. San Diego's ballistics slot in right between American 152mm and 203mm shells. They fly as if they were some imaginary 180mm round. Their second deviation from the expected Atlanta-class norm comes in the form of their rate of fire. For 127mm/38 guns, especially high-tier 127mm/38s, San Diego's reload is slow. This can be temporarily amended with the use of her Main Battery Reload Booster consumable, though even this results in a slower rate of fire than 127mm/38 armed destroyers and only SLIGHTLY better than Atlanta's own rate of fire. Now, this is to be expected with San Diego's access to SAP ammunition. You need only look at Italian ships to see that both their cruisers and battleships with SAP shells fire more slowly than those who sling HE. But as we'll see, San Diego's SAP is weird. These are approximate shell counts over 60 seconds worth of firing. San Diego has better short-term burst than Atlanta but loses out over long-term sustained fire. However, only Flint is truly capable of holding down the trigger reliably for prolonged periods of time thanks to her Smoke Generator. One Ammunition to Rule Them All San Diego is a SAP delivery system. Her SAP sucks butts, though, at least relative to what you might normally expect from SAP ammunition. In World of Warships, SAP follows the following behaviours, generally speaking: SAP deals higher damage relative to other shell types of comparable calibre SAP has much higher penetration than HE. (HE usually has penetration equivalent to 1/6th or 1/4 of its shell diameter while SAP is slightly higher than 1/4 shell diameter plus a little extra)1 This comes with five trade-offs: Guns that shoot SAP usually have a longer reload than guns that do not fire SAP. This leads to lower DPM even once you account for the bonus damage SAP does. SAP shells have a chance of ricocheting, but this is only at extreme angles. SAP shells have no blast radius and thus cannot damage internal modules at all and can only damage an external module if they strike it directly. SAP shells cannot start fires. This all said, having access to SAP is an advantage. The high penetration of SAP rounds and front-loaded damage outweighs the numerous drawbacks. It allows ships to engage a greater range of targets effectively while simultaneously giving the ship a more potent alpha-strike. So you hit harder and you can hurt more ships directly than you could with HE. Dealing a lot of damage early on in an engagement is usually enough to decide encounters on the short term. Players tend to get a little squirrelly when a huge chunk of their health goes missing in a single volley. So what's the issue with San Diego's version of SAP? San Diego doesn't deal increased damage with her SAP. At a maximum of 1,800 damage per hit, her SAP shells have the same alpha strike as other 127mm/38 HE rounds all while maintaining most the same list of flaws normally afflicting SAP, but not all. If increased penetration over 127mm/38 HE shells were the only compensation, San Diego would be a very hard sell over Flint and Atlanta. However, Wargaming made some concessions. As we already discussed, San Diego was given (much) improved ballistics with her guns. She has a faster rate of fire than we might otherwise expect for a SAP armed weapon. Yes, San Diego is slow firing for an Atlanta-class, but for a SAP firing ship, she shoots more quickly than we would expect. She trades alpha strike from singular broadsides to a sustained burst between her quicker reload and access to her Main Battery Reload Booster. San Diego's SAP ammunition makes her preferred prey different from Atlanta's. Atlanta is a destroyer-hunter. Atlanta works best scattering the roaches at suicidal close-ranges. Atlanta's Surveillance Radar digs out soft ships hiding in smoke and her HE shells and high DPM go to work at shredding them inside of 10km. San Diego isn't anywhere near as effective in this role. She lacks the bug-spray consumable, for one.. Her extra penetration also goes to waste against such targets. Her SAP's inability to break engines or lighting them on fire also makes it much easier for lolibotes to escape. Similarly, the ricochet chance of her shells can make finishing off fleeing targets frustrating. So destroyer-hunting really isn't San Diego's best fit. She can do it, but she's not specialized for it. What San Diego can do is front-load her damage onto bigger ships like there's no tomorrow. Harassing cruisers and battleships is San Diego's bread and butter. If she does catch out a destroyer, she can spank it, but she risks over-exposing herself to do it. She has to clear cover to bring those weapons to bear and that makes her a juicy target for return fire. Once a DD turns tail, the chances of finishing it off gets much more difficult, so why risk engaging them in the first place? Instead, it's best for San Diego to set up shop behind an island and hose down targets of opportunity. Punch cruisers in the nose that tries to peak out from behind an island. If a battleship tries to push, hose them down with SAP until he turns around (he will). Harass. Displace. Harass again. That's what San Diego's guns are good for. Unlike fire-reliant ships, San Diego's SAP is harder for battleships and high-tiered cruisers to heal through, so that's an added plus. SAP is San Diego's mainstay. She paid a dear price to have access to it, so you had better use it. San Diego's torpedoes have good stats everywhere except their range. You're only going to use them if someone (either you or your opponent) screws up. AP Shells & Torpedoes Any time you can use San Diego's AP shells or torpedoes effectively will be memorable. Her torpedoes are largely a weapon of desperation. Their 4.5km range means that they only get used when someone screws up (who that is depends on who dies in the following moments). By and large, you can forget San Diego has them. Those rare opportunities where they become relevant are always funny, though. San Diego's AP rounds are a trap. Yes, they have improved ballistics. Yes, their penetration is much better than comparable AP shells fired from other 127mm/38 guns. Yes, they do more damage than San Diego's SAP shells. However, they do not have "good" penetration overall for an AP shell. They also lack any form of improved auto-ricochet mechanics. It's best to imagine San Diego's AP as being comparable to the AP shells off a Cleveland-class. San Diego has better ballistics but worse penetration. The short fuse timers on San Diego's shells makes them better (but not yet ideal) for hammering softer sections of larger ships, like upper hulls and particularly bulky superstructures. However, this same short fuse timer makes them struggle to land citadel hits against ships whose machine spaces and magazines don't abut against the hull's exterior. Anytime your shells ricochet or overpenetrate, that's lost damage compared to having spammed SAP at those areas instead. If an enemy big ship like a cruiser or battleship is offering a flat broadside and has a lot of squishy places for her AP to bite in? You can try your luck in padding a bit of extra damage with AP.. The same goes for close in brawls; just be aware you don't have the improved auto-ricochet angles that your SAP rounds do. Novice players will find San Diego's AP frustrating. Experienced players can use it to nudge their average numbers up in the correct situation, such as punching into bunkers in operations. And like San Diego's torpedoes, those moments when AP clinches an engagement will always be amusing. The improved ballistics of her shells gives her AP a bit more bite, but not enough to make them particularly competitive. If you wouldn't fire AP from Cleveland at a given target, then it's best to hold off on doing the same with San Diego's AP. Summary San Diego is a cruiser-killer. Her high penetration SAP is relatively reliable at medium ranges and she can stack damage quickly, at least until saturation begins to throttle her damage. She is less than ideal in a destroyer-hunting role and her efficacy against battleships is mixed. She does well against battleships with softer skins like the British, French and some American vessels, but has a harder time against Soviet, Italian and German ones. Her game play focuses around the proper use of island cover, setting up supporting fire and displacing to either follow the flow of battle or to avoid reprisals. Opportunities to use anything other than SAP will come up on occasion. However, you can go a full game (or three) without needing to reach for AP or torpedoes. San Diego's gun handling is excellent, traversing at 25º/s. She doesn't quite clone Atlanta's firing arcs. The two ships differ slightly towards the rear with one of the forward turrets on Atlanta not quite managing to reach as far over the shoulder as the other two. While I would have loved to have seen 300º coverage on everything but her wing turrets, it's not that much of a loss given San Diego's easily overmatched armour. Everything thrown at you hurts, so a couple of degrees off auto-ricochet angles isn't going to ruin your day. Overall, her fire arcs are fairly comfy and it's easy to bring most of her guns to bear with just a light touch of her rudder if needs be. VERDICT: Generally effective. Situationally, San Diego's guns are incredibly strong but only in her area of expertise. Pick on larger ships. Help out on destroyers and subs when you can, but that's not your main job. Durability Hit Points: 27,900 Bow & stern / superstructure / upper-hull / amidships-deck: 16mm / 13mm / 16mm / 16mm Maximum Citadel Protection: 89mm belt Torpedo Damage Reduction: None San Diego shares the soft armour profile of a "very light cruiser", like the British light cruiser tech tree. This gives her 16mm extremities instead of the usual 25mm. This makes her more vulnerable to all kinds of damage, most notably destroyer calibre HE and small calibre rockets. Everything thrown at San Diego hurts. Furthermore, her 'stepped' citadel ends up being an inconvenient shell trap, 'catching' AP shells that blast down the easily-overmatched length of the ship. San Diego has a habit of popping very suddenly when she comes under the attention of battleship calibre guns. The best thing that could be said about San Diego's durability is that she has access to a Repair Party consumable. Other than that, her durability is a total disaster. She has "very light cruiser" structural plate; a mere 16mm on her bow, stern, decks and upper hull, capable of being overmatched by any AP or SAP shell that's 229mm or greater in size. This same, thin armour plate allows even the French 100mm HE Shells off battleship secondaries to damage her directly. Her citadel protection is thin, but not so thin that it cannot arm any size of battleship shell presently in the game. The ship is also fat enough that, unlike Smolensk, there's enough girth amidships to allow most (but not all) battleship shells time to explode after being fused. And worse, the 'stepped' geometry of the citadel creates convenient shell traps if the hits slam down the length of the ship. If all of that wasn't bad enough, San Diego has less than 30,000 hit points -- the second lowest base total at her tier at the time this article was written. Oh, and she has no anti-torpedo protection either, not that this is uncommon for cruisers. So yeah, San Diego's a total glass cannon. As I said earlier, her only redeemable feature is her Repair Party consumable. Even that's not really remarkable. The best thing about it is that it treats all penetration damage equally, queuing up 50% of all penetration damage taken even if it's a citadel hit. But San Diego's heals are not the chunktacular portable-drydock version that the British Royal Navy has access to. More shame that. This isn't a ship where you want to trade body blows. Your Repair Party will barely keep you in a fight through incidental, unavoidable damage. Maybe. This fragility dictates San Diego's play style. Either bring a friend and borrow their smoke screens or camp islands like your life depends upon it. Because it does. With FORTY cruisers at tier VIII, graphical comparisons of EVERYTHING are just a silly, cluttered mess at this point. This is (mostly) the same info, showing the highest and lowest health along with the average and mean for both the base hit point totals and the theoretical maximum (minus unique commanders). San Diego has the second lowest base health at her tier, though thanks to her access to heals, she sits in the upper half for overall health. VERDICT: Yikes. Don't get shot. Agility Top Speed: 32.5 knots Turning Radius: 610 meters Rudder Shift Time: 7.3 seconds 4/4 Engine Speed Rate of Turn: 6.6º/s at 26kts Main Battery Traverse Rate: 25º/s San Diego isn't a fast ship. Her 32.5 knot top speed is downright pedestrian and she struggles to control engagement distance ranges because of it. At tier VIII, she increasingly needs to contend with fast battleships and faster cruisers. Keeping a wary eye on the flow of battle is a must or she can find herself exposed. San Diego has one of the tightest turning circle radius of any of the tier VIII cruisers, best only by Tiger '59 presently. The Atlanta-class are quite agile at tier VII and carrying that over to a tier VIII ship, where turning circle radius begin to balloon up to ridiculous levels just exaggerates this disparity further. She doesn't quite feel destroyer levels of agile, though. Her rudder shift time is solid for a cruiser, but not destroyer quick, so there's a been of clumsiness to her handling still. You can correct this by taking Steering Gears Modification 1, if you wish, but I find myself prefering Propulsion System Modification 1 given how dependant San Diego is at peeking out behind islands. Your own mileage may vary. Still, pair this with her excellent gun handling and it's very easy to get San Diego pointed to where she needs to. Overall? Good marks here but not the best. San Diego would need some type of manoeuvrability gimmick to be truly remarkable in this category. An Engine Boost consumable might have done it, or perhaps some of the zany acceleration or energy retention some of the British light cruisers enjoy when at full engine power. Heck, even having a top speed in excess of 35 knots would do. She lacks any of this, so she simply remains a light cruiser with a tight rate of turn but held back by a modest top speed. Most American cruisers have a similar top speed, with only 1 knot of variance between the slowest and fastest ships at tier VIII. Thus as their turning radius increases, their rate of turn goes down steadily. San Diego handles so well because she has the same top speed as Cleveland and Baltimore but enjoys a tiny turning radius by comparison. If Cleveland's turning radius seems a bit out of place, it's not just you. Both Cleveland and Montpelier bleed too much speed in a turn, behaving like a battleship in this regard instead of a cruiser. Cleveland should be coming about at 6.1º/s, slightly better than Wichita which owes its great handling to its higher top speed relative to most of its peers. VERDICT: Good turning radius and that's about it. It'll do. Anti-Aircraft Defence Flak Bursts: 6 + 1 explosions for 1,540 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8 km): 168 dps at 90% accuracy (151.2 dps) Medium Ranged (up to 3.5 km): 91 dps at 90% accuracy (81.9 dps) Short Ranged (up to 2 km): 115.5 dps at 85% accuracy (98.2 dps) AA DPS by Aura Total AA DPS San Diego illustrates a lot of the present problems with the current AA system in World of Warships. San Diego's AA defences are duct-taped together by her Defensive AA Fire consumable. Without it, her AA is pretty terrible. The primary issue comes down to the present AA system being overly reliant upon flak. If flak were indeed a reliable threat to enemy CV predation, then San Diego's AA firepower would be excellent. While it may work well in PVE modes, dealing flak damage in PVP is the exception, remarkable for when it occurs (and about as hilarious as a Devastating Strike against a ship). And because Wargaming over-values flak, the rest of San Diego's damage output suffers. It's not that San Diego's AA is incapable of being good. It's more of an issue on what being "good" actually means in the context of AA firepower within the game's present meta. "Good" means you do a lot of damage to incoming squadrons. It does not mean that it will prevent your ship from taking damage or significantly mitigate the damage done by individual attack runs. While an enemy CV may think twice about entering San Diego's protected airspace for fear of sustained casualties, if necessary, many carriers (especially the higher tiered carriers) are still capable of bloodying this soft-skinned ship. With this said, lower tiered carriers should fear testing San Diego's AA defences for fear that she may have Defensive AA Fire at the ready. San Diego's Strengths There are three redeeming elements to San Diego's AA firepower. San Diego's sustained AA DPS is front-loaded into her dual-purpose main battery guns. Her 127mm/38 guns generate nearly 46% of San Diego's total sustained AA DPS output. Thus, she does more damage sooner to incoming aircraft. Secondly, it also makes her more effective at lending support to nearby allied ships. San Diego's support is worth more than other vessels grace of this long-range damage. Finally, her large calibre AA mounts are more durable than dual-purpose guns mounted as secondaries. San Diego's large calibre AA guns have 2,000hp base instead of the more typical 1,200hp found on secondaries. San Diego is less "skill point hungry" than other ships, facilitating the inclusion of AA boosting skills. As discussed earlier in the commander skill section, the lack of HE makes it easier to afford experimenting with San Diego's commander skill build. This makes it easier to afford these skills without compromising her anti-surface warfare abilities significantly. San Diego has an improved version of the Defensive AA Fire consumable. She receives a 100% buff to sustained AA DPS instead of just 50% like other cruisers. In addition, the reset timer of her consumable is a mere 60 seconds instead of the normal 80. It's point #3 that salvages everything. But let's go over point #2. With Defensive AA Fire active but no other buffs, San Diego puts out comparable damage to Cleveland, Mainz or Baltimore. Unlike these other ships, however, San Diego is more likely to have a host of the AA skill improvements (if not all of them) that buff this value further. This only applies if San Diego has a commander with a skill build dedicated to this ship, however. There are few other cruisers (premium or otherwise) that would work well with that build. Thus it's hard to say how often carriers will encounter dedicated AA specialized San Diegos. I ran one during testing, but I recognize that this may be the exception rather than the rule. Still, the potential is there. Actual video footage of San Diego vs Enterprise in World of Warships. Sandy's doing something. We're just not sure if the tier VIII carrier will actually notice... VERDICT: Unremarkable (and even disappointing) when stock. Fully upgraded and with Defensive AA Fire active, she's a credible threat to incoming squadrons. This will make her a no-fly zone to some carriers but it will not guarantee immunity from air attack. Refrigerator Base/Minimum Surface Detection: 11.43 km / 9.26 km Base/Minimum Air Detection Range: 7.16 km / 5.8 km Detection Range When Firing in Smoke: 5.13km Maximum Firing Range: 14.82km Being a Sneaky Butt San Diego is a stealthy momo. There's just a handful of numbers you need to keep in mind. When it comes to surface detection, she is: The 6th stealthiest cruiser at her tier out of 40 ships. She ranks 12th out of 97 cruisers when she's top tier (facing tiers VI, VII and VIII) She ranks 8th out of 99 cruisers when she's middle tier (facing tiers VII, VIII and IX) She ranks 9th out of 93 cruisers when she's bottom tier (facing tiers VIII, IX and X) Out of all of the cruisers presently in her matchmaking, she ranks 15th out of 140 cruisers, which is pretty damn good. Some of these ships that are more stealthy than San Diego are much more stealthy, exceeding her best surface detection by more than 300m and as much as nearly 1km. This is enough time for a given player to react to spotting her (though not necessarily enough to prevent being mutually detected). This said, it's rare for San Diego to be among the screening surface vessels. She doesn't have the speed, never mind the durability, to be in the van. The only time she's detecting things with her face are (a) when you're being dumb and (b) when the game is almost over. Still, it's a nice trait to have and it facilitates disengaging when things invariably go pear shaped. More importantly, San Diego's aerial detection matches the reach of long range AA batteries. Provided she has not yet given away her position by being tripped over by an enterprising lolibote or submarine, it's entirely possible for San Diego to stage an initial interception of enemy aircraft. If you've specialized for AA, this kind of ambush is all kinds of rewarding, especially if the poor aircraft were coming more-or-less right for you as opposed to at an angle. They might not be able to turn away in time to avoid a mauling. Atlanta & Flint, She is Not As good as ambushing aircraft from concealment and not being visible from space might be, San Diego doesn't live up to her pedigree. Yes, she has access to Hydroacoustic Search on it's own dedicated slot, and that's nice, but that's it. That's all she gets for additional vision control consumables. She doesn't have access to Atlanta's Surveillance Radar. She doesn't get Flint's Smoke Generator (and a sexy American Smoke Generator at that!). The only thing more fun than ambushing aircraft is ambushing aircraft in the guise of an angry smoke cloud. And this, to me, is probably the most disappointing aspect about San Diego: because of the lack of these radar or smoke, her game play is largely relegated to that of the rest of the American tech tree cruisers: Hump islands, bombard ships that get too close. But even here, she ends up losing out because she can't set those sweet, sweet fires. Boo-urns. Lemme be clear, San Diego doesn't need these consumables to be balanced. She just offers less utility because of their lack. So because of this lack, she gets a mediocre rating here. She doesn't bring anything compelling to the table. VERDICT: Good surface and aerial stealth ratings, but lacklustre otherwise. Anti-Submarine Warfare ASW Armament Type: Airstrike from 0.5km to 7km (plus part of the bomb drop column) Number of Salvos: Two Reload Time: 30 seconds Aircraft: One PBY Catalina with 2,000hp Drop Pattern: 2 bombs Maximum Bomb Damage: 4,200 Fire Chance: 24% Bomb Blast Radius: 300m Anti-Submarine Warfare (ASW) has changed a lot over this year. San Diego went from dropping three bombs at 1,600 damage and 12% fire chance each to a pair of 4,200 damage bombs with a 24% fire chance. Not only that, but her reload dropped from 45 seconds to 30 seconds. She covers a smaller overall area with her bomb drops now, but her hits are much (much!) meatier. Since the changes were made, I haven't run into any submarines so I can't comment with anecdotes about how much better or worse things are since. I wasn't especially impressed with my ASW experiences in San Diego back when she was first released. This said, in theory the combination of air-dropped ASW ordnance and access to Hydroacoustic Search makes San Diego a good cruiser to be in when you don't want to be picked on by submarines. This doesn't make her a good sub-chaser, though. She hasn't the range or the speed to do this well. Theoretically, if you catch a sub on the surface, with Main Battery Reload Booster going, you could get a salvo or two into them before they dive deep enough not to worry about further damage. However, AP and SAP are poor anti-submarine munitions, doing less damage than HE. So I wouldn't count San Diego's guns as a particular strength when engaging submarines; just about any other cruiser will be comparable in such an ideal scenario. VERDICT: Big buckets of pretty-terrible barring her hydro and not a cruiser I'd want to hunt subs in. Final Evaluation World of Disappointment USS Atlanta sold me on World of Warships as a game I had to play. Watching PhlyDaily and BaronVonGamez derp about in Atlanta on YouTube during Closed Beta got me SO HYPED to play World of Warships. I bought her immediately, loved her to death and she ended up being the second ship I wrote a review for back in July of 2015. After Warspite, I've played her more than any other ship. I love Atlanta. I love her game play. Fast forward a few years, I'm neck deep in the Community Contributor program and I'm in daily communication with employees from the WGNA office through the wiki staff. Part of our semi-regular chats at the time involved which ships should be added to the game. San Diego comes up often in these talks. A tier VIII version of Atlanta just seems like an obvious move, especially in light of Wargaming's recent crossover with the Azur Lane franchise where San Diego is one of the most popular characters. Lert publishes a proposal based on these discussions and several formal proposals are put forth to Wargaming when asked. So you cannot imagine my excitement when I heard that San Diego was finally coming to the game in early 2022. To say that what has come to World of Warships is a disappointment for me is an understatement. I must preface this by saying that I don't think San Diego is underpowered or a bad ship. My point of contention was how little Wargaming valued the historical performance of the ship when it came to her design in game. While there is a lot of abstraction of when it comes to the systems and mechanics in World of Warships, savvy players could (and did!) figure out how a given ship's historical parameters would usually translate in game. Armour profiles, Hit points, main battery firepower, torpedoes performance, anti-aircraft efficiency and speed could all be predicted with reasonable levels of accuracy. This became even more accurate if a new vessel was a sister-ship or a vessel derived from an existing design already in game, further making new additions predictable. And make no mistake, for those invested in the game, this was exciting! It was easy to fall in love with what could-be. If you look back to threads in 2015, 2016 and 2017, there are tons of wish-list vessels people suggested, many of which are now in the game. The wiggle-room that Wargaming still had to play with factors like range, reload times, turning radii, consumables and concealment still allowed ships to be surprising and entirely their own beast. But still, there was this core set of parameters that were largely predictable. Now, there have always been the odd deviation. These stood out as notable precisely because a given addition strayed so obviously from the norm. Most of these were pretty tame at first. One of the earliest example of this is Murmansk, who (for whatever reason) has artificially boosted AP shell penetration despite using the same guns and the same ammunition as Omaha, the Marblehead-clones and Phoenix. Graf Spee's AP shells were artificially buffed, Cleveland and AL Montpelier don't turn properly, Etc. But we'd begin to see more extreme examples over time. Champagne and Florida have odd guns and odd armour. Wargaming entirely threw out the consistency in their AA system when they reworked CVs with AA defence now being "whatever they feel like" on a per-ship basis without discernible pattern. San Diego is one of these oddities. For those looking for more variation in the game, this is a good thing. There's no arguing that San Diego does not behave at all like Atlanta or Flint or Chumphon or Sejong. She most closely resembles Austin in design, but even these two ships behave completely different in practice. So from a variety for variety's sake standpoint, San Diego's design works and works well. She is her own beast. And they did this by taking an Atlanta-class hull and making it play like a 152mm armed Italian cruiser. What boggles my mind is that there's still room for a tier VIII Atlanta-class cruiser in World of Warships; namely a glass cannon with 3 to 4 second reload, slinging the usual AP and HE without the need to make San Diego so weird. Mouse, Nobody Cares... I know, I know... San Diego may not be the ship I want, but that doesn't mean it's not a decent vessel. She lacks the utility of Flint and Atlanta, however, which largely relegates her to the role of fire support and anti-aircraft interdiction. It's only this latter role that holds any interest for me. I loved playing an AA escort back in the day and San Diego does allow for this. She's not a no-fly zone, let's be clear, but she does make venturing into her AA bubble extremely costly; prohibitively so for tier VI carriers when her Defensive AA Fire consumable is available. Outside of game-deciding plays, most CVs would be wise to stay clear. in terms of her gunnery? I'm not impressed. I don't find San Diego's gunnery particularly interesting. As terrible as Atlanta's rainbow arcs are, at least they're at least memorable. And it's kind of rewarding to lob spitwads onto the decks of a battleship from two islands away. With San Diego's ballistics sitting between Cleveland's and Baltimore's, I'm inclined to compare them directly. I would rather have Cleveland's firepower to San Diego's, even if this does force me down the route of needing to spend more commander skill points to prop up her HE. Cleveland can engage a broader range of targets more successfully than San Diego can. SAP should give San Diego the edge, but San Diego's SAP is pretty crappy. There's no wow factor there with increased alpha or stupendous levels of penetration. Any tier VIII, 152mm armed cruiser with the Inertial Fuse for HE Shells commander skill has 37mm of penetration to San Diego's 36mm. And they can still start fires. And they probably have more range with similar ballistics. So yeah. San Diego's gunnery isn't particular fun. I guess the fourteen guns is pretty novel if you haven't played any of the other Atlanta-class derivatives before. I would recommend players get Atlanta or Flint over San Diego. Atlanta is just a fun ship, just not quite as unique as she was once upon a time. But her low-tier Surveillance Radar shakes up PVP gameplay, especially in limited matchmaking environments like Ranked Battles. Flint is easy to use with her Smoke Generator. It lets you really enjoy pooping out those rainbow arcs. Her workable torpedoes are a nice bonus. These ships are just as competitive in PVE modes like Scenarios, with Flint being particularly good thanks to being able to avoid detection on demand with her smoke. The only place where San Diego beats them there is that her increased AP penetration lets her bully bunkers from further away, which is admittedly quite nice. So yeah, only grab San Diego if you want to see what decent AA could be like in World of Warships with a dedicated AA commander. That's pretty fun. But, with that said, this may be undermined or buffed in the near future with AA changes coming. For now, I'd give her a pass and see which way the wind blows on any future AA changes. And I was so looking forward to going full out on Sandy weebery for this review too. I wanted you to be numba wan, Sandy, I really did, but I couldn't justify it. Maybe they'll make an AL San Diego in the future. I can't see them putting that much energy into rebalancing what could just be an easy reskin job, though. Oh well. Appendix For cruisers, the SAP penetration formula appears to be { [ (Shell Diameter) * 0.24908 ] + 4.3766 }. This yields results slightly higher than the 1/4 shell diameter HE penetration found on German cruisers and way beyond the nominal 1/6th shell diameter penetration of most HE shells. Source:
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The following is my review for the Vallejo, a tier IX premium USN light cruiser available for 22,000 steel. Quick Summary: A USN light cruiser with Russian shell ballistics but lacks radar and hydro. Pros: 3rd best HE DPM of tier 9 cruisers 2nd best stealth of tier 9 cruisers Great ballistics 38mm deck Rapid takeoff spotter plane offsets relatively short gun range Great main battery firing angles Cons: Lacks radar which is unusual for USN cruisers Lacks hydro Can only heal 10% of citadel damage Citadel extends from front-most to aft-most turret which is unusual for USN light cruisers above tier 5 Citadel sits pretty high above the waterline Coated in 25mm everywhere else except the deck Relatively small HP pool Slower than average top speed Slot 1 is a no-brainer as it enhances Vallejo's main gimmick. Losing one of your turrets isn't a huge threat considering the ranges which Vallejo will operate. Aiming systems for slot 3 is also an obvious choice. The better your accuracy, the more shells you land and the greater your DPM. Prop mod enhances your speed juking, concealment mod is mandatory on pretty much every ship, and finally reload mod. Range mod is unnecessary as your rapid reloading spotter plane is more than enough to buff your range. For captain skills, you can transpose your USN CL captain to Vallejo. I chose to use IFHE as I value more consistent damage over better fire RNG. Steer clear of Heavy HE/SAP and Top Grade Gunner. Your concealment is too good for either of them to get any use. Firepower Vallejo comes equipped with ten 152mm guns in five double turrets in an A-B-C-X-Y configuration. She has decent firing angles as she can fire 32 degrees both forward and aft. Her guns reach out to a respectable 15.7km considering her concealment. Using her spotter plane buffs it to a leviathan 18.8km for 60 seconds (78 with the coal spotter plane upgrade). With ten guns firing every 6.1 seconds and dealing 2,200 damage max, Vallejo gets 216,393 HE DPM, which is the third best of all tier 9 cruisers. It gets even better. Although Seattle and Sejong appear to have greater HE DPM on paper, Vallejo heavily outclasses them both in terms of shell ballistics, which means it's much easier to land shells with her. Thus, she actually receives the best effective HE DPM of all tier 9 cruisers. Coupled with IFHE, she has no issues withering away enemy BBs and CAs. Hull Vallejo is a peculiar case. She's covered in 25mm plating, which means 380mm guns and larger can overmatch her. However, she gets a 38mm deck found on North Carolina, Iowa, and Montana. This can let her bounce every AP shell in the game if it hits the deck. Additionally, her citadel extends from her front-most to her aft-most turret; something which most USN light cruisers' citadels don't do from tiers 6 and up. Her HP pool isn't anything to write home about either with 44K and a normal cruiser heal. Worse, she can only heal 10% of citadel damage. Vallejo demands a cautious and vigilant playstyle. Eating citadels and torpedoes will cripple your already low effective health pool. Agility Top Speed: 32.5 knots Turning Radius: 740 meters Rudder Shift Time: 10.7 seconds Her handling isn't anything special. In fact, it's on the sluggish side. 32.5 knots puts her at the third slowest tier 9 cruiser. She saving graces are that her rudder shift time and turning circle is decent compared to her counterparts. Vision Control Base/Minimum Surface Detection: 11.54km / 9.35km Base/Minimum Air & Underwater Detection Range: 8.52km / 6.90km Detection Range When Firing in Smoke: 5.65km Maximum Firing Range: 15.68km With an 11.5km base concealment range and 9.3km fully upgraded, Vallejo boasts the second best concealment of all tier 9 cruisers with only Dalian beating her. Within her tier spread of currently 113 ships, she ties for 10th place with seven other ships. Unfortunately, she doesn't come with a radar so enemy DDs can keep you spotted with impunity. To combat this, concealment buffer with a friendly DD to ensure he gets spotted before you. Final Evaluation I was hyped for this ship since day one when it had an eye-watering 264K HE DPM. Wargaming has justifiably toned her reload time down, but that still didn't stop her from becoming one of the five best tier 9 cruisers in the game along with Tulsa, Dalian, Kronshtadt, and Alaska. However, she's a steel ship so I wouldn't recommend getting her before other strong steel ships such as Ragnar, Incomparable, and Bourgogne.
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pragmus posted a topic in Game Support and Bug Reporting
There is an event titled "Apply a Tag -- Get 1 Day of Warships Premium Account" where we add tags to the game object in steam and then post a comment. I did this on 11/10 and never received that premium game time. Followed the directions exactly. Anyone else have this happen? Is the premium game time awarded at a certain date and I just didn't wait long enough?- 3 replies
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Video: Best T8 Premium CV Available, Aquila Kaga, or Chkalov?
Merc_R_Us posted a topic in General Game Discussion
Just some general thoughts on these ships with some gameplay and closing it with my thoughts on these types of questions lol -
The following is a review of Cheshire, the tier VIII British heavy cruiser. This ship was kindly provided to me by Wargaming for review purposes. To the best of my knowledge, the performance and statistics discussed in this review are current as of patch 0.9.3.1. Please be aware that the ship may change in the future. Quick Summary: A stealthy, but terribly squishy British heavy cruiser with a small battery of powerful 234mm guns. PROS AP shells can overmatch 16mm worth of armour, including the extremities of many lower-tier cruisers and destroyers. Good AP penetration and improved auto-ricochet angles. Excellent HE penetration, capable of directly damaging most battleship decks. Good gun handling with 10º/s gun rotation rate. Excellent AA firepower. No, really. Yeah, I'm surprised too. Stealthy, with a surface detection as low as 9.5km. British "portable dry dock" Repair Party, healing up to 40% of her health per charge before modifiers. CONS Only six main battery guns, greatly reducing her alpha-strike and DPM. Her "stepped" citadel presents a shell-trap for large caliber battleship AP shells. Only modest gun fire angles, leaves her vulnerable to return fire from AP shells. Mediocre range on main battery guns for so vulnerable a ship. Torpedoes are short ranged at 8km. Overview Skill Floor: Simple / Casual/ CHALLENGING / Difficult Skill Ceiling: Low / MODERATE / High / Extreme This ship doesn't do anyone any favours, new players least of all. Like the tier VII Pensacola of years prior, Cheshire is a lemon that will punish you for simply choosing to shoot your guns at the wrong time. As players become more familiar with the foibles of the British heavies, Cheshire (and her sister Albemarle) will become primary targets for the farming of easy Devastating Strike medals. For veterans, as appealing as the on-paper potential for this ship appears, in practice she's just too fragile to really feel worthwhile. You can do better in almost any other ship where skills like angling, island use, etc will serve you much better. Options Consumables There's nothing much out of the ordinary here short of her god-tier healing potion. Keep in mind that all consumables will be the premium version soon so I'm just listing those values. Cheshire's Damage Control Party is standard for a cruiser with a 60s reset timer. It's active for 5 seconds and has unlimited charges. Her Repair Party heals back up to 40% of her health base per charge over 20 seconds. She starts with two charges with a reset timer of 80s. You have the choice between two consumables in her last slot. Both consumables start with three charges base. Her Defensive AA Fire is active for 40s, increasing sustained DPS by 50% and explosion damage by 300%. It has an 80s reset timer. Her Hydroacoustic Search is active for 100s. It detects torpedoes at 3.5km and ships at 5km. It has a 120s reset timer. Upgrades Start with Main Armaments Modification 1. In your second slot, Hydroacoustic Search Modification 1 is optimal if you can afford it. Obviously this dictates that you'll be eschewing using Defensive AA Fire but that's okay. This will set you back 17,000 Coal . Otherwise, default to Engine Room Protection. Aiming System Modification 1 is really the only upgrade worth taking in slot three. You have a choice in slot 4 depending on how you like to play. If you prefer island humping, then Propulsion System Modification 1 is preferable to improve your acceleration from a standstill. Otherwise, Steering Gears Modification 1 is your best bet. ER MAH GERD choice in slot 5!? Well, it's not really. Concealment System Modification 1 is still optimal. But, for the sake of argument, let's look at Ship Consumables Modification 1 and how it affects her consumables: With this, her Damage Control Party will now last 5.5 seconds. Yawn. Cheshire's Hydroacoustic Search will increase from 100s to 110s (or to 132s if you have Hydroacoustic Search Modification 1 installed). This is nice. It's not game changing, but it's nice. Her Defensive AA Fire increases from 40s to 44s ... which doesn't really help. The duration of Defensive AA Fire was never the issue, but rather the damage it does. And here's the juicy bit: Her Repair Party adds another 2 ticks worth of healing -- or between 4% and 4.8% of her total health depending on if you're using the India Delta signal or not. This amounts to an additional 1,700 to 2,040hp per charge used with an upper maximum of 6,120 additional hp with three charges blown. So, is that worth giving up Concealment System Modification 1? Heck no. But Ship Consumables Modification 1 isn't terrible. It's just that Concealment System Modification 1 is (still) too damn good. Captain Skills Cheshire isn't a very skill-hungry boat. For the first 10 skill points, take the usual suspects. Your choice of a tier 1 skill -- I prefer Priority Target to let me know when my doom is nigh. Adrenaline Rush is optimal at tier 2. Through my play-testing, I used Superintendent as my skill of choice at tier 3, thinking I would get to make use of my Repair Party's extra heal. And to no one's surprise, Concealment Expert rounds things off at tier 4. Pick and choose your favourites for your remaining points. Camouflage Cheshire has two camouflage options: Type 10 and Victorian White camouflage. They both provide identical bonuses: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% experience earned. I do like the camouflage schemes for Cheshire. She's a nice looking ship. Firepower Main Battery: Six 234mm/50 guns in 3x2 turrets in an A-B-X superfiring configuration. Secondaries: Sixteen 113mm/45 guns in 8x2 turrets with four mounted each side in superfiring forward and rear positions. Torpedoes: Eight tubes in 2×4 launchers with one on each side mounted in the hull beneath the first funnel. Celebratory Pew-Pews Let's start with Cheshire's secondaries because they're largely forgettable. They are decent for cruiser secondaries. However, given that Wargaming has yet to implement any cruiser with kick-butt secondaries 'decent' doesn't matter. At least they have 19mm of penetration, so they're capable of directly damaging anything she faces. Their high rate of fire does spit out a lot of shells. But without phenomenal range or improved accuracy, they're just window dressing. I did kill a Dallas with one, so that was fun. The muzzle blasts off of Cheshire's guns are huge. Are 234mm guns worthwhile? This is the big question at the core of not only Cheshire's worth, but her higher-tiered sisters as well. What's the big deal with large-caliber guns on a cruiser? What can they do that faster-firing (or more plentiful) 203mm guns can't? What are their drawbacks? And finally, are they any good? In theory, a larger caliber gun provides inherent benefits over its smaller brethren. These include higher penetration values for both HE and AP shells, including energy retention over distance (which factors both into penetration and ballistics). In addition, the shells will individually cause more damage and have a higher chance of starting fires. The final benefit is that depending on the size of the shells, it's possible for their AP rounds to overmatch key armour values, ignoring ricochet mechanics. These benefits are typically off-set by a smaller number of barrels, a larger dispersion area, a slower rate of fire and worse gun handling. In summary, larger guns make it more likely that individual hits will cause significant damage but with fewer hits overall compared to smaller-caliber guns. Whether or not this exchange is worthwhile depends upon just how much these guns gain versus how much they surrender. For the sake of Cheshire's 234mm caliber weapons, we have a direct same-tier analogue to compare them to in the form of Albemarle's 203mm armament. Alpha versus DPM You would think that larger caliber guns, though fewer in number, would allow you to deliver more devastating volleys. The idea being that while you might not shoot as often, the fewer salvos hit harder. I wish that were the case. Let's take Albemarle vs Cheshire as an example. Citadel Penetrations (AP): 40,500 Albemarle vs 34,500 Cheshire Citadel Penetration (HE): 29,700 Albemarle vs 23,100 Cheshire Penetration (AP): 13,365 Albemarle vs 11,385 Cheshire Penetration (HE): 9,801 Albemarle vs 7,623 Cheshire Yeah, so that's a wash. A small bump up in gun caliber size does not provide an advantage in damage output on anything but a per-shell basis. So the increased shell damage does not make up for a three-gun deficit (though in theory it could make up for a two-gun deficit). Understandably, with a slower reload, the gap only opens up further. And it's not like Cheshire's reload is particularly slow either. Let me be clear, one of her gimmicks is the accelerated reload on her main battery guns. Drake and Goliath, using the same weapons, have a base reload time of 18 seconds. This can be modified down on these ships with the use of Main Battery Modification 3, providing them with a 15.8 second reload. Cheshire, meanwhile, boasts a 12.5s reload timer which is amazing -- this is a half second faster than Albemarle. So if there's any benefit to be found here, it has to be on how easily it is to make those shells deal damage rather than the damage potential itself. Cheshire's raw damage output values suck, so every hit needs to count. A cruiser with only six heavy guns has crappy DPM. Who knew? AP Performance Cheshire's AP shells are pretty good at ensuring they deal damage compared to 203mm AP shells found on Albemarle. I say 'pretty good' and not 'great'. There are three factors where they hold an advantage over her counterpart. She has high penetration. She has improved auto-ricochet angles. She has overmatch potential against a key structural armour value. ] Cheshire has Baltimore's AP penetration values with Japanese 203mm ballistics. Note that while Cheshire does have slightly improved auto-ricochet angles, they are not on par with Baltimore's. Her AP shells feel less effective overall because of this, even though they have about the same punch over distance. British 234mm AP shells have higher penetration than 203mm guns -- enough that it matters, but not so much where it's an advantage except at very close ranges. Like with HE shells, AP penetration values are important when they cross various functional thresholds -- like being enough to citadel cruisers at very long ranges or having enough to penetrate battleship belt armour at specific distances. Cheshire (and British 234mm guns in general) are capable of both of these things. Albemarle struggles but can still manage the former and is generally unable to do the latter. Understandably, this provides Cheshire with a bit more utility out of her AP shells -- at least in theory. That theory is much harder to put into practice. Punching through battleship belt armour is only possible at suicidal ranges -- well within 7km. At such distances, you're better suited to making use of her torpedoes rather than relying on the bite of her AP shells. I suppose every little bit helps, especially given that not all cruisers are capable of doing so. At least against cruisers, her AP shells are much more reliable, with enough extra penetration to contend with the relative increase in armour thickness due to angling. Of course, this only works up to a point. Curiously, Cheshire's 234mm AP shells have slightly improved auto-ricochet angles, though only slightly -- Cheshire's AP shells automatically ricochet at an angle of 65º instead of 60º though the chance for it to happen still starts at 45º. This runs contrary to the 234mm AP shells found on Goliath and Drake -- so it's something special found only on Cheshire. So it's less likely that Cheshire's shells will slide off before getting a chance to punch in, but only slightly. For example, 203mm AP shells normally have a 50/50 chance of ricocheting at 52º or so. That doesn't happen to Cheshire until about 55º. This a far cry from the American auto-ricochet angles, which on Baltimore run from 60º to 67.5º, This keeps Cheshire's AP from being a universal shell. Still, there are some targets that even angling against Cheshire will not avail them. Her AP shells can overmatch 16mm hull sections; an important armour threshold being found on the extremities and hulls of tier VI and VII heavy cruisers and tier VIII+ very light cruisers. It's also the armour value found tier VI and VII destroyer hull forms, providing the 234mm AP shells a whole range of targets where they need not wait for perfect broadsides in order to be effective. So that's kinda nice, if a bit of a niche superpower that 203mm AP shells can't pull off themselves. I did get a chance to put it to good effect against a Dallas in a brawl during playtesting which was nice -- he couldn't angle against me while I was able to smash shells down the length of his hull even when he angled. But that was one time in all of my play-testing. Matchmaking was part to blame in this -- being continually up-tiered meant that there were fewer targets where Cheshire's overmatch could be used, but even seeing an opponent I could overmatch didn't guarantee that I would have an opportunity to do so. These three elements make Cheshire's AP shells more useful than the AP shells of Albemarle though they don't stray into the potency of American Piercing shells which can be used a lot more often. So British 234mm AP shells are "more gooder" than Albemarle's 203mm AP shells, but I'd argue they're not good enough to make up for that alpha / DPM disparity. HE Performance The big numbers to concern ourselves with here are the thresholds needed to directly damage various parts of tier VIII+ battleships. These thresholds are: 1.) Their extremities (32mm) 2.) The upper hull and amidship deck of British & French battleships (32mm) 3.) The amidships deck of American battleships (38mm), 4.) The amidships deck of German battleships 50mm 4.) The amidships deck of Japanese battleships (57mm) 5.) The amidships deck of Soviet battleships (60mm). There is one thing, and one thing only to get excited over in regards to Cheshire's HE performance and that's her improved HE penetration. Cheshire has 59mm of base HE penetration as opposed to the 39mm she would be expected to have. This crosses an important (albeit, not crucial) threshold, allowing her to directly damage the amidship decks of many battleships along with the infamous extended armoured prows of Soviet ships. This, to me, creates a target preference for Cheshire . Specifically, she's better suited to hammering any vessel with extensive deck armour which includes most high-tier battleships (with the exception of the French and British) than most 203mm armed heavy cruisers. Cheshire is capable of stacking direct damage here where other cruisers will have their damage partially mitigated by shells that stray onto these thicker armoured sections. As nice as this is for Cheshire, it's a bit of a booby prize. While it does allow her to damage a wider variety of targets, when it comes to that DPM disparity mentioned previously, this advantage only comes into play in those select circumstances. HE penetration is a binary after all -- you can either penetrate or your shells shatter. There's no advantage to having more than you need. There's no point to Cheshire's 59mm of HE penetration when she's shooting up a destroyer or light cruiser. Thus, the only way her 234mm HE shells keep up with Albemarle's 203mm guns is through farming damage off of select battleships. That's really it. I've included the FPM of heavy cruisers using IFHE for the sake of comparison when trying to encroach upon Cheshire's massive penetration values (don't do this, it's silly). Overall, Cheshire is not a bad fire starter for a heavy cruiser. She's not great, mind you,but she's not bad. Cheshire may single fire her torpedoes like other British ships which is nice. I wish she had more range. These weapons are nice and hard hitting and could have done a lot to pad her mediocre gun DPM. But are they worth it? Heck no. Look, 234mm guns aren't terrible but short of pounding high-tier battleships with HE, Cheshire's main battery firepower offers nothing worthwhile. They didn't stand up to a direct comparison to Albemarle's guns and they're no rock stars, so where does that leave these things? Well, not in a good place. This isn't a ship that kills anything quickly, and that can be a real problem if she doesn't have the longevity to farm meaningful damage. To me, this means that the ship better have some miracle or gimmicks buried in the hull itself in order to make it worthwhile. Sadly, these don't materialize in her weapon systems. While Cheshire's six-guns are definitely a hurdle to overcome, I lay a lot of the blame with this ship's performance on her range. Her 16.1km main battery reach and her 8km range on her torpedoes makes maximizing Cheshire's firepower difficult. As you'll see in later sections regarding this ship, she just doesn't stand up to return fire. More range would have provided her with at least the semblance of being able to dodge. At 17.5km or more, I think I would have felt a lot more comfortable in this ship. 10km fish wouldn't have hurt either. In short, Cheshire's firepower is just plain bad. Her main battery guns can't keep up. Her torpedoes are too short ranged to be used in any role save that of desperation and cruiser secondaries are (still) not worth it. Like London, Cheshire's fire arcs aren't particularly good but at least they're consistent. For those wondering, "good" entails being able to fire 30º off the long axis of the ship, allowing the ship to fire while still giving her the best chance to take advantage of auto-ricochet mechanics. Still, Cheshire's 10º/s gun traverse is sexy. Verdict: Awful because she only has six guns. Also her torpedoes are too short ranged, but mostly because she only has six guns. Defense Hit Points: 42,500 Minimum Bow & Deck Armour: 25mm extremities with 30mm plating and deck amidships. Maximum Citadel Protection: 152mm belt armour Torpedo Damage Reduction: 19% With Cheshire's firepower woes, I was really (REALLY) hoping for some miracles in regards to her durability. I was an early optimist until I started playing this damn thing. Lemme show you why: [ Cheshire is a certified chungus. Look at that. Big healthy heals and a pretty chunky hit point pool to boot. Awesome! There's a whole lot to love here -- namely that Repair Party isn't a universal upgrade at tier VIII and just having one is a pretty solid advantage. Having a British "portable drydock" which heals back up to 40% of the ship's health per charge is amazing. In theory, Cheshire is built to outlast most of her contemporaries, which should largely make up for any deficits in her firepower. In theory. Cheshire's 30mm deck stands out -- normally tier VIII heavy cruisers only have 27mm thick decks. This does provide some benefits against small caliber HE shells from destroyers and overmatch protection against battleship caliber AP shells smaller than 429mm. That all falls apart when you realize that her protection scheme is a joke. Her citadel is specifically designed to maximize the number of citadel hits she takes -- I wish I was kidding. It's nigh impossible to angle Cheshire successfully against battleship fire of 380mm caliber or greater. Every incoming salvo is potentially world ending. She practically prints Devastating Strike medals for enemy battleships if they catch her out in the open, which means the best protection she could hope for is a big ol' rock to hide behind. The guilty party here is Cheshire's "stepped" citadel. Not only does this section sit up significantly higher (and let's keep in mind, the rest of Cheshire's citadel already peeks over the waterline), but the upright angles ensure that battleship caliber shells that are slamming down the length of the ship will still smack against the citadel if they're aimed high. Furthermore, it creates a weak point where ships capable of overmatching her 27mm upper hull can STILL dunk shots into her citadel when she's steeply angled where as other cruisers could at least content themselves that their belt armour will keep out the worst of it. And, while Cheshire does have some hull sections that can ricochet up to 381mm AP shells, her soft bow and stern provide openings that even these will get through. This isn't a problem unique to Cheshire, it's shared by Albemarle and to a lesser degree by Goliath. But spreading the pain doesn't make this any more acceptable. Kiting and dodging in open water a fool's errand -- any shots that come in are potentially lethal. When Cheshire is top tier, on the rare occasions where she's facing 356mm armed battleships (or smaller), surprise-surprise, she becomes a little monster. But banking on that kind of Matchmaking is a fool's errand for a tier VIII cruiser. I'm no stranger to playing squishy cruisers, but I'm used to there being some trade-off for it. Maybe the ship has excellent firepower. Maybe her consumables are amazing. Maybe she has excellent agility and speed to facilitate dodging. Maybe her Repair Party could come off cooldown very quickly? I dunno, I would expect something for all of Cheshire's woes. So here's the bad news. That 'hump' of Cheshire's stepped citadel is her Achilles' heel. It's too easy to hit and it makes angling in this ship next to impossible against high penetration AP shells. Oh, those thick citadel decks will also guarantee that AP bombs wreck you thoroughly. Verdict: Her Repair Party is amazing. Too bad she can't survive long enough to take advantage of it. Agility Top Speed: 34kts Turning Radius: 720m Rudder Shift Time: 10.5s 4/4 Engine Speed Rate of Turn: 5.8º/s On the whole, I have to give Cheshire decent marks here. Her top speed is respectable for a cruiser. Her turning radius isn't horrible. Her rate of turn is acceptable. The only real glaring flaw is her rudder shift time and even that's not irredeemable. Don't get me wrong, she could certainly be better -- but she's not terrible. The only thing that I wish she had was better acceleration, especially given her love of island-humping. That can be partially corrected by taking Propulsion Modification 1 but that would preclude her from fixing her rudder shift time with Steering Gears Modification 1. I certainly value the former over the latter given the current meta. Given Cheshire's firepower and durability problems, "respectable" agility just doesn't cut it. In of itself, Cheshire's agility would be fine for a heavy cruiser -- even good, but with everything else stacked against this ship, it's just not enough. I would kill for her to have British light cruiser improved engine power -- to make taking shelter behind islands easier or to facilitate dodging. I would love it if she was even two knots faster, to make running down destroyers or dodging in open water feel a bit more viable, but it's just not there. Man, I've gotten to re-use this graphic three times now. All the time saved makes me very happy. VERDICT: She's not terrible, but she doesn't stand out here in a good or bad way. Anti-Aircraft Defense Flak Bursts: 7 explosions for 1,470 damage per blast Long Ranged (up to 5.8km): 168dps at 90% accuracy Medium Ranged (up to 2.5km): 228dps at 90% accuracy Short Ranged (up to 2.0km): 249dps at 85% accuracy Cheshire has some truly monstrous levels of AA firepower -- it's enough to grant her near immunity to tier VI carriers. This, of course, translates to merely inconveniencing tier VIII and X aircraft carriers. Cheshire will shoot down a lot of planes. Given that she's not starved for commander skill points, you could even go so far as to spend a few towards boosting her AA performance further if you were so inclined. This ship has to be good at something, after all. With apologies (still) to the colour-blind. Cheshire has arguably the best AA firepower of any tier VIII vessel. Unless it was show-stopping levels of air-defense, you couldn't sell me a premium based on its AA firpower, though. Verdict: Really good. Like, "make tier VI carriers cry" levels of good. Refrigerator Base/Minimum Surface Detection: 12.1km/9.51km Base/Minimum Air Detection Range: 7.51km/6.08km Detection Range When Firing in Smoke: 7.5km Main Battery Firing Range: 16.1km Cheshire has good surface detection values. They're not great, but they're good. Any cruiser capable of dropping their concealment below the 10km range is really nice and I can't complain here at all about Cheshire's concealment values. Had this been paired with benefits anywhere else, such as agility, durability, firepower, good consumables, etc, I would probably be singing this ship's praises, but here we are. Cheshire doesn't interact well with smoke -- her 7.5km detection range when opening fire is scarcely better than her improved surface detection so she can't dare follow destroyers in to take advantage of their advanced smoke screens. Again, this further relegates this ship to humping islands and hoping against hope that she's an unappealing target. Verdict: Good, but not enough to save the ship. Final Evaluation I'm not going to mince words here. I hate this ship. I hate playing it. I'm glad this review is over. I'm not touching it again until Wargaming does something to improve her lot. Cheshire offers nothing, nothing of value. Her 234mm guns with their improved HE penetration could have been a very interesting armament but their performance stops well short of that mark. This ship needs more range, more agility and/or a faster reload before I would consider her to be a worthwhile investment. Even in co-op battles, while it's certainly possible to do well, you're not really gaining anything over taking out Albemarle instead. Yes, you might be able to get a few more HE penetrations on high-tier battleships, but you could get the same if you just stuck to peppering superstructures or the bows with 203mm guns. While overmatching the snoots of charging tier VI and VII bot-cruisers with AP shells is entertaining, it's not worth the price paid to acquire this ship. I'm sorry I didn't get this review out sooner. Keep well clear of this failure. Conclusion Reviewing Cheshire has been really taxing. My enjoyment of World of Warships was severely compromised with having to keep coming back to this damn thing. It's bad enough to play a bad ship, but it makes every little frustration just that much more poignant. Anyway, it's over, finally. I'm going to go do something else for a bit to recharge my batteries.
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The following review of Repulse, the tier VI premium British battleship, was sponsored by my patrons on Patreon who helped me afford this ship. To the best of my knowledge, the statistics discussed in this review are current as patch 0.10.11. Please be aware that her performance may change in the future. I've had my head down for over a month, working on a handful of projects (including, but not limited to tier VIII submarines, tier VI carriers and updating my databases). However, even I've noticed the growing hype surrounding HMS Repulse and it's prompted me to throw this together. There's good reason that Repulse is creating a lot of noise. I played the Hell out of her back earlier this year when she was in testing. She was a monster then. She's a monster now. To be clear, Wargaming has nerfed her since I was testing her. The following changes were made: Her reload time was nerfed from 26 seconds to 27 seconds. Engine Boost's speed increase dropped from 15% down to 10% down to 8% (from ~36.5 knots down to it's current ~34.3 knots when the consumable is active) Her main battery rotation rate was buffed from 3.33º/s to 6º/s. Having taken her out again (yes, I whaled all the way up to Marlborough for this review -- thank you, patrons!), this hasn't been enough to tone Repulse down. And, as this review will detail, I'm expecting her to receive another round of nerfs once the population at large gets a hold of her. For those tempted to throw money at guaranteeing getting a hold of her, this may be reason for caution. No one wants a ship they spent time and money on to get nerfed out from under them. So, let's get stuck in on why I see Repulse as being a potential problem vessel that Wargaming will have to reign in with future patches. Quick Summary: A soft-skinned battlecruiser (with surprisingly trollish durability) that has incredible speed and accuracy. PROS Long ranged with a 19.76km reach which can be further boosted with a Spotter Aircraft. She uses Graf Spee (battlecruiser) dispersion combined with 2.0 sigma, giving her excellent accuracy. Her 381mm guns can overmatch up to 26mm of armour with AP shells. Her 381mm guns have 95mm of HE penetration. Decent fire angles and good gun handling. Fast reload at 27 seconds. VERY fast with a top speed of 31.7 knots. Has access to an Engine Boost consumable. Her Repair Party queues up 60%/33% of penetration/citadel damage. CONS Soft skinned structurally, with only 16mm of extremity armour (!) Thin belt of only 229mm. Main battery is only six guns which makes RNG feel more punitive. Only modest AP penetration and inability to overmatch 27mm+ hull sections. Terrible anti-aircraft firepower. Enormous turning circle radius of 860m. Only three charges base on her Repair Party. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Repulse's appeal for new players is the simplicity of her main battery firepower. Her guns are long ranged and accurate. Her ammunition choices are simplified too, with newer players able to spam either AP or HE and generate reasonable results (though AP is preferred). The two strikes against her for inexperienced players are her speed (which can get her into trouble with over-extending) and her soft protection scheme. These will both spake people who like to play aggressively. However, a cautious player won't struggle overmuch with either one of these problems. For veterans, Repulse is a kiting-daemon. You have the speed. You have the stealth. You have the range. You have the accuracy. You have the overmatch. Play keep away and farm damage like a boss. Options Repulse's consumables stand out while the rest is fairly standard. Consumables Her Damage Control Party doesn't have anything unusual about it and is normal for a British battleship. It is active for 15 seconds and it has an 80 second reset timer. It has unlimited charges. It's her Repair Party which is unusual. While it does heal up to the standard 14% of her starting HP over 28 seconds (with an 80 second reset timer), like other British battleship, it queues up to 60% of penetration damage received instead of the usual 50% for most other nations. In addition, Repulse queues up to 33% of citadel damage too. However, unlike most battleships, Repulse only starts with three charges instead of four. We go back to normalcy with her Spotter Aircraft. This increases her range by 20% (up to 23.71km) for 100 seconds. It has a 240 second reset timer and it comes with four charges. Finally, she gets access to a unique Engine Boost consumable. This provides an 8% speed increase for 180 seconds with only a 90 second reset timer. Repulse comes with three charges. Upgrades Start your upgrades with Main Armaments Modification 1. Next up, if you can afford it you should definitely grab Engine Boost Modification 1 from the Armory for 17,000 . This increases the action time of your Engine Boost consumable from 180 seconds to a whopping 234 seconds. If you can't, default to Damage Control System Modification 1. Aiming System Modification 1 is the only upgrade worth considering in slot three. In slot four, you have the choice. Because of her vulnerability to fires, Damage Control System Modification 1 is arguably optimal. However, expert players may want to swap that out for Steering Gears Modification 1 to help with kiting at very long ranges. Commander Skills I wish I could tell you that it was worth having a unique commander for Repulse, if only to make things more interesting. However, you really can't go wrong with a standard battleship build that you're going to use for the British battleship tech tree line. It should look something like this: You're not going to need Grease the Gears given Repulse's very fast turret traverse, so I suppose that's kinda nice. But given that you probably picked it up to help with some of the awful traverse rates found on the rest of the Royal Navy line, it's not the end of the world. I much prefer Priority Target, but that's a personal bias. Camouflage Repulse comes with two camouflages, Type 10 and Snows and Stars. These are cosmetic swaps of one another with the following stats: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. Her basic Type 10 camouflage. If this looks familiar, it's because the devs gave it to HMS Hood for some reason. You can unlock this palette swap of her Type 10 camouflage by completing part of the "Naval Aviation" collection. The Snow and Stars camouflage is pretty terrible. Firepower Main Battery: 3x2 381mm/45 guns in an A-B-X superfiring configuration Secondary Battery: Fifteen 102mm/45 guns with nine in 3x3 turrets with a pair straddling the first funnel and the final one superfiring over X-turret and then six single guns with three to each side. Let me get Repulse's secondaries out of the way first: They're terrible. She doesn't have enough of them, they're not accurate and they don't hit especially hard. The only thing decent about them is their range. Do not sink any upgrades, signals or skills into these things. Moving on. Repulse has some of the best, tier VI battleship main battery firepower. Here's why: Battlecruiser Dispersion + 2.0 sigma Nearly 20km worth of range 27 second reload 381mm AP shells with 26mm overmatching 95mm of HE penetration Good gun fire angles with 6º/s gun rotation But she only has six guns, Mouse, you might say. And you're correct to be wary of small gun armaments on battleships. Having only six guns means that Repulse has smaller alpha strike potential and lower DPM than her contemporaries (even with her faster reload time). This spills over to her fire-chance as well, making her one of the worst at her tier. One of the less appreciate drawbacks of smaller main battery armaments is that RNG feels more punitive with fewer guns. When firing with larger broadsides, having a pair of shells scatter wide is annoying but less impactful than it is for Repulse where every shell counts. The quality of her individual hits is an issue too. Repulse does not boast the high-performance Royal Navy HE shells, but rather a chimaera that uses the more modest baseline stats from HMS Hood (lower damage, lower fire chance) yet maintains the 1/4 HE penetration from Queen Elizabeth (95mm of penetration instead of 64mm). So her HE alpha strikes aren't terribly impressive and she's a poor fire starter. Repulse's HE would be largely forgettable were it not for the issues with her AP rounds which will force you to still use HE on occasion. Though the Royal Navy 381mm AP shells are capable of overmatching most targets up to tier VII, that doesn't quite reach the 27mm+ threshold found on many higher-tiered cruisers and battleships. Additionally, their penetration values are only good at medium to close-range and they're largely incapble of dealing with battleship belt armour at distances in excess of 14km. This complicates Repulse's gunnery if you're looking to maximize its efficiency, requiring that you aim more carefully, choose the correct ammunition and pick your targets. Thus, when Repulse is top-tier on those smaller, claustrophobic maps, her guns (specifically her AP shells) are much more impressive. When bottom tier, their efficiency falls away. Yet conscious of these drawbacks, the only other guns at tier VI I'd rather have are the 406mm off West Virginia '41 and I only say that by the slimmest of margins. Repulse's guns are hella-comfortable to use. Aim well, and you'll hit what you shoot at. Pick the correct ammo and aim at the right hull locations and you'll see consistent damage. What's more, between the ship's gun handling, long range and high speed, these guns are excellent for over-the-shoulder kiting, taking steady bites out of your opponents. Woe betide the cruiser that flashes broadside to Repulse up to (and including 20km) ranges. She can (and will) punish careless players spectacularly. Graphic dump time! Here's the bad news. In terms of raw numbers, Repulse's six guns just don't cut it, even with their faster reload. This doesn't tell the whole story though. You have to keep shell performance (penetration, overmatch) and accuracy in mind. Andrea Doria is the only tier VI battleship using SAP on the right graph. It's the same news when you look at her fire setting potential. It's not great but her accuracy helps ensure she gets more hits than these raw numbers would otherwise indicate. Royal Navy 381mm AP penetration obviously improves as you climb the tiers, but it's not exactly an impressive round when it comes to penetration. You want well in excess of 350mm of penetration to contend with most battleship belts (allowing your rounds to defealt some angling). Repulse doesn't have this until you get 14km or closer. Compare Repulse's dispersion (blue, on the left) with Ise's dispersion (peach, on the right). Both ships have 2.0 sigma. Repulse's battlecruiser dispersion gives her a tighter overall dispersion area, making those central-landing shells pack in even closer. Still, if you manage 25% accuracy in Fuso, you'd need to managed roughly 45% or better to keep pace with Repulse; which is a pretty tall order. The alternative is to get her guns in action for longer to compensate, and that relies on good positioning and survivability. Very comfy fire angles paired with a very fast (for a battleship) gun traverse speed gives Repulse brilliant gun handling. VERDICT: Their excellent accuracy and overmatch potential makes them deadly. Kite and kill. Durability Hit Points: 56,100 Bow & stern/superstructure/upper-hull/deck: 16mm / 16mm / 38mm / 26mm Maximum Citadel Protection: 26mm anti-torpedo bulge + 229mm belt + 102mm citadel turtleback. Torpedo Damage Reduction: 16% I've removed Repulse's 26mm anti-torpedo bulges to reveal the 229mm belt armour underneath. Note that normal tier VI battleships have 26mm extremities. Repulse has ... issues. I suppose it's kinda fluffy that a British battlecruiser has durability problems. In Repulse's case, this comes from two sources: Her extremities are VERY soft. Her citadel is vulnerable to overmatching from 380mm calibre guns or greater. The 16mm bow and stern sections of Repulse's armour makes her vulnerable, not just to AP overmatch (which I'll get into) but all calibres of HE rounds as well. Repulse's extremities and superstructure can be penetrated by HE rounds of 96mm or greater. So not only is every destroyer out there very happy to make your acquaintance, even the small calibre secondary guns off a lot of battleships are capable of plinking some damage off your soft snoot and butt. Combined with Repulse's horrid anti-torpedo protection, getting in close to enemy lolibotes is generally a terrible idea unless you're particularly good at blapping them with your main battery guns. Note that this issue isn't unique to her. Other tier VI and VII battleships may also contend with small calibre HE shells doing damage to them, but normally, the offending vessel must have the Inertial Fuse for HE Shells commander skill to do so. So from an HE perspective, Repulse's extremities are a weakness but not a glaring one. That actually carries through when you look deeper into her AP protection. While her 16mm extremities look like huge weak points, there's hidden armour geometry that prevents these from becoming an automatic pass to her citadel. To be clear: Repulse still takes massive amounts of penetration damage through her butt or snoot, but it's not always going to be catastrophic citadel hits. Repulse has a lot of these hidden armour plates, including a 76mm turtleback along the interior of her anti-torpedo protection and hidden decks. While Repulse's citadel is still vulnerable, the slope of her turtleback is enough to prompt (though not guarantee) ricochet checks for shells fired at close range, giving her some rather trollish survivability at times. Hits from further out are a much greater danger in this regard, but thanks to her agility and speed, these are easier to avoid. Still, playing catch with large-gunned battleships is generally a bad idea in Repulse. It's best to break contact or Just Dodge™ until you can disengage. Though Repulse is capable of recovering up to 33% of citadel hits (be they from bomb, shell or torpedo), it's not something you want to fall back on. It's not all doom and gloom here, though. Extremities asside, Repulse's amidships hull cannot be overmatched. If you can bait shots here while angled, she can ricochet and shatter stuff for days. Similarly, while she may have fewer charges of her Repair Party, she still retains that Royal Navy 60% penetration damage queue, on top of that 33% citadel damage queue I mentioned before. So clever play can help mitigate this damage, particularly if you fight at a distance to give yourself more time to avoid return fire. The 25mm armour plate over Repulse's machine spaces and the 26mm citadel wall is a big weakness against 380mm+ AP rounds which can overmatch. From gamemodels3d.com. The arrow is pointing to the hidden 102mm v-shaped plate protecting Repulse from overmatching AP rounds. This links up to the fore-end armour belt which is visible in port. Repulse's effective hit point pool looks pretty average. Her 60% penetration damage queue and 33% citadel damage queue does allow her to make better use of her Repair Party than the ships like Dunkerque through Mackensen. Unfortunately, she's only working with four charges of her Repair Party which gives her less overall health than her hit points would otherwise suggest. VERDICT: Bad, but not like "historical British battlecruiser" bad. Agility Top Speed: 31.7 knots Turning Radius: 860 meters Rudder Shift Time: 14.4 seconds 4/4 Engine Speed Rate of Turn: 4.3º/s at 23.7kts Main Battery Traverse Rate: 6.0º/s Repulse's turn radius is bad and her rudder shift time isn't good either, but thanks to being able to overtop 30 knots in a straight line, her rate of turn isn't horrid (but I wouldn't call it anything more than average). Though she needs a lot of room to come about, she doesn't take forever to do it, so that's nice. Better still, with her excellent turret traverse rates, she can't out-turn her guns which is a novelty for British battleships. High speed solves a lot of issues, though it's not without its own set of troubles. Repulse is made to kite and control the engagement distances. Between her own high top speed and her Engine Boost consumable, she's more than capable of outrunning just about any threat she faces (or running it down for that matter). Stack this onto her good main battery gun range, decent fire angles and her not-terrible concealment values and you would struggle to find a battleship better suited to dictating when she gets spotted by her opponents short of the smoke-on-demand Italian designs. On paper, she is theoretically capable of playing keep-away to such a degree that she should be capable of mitigating any of the aforementioned durability issues raised earlier. However, the reality is that her tier bites her in the butt. As nice as Repulse's top speed is, lower-tiered maps are often too claustrophobic for her to make proper use of it defensively. So while her offensive power shoots up when she's top tier, her defensive attribute granted by her speed is compromised to a degree. This can be mitigated somewhat by choosing where to fight, ensuring you have enough open water to take full advantage of her speed, but this does limit some corridors through which she can fight and avoid damage. This is much less of an issue on mid-to-high tier maps when facing against tier VII and VIII opponents. This is, in of itself, a mixed blessing given the increase of larger calibre battleship guns at these tiers, to say nothing of the reduced efficiency of her own 381mm battery. The final issue with her speed is that it's far too easy to over-extend in Repulse. Though she's fast enough to disengage, she's also fast enough to be the first ship spotted if you're not careful. Note that Novorossiysk is not included here. I did not have her unlocked to confirm her in-port turning data when I made this graphic. I have her now, but I'm not redoing this! VERDICT: I love her speed and I'll overlook her other agility woes because of it. Anti-Aircraft Defence Flak Bursts: 1 explosion for 980 damage per blast at 3.5km to 4km Long Ranged (up to 4km): 28 dps at 75% accuracy (21 dps) Medium Ranged (up to 2.5km): 140 dps at 75% accuracy (105 dps) Short Ranged (up to 2.0km): 105 dps at 70% accuracy (73.5 dps) I'm not going to dwell on Repulse's anti-aircraft firepower very long. It's awful; some of the worst at her tier. All of her damage is focused around her 40mm pom poms and 20mm Oerlikon batteries which can only shoot when aircraft are on their final attack run. Thus, they're best described as a "revenge weapons", where any damage you're doing is after already suffering from the CV's predations. While this may end up netting you a kill or two against tier VI aircraft, Repulse stands no chance at dissuading the attentions of a tier VIII carrier. You're never going to deplane a CV with Repulse unless they deliberately orbit around your ship for minutes at a time. Though, this said, it's not like any of the tier VI battleships are particularly fearsome when it comes to their AA defense. Most are just practice targets for even mid-tier CVs. Thus, Repulse has to stick with her allies to have any hope of keeping CV-safe. This runs contrary to her preferred playstyle though -- where she takes up a flank and snipes. This leaves her dangerously vulnerable to aircraft attack. I suppose that's historically accurate and all but it makes for crappy game play whenever a CV is present and intent on ruining your day. VERDICT: Terrible. Just like the state of low-tier surface ship interaction with aircraft. Repulse's AA is so crappy, I couldn't even shoot down this single Bf 109 that didn't even know how to raise its landing gear. Vision Control Base/Minimum Surface Detection: 14.4km / 12.57km Base/Minimum Air Detection Range: 9.62km / 8.66km Detection Range When Firing in Smoke: 13.19km Maximum Firing Range: Between 19.76 and 23.71km when using her Spotter Aircraft Repulse pairs average visibility with excellent range. Combined with her accuracy over distance and her great top speed, Repulse feels far stealthier than her visibility attributes would otherwise indicate. It's only the presence of aircraft, submarines or aggressive destroyers that easily sniff her out. While a quick scan of the enemy roster will give an indication of how effective Repulse's ability to control engagement distances, the size of the map matters a lot as well. The ballistics of her guns do allow her to make use of island cover to a degree (though nowhere near as effectively as a cruiser might), these same islands can be her bane, concealing spotting elements and limiting her ability to kite effectively. Open water is truly where her home is and being able to dictate the range between herself and her chosen target is her bread and butter. VERDICT: Unremarkable concealment but good enough to make use of her speed and range. Anti-Submarine Warfare ASW Armament Type: Airstrike from 1.5km to 8km (plus bomb drop column) Number of Salvos: Up to two Reload Time: 75 seconds Aircraft: Two S.25 Sunderlands with 2,000hp per plane. Drop Pattern: 4 bombs each dropped evenly over roughly a 1.75km column Maximum Bomb Damage: 3,000 Fire Chance: 12% Nothing written here is going to last. We've already received word that with patch 0.11.0, ASW is changing significantly. I'm merely recording this for posterity -- Repulse's anti-submarine airstrikes were pretty good. Without knowing how the bomb blast radius is changing, I can't say for certain, but from the looks of the devblog, submarines are getting a whole lot more survivable against not only battleship airstrikes but gunnery as well. I'm taking you with me! Final Evaluation Repulse comes with a pretty hefty pricetag. If you don't want to participate in any of the dockyard missions, you're looking at a minimum cost of 20,400 doubloons. Alternatively, you can spend the dozens upon dozens of hours grinding to unlock her. If you're already planning to spend a lot of time playing World of Warships this holiday season, you can probably unlock her for free. Just be aware that this is a time commitment and any stages you're missing towards the Dockyard event's end will set you back 1,500 doubloons per. Repulse has a nominal value of 6,800 doubloons (including a port slot) -- so if you're shelling out more than for five stages, it's not worth the dollarydoos. Repulse is a great ship. She carries on the trend Wargaming has had as of late to reduce the theoretical damage output. In terms of balance, I think Wargaming's close, but I'm foreseeing this ship getting hit with the nerf hammer again before 2022 is out. A 28 second or even as much as a 30 second reload may be in the cards for this ship. It will depend how she fares in the wild in the hands of the community. I could be totally off base here, with her speed and survivability creating a perfect storm to make her newfish-bait wherein she gets herself killed way too early (and often) to bring the average score down. But it's hard for me not to see the potential here and worry. For those of you on the fence about opening your wallets, I would strongly caution you to expect the ship to get her efficiency reduced in some way. Instead of Repulse, I think the average player would do much better buying Warspite instead. Warspite trades a little main battery performance and straight-line speed for a slightly larger broadside, better secondaries (they're so good you can do a full secondary spec if you want), better armour and hit point recovery, better fire management and much (much!) better agility. Repulse goes fast and she snipes. Warspite can also snipe, though nowhere near as far. But she can brawl too. She's the better ship for all kinds of PVE engagements too if that's your thing. Repulse uptiers better, I'll give her that much, though the Grand Old Lady is no slouch. You might think Hood a better comparison to Repulse, but tier for tier, Repulse is so much better than Hood that it's no-contest. Here's the list of best to worst British battleship premium and reward ships in my opinion. Thunderer -- I'm biased. Warspite -- I'm very biased, but she's still amazing. Nelson -- ♪ Burn, baby, burn! ♫ Agincourt -- Are they ever going to sell you again? Repulse -- Repulse only rates this low because three of the above ships aren't even available anymore cuz of their performance. How bae-bote has dodged this bullet, I have no idea. Duke of York -- You're not terrible, but I hate what we had to lose to bring you into the game as you are now. Vanguard -- I hate your fire arcs, but you're better overall than Hood. Hood -- The CV rework butchered this ship. Dreadnought -- I want to rate you higher, but Wargaming has neglected low-tiers so badly that you're nothing but a bot-farmer. Marlborough -- Spoilers for my upcoming review! I'm happy to have Repulse in my port, but I am a self-avowed teaboo, so be aware of my bias. If you're a fan of historical British vessels, she's a must have and will serve you well. For anyone else, she's a good ship. Just be aware that her performance statistics aren't permanent.
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Wargaming doesn't just make fictional ships, it makes whole CLASSES of fictional ships! The following is a review of Giuseppe Verdi, the tier IX premium Italian battleship, was sponsored by my patrons on Patreon who helped me afford this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.11.2. Please be aware that her performance may change in the future. The purpose of this review is to support the players, not the company behind the product. Posting this review is not an endorsement of current goings on nor is it a statement about them. Giuseppe Verdi was released at the tail end of 2021 without much fanfare. I had hoped to review her immediately following my look at Marlborough. I could piggyback a bunch of graphics I had done for the British-chonker and even sneak some of my earlier Marco Polo graphics to speed up production. But then I got it in my head that I should finally get around to properly evaluating anti-aircraft DPS for the sake of tidying up future reviews. The idea seemed sound -- produce an active database of relative efficiency of AA DPS in World of Warships. Little would I appreciate just how big of a job that would prove to be and as such, Giuseppe Verdi's review sat in a "not even halfway finished" limbo as the days rolled by. Following Dido and Canarias' review, I had a brief window to squeeze another review out before patch 0.11.2 dropped, so I've done what I can to get this out the door in a timely manner. As is becoming increasingly commonplace, I grossly underestimated just how big of a job this project would be and I've spent more time with Giuseppe Verdi than I thought. Given that she's a ship that was largely dismissed by the community when she first arrived, this attention is perhaps undeserving. However, I feel this time has been well spent. Giuseppe Verdi surprised me. I hope you find this review worthwhile. I'm not expecting this review to change your mind about the ship, but maybe you'll learn something new. Oh, and keep this copy by Wargaming in mind. This is how they advertised the damn thing. We'll come back to it later. Quick Summary: A short-ranged Italian battleship with nine 406mm guns with HE shells, SAP-firing secondaries and an improved Exhaust Smoke Generator. PROS Dispersed armour scheme High velocity shells and good AP penetration HE shells deal increased module damage. Good gun handling and decent fire arcs. SAP armed secondaries. Competitive agility for a high-tier battleship Improved Exhaust Smoke Generator CONS Exposed citadel with easily overmatched turtleback Small hit point pool for a tier IX battleship Wonky dispersion Anemic HE shells and poor AP DPM. Short ranged main and secondary gun batteries. Crappy AA defences Differences Between Sisters Giuseppe Verdi borrows heavily from Marco Polo. She has identical durability, agility, anti-aircraft and detection parameters. The primary difference between the two vessels comes in the form of their firepower. Giuseppe Verdi's guns reload faster but don't hit as hard and her secondaries are significantly improved. In addition, the two ships have different consumables. The specific differences between the two vessels are: Canarias is only the most recent victim of weird shell weight nerfs. Before her, Giuseppe Verdi was attacked! Marco Polo on the left and Giuseppe Verdi on the right. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme I struggled a bit on where to slot Giuseppe Verdi for inexperienced players. Her exposed citadel and advertised secondaries sounds like a recipe for disaster. I had to conclude that if you played her as advertised, you were in for a rough time. The moment you try and bring those secondaries to bear, you also expose Giuseppe Verdi's weaknesses. Her guns don't perform well. Her citadel protection falls apart. However, were you to keep Giuseppe Verdi at a comfortable distance, then her initial skill floor drops down to a Casual rating. There's nothing much to worry about there short of "don't flash your sides" and vary your ammunition as needs be. Giuseppe Verdi has a very high skill ceiling, almost enough to warrant an Extreme rating. The extra level of game play provided by her Exhaust Smoke Generator when paired with possible brawling builds is just that much more enticing for players with a broad knowledge of systems and mechanics in World of Warships, especially spotting and auto-ricochet angles. This is a battleship with just that extra bit of special sauce which allows you to outplay others with its expanded toolkit. Options There are a couple of things to keep an eye on with Giuseppe Verdi. The first is her improved Exhaust Smoke Generator, which is so far unique in World of Warships. The second comes down to how you choose to build her -- wether that follows your more traditional battleship build or if you go down the brawling-battleship rabbit hole. Consumables Her Exhaust Smoke Generator is weird. Damage Control Party is standard for an Italian battleship. It comes with unlimited charges, an 80s reset timer and a 15 second action time. Her Repair Party is also standard. It heals back up to 14% of the ship's health over 28 seconds, queuing 10% of citadel damage, 50% of penetration damage and 100% of everything else. It has an 80s reset timer and starts with four charges. Her Exhaust Smoke Generator is something special. I'll do a quick side by side comparison with the one that comes on Lepanto, the tier IX Italian tech-tree battleship, which we'll use as our "normal" version of the consumable. Like the standard consumable, Giuseppe Verdi's version starts with 3 charges and it has a 180 second reset timer. But after that, things deviate. Giuseppe Verdi's version creates huge smoke clouds, 1.8km across! Lepanto's are 1.02km across. Furthermore, Giuseppe Verdi issues smoke for longer, pooping out clouds for 60 seconds instead of 45 seconds. And finally, the clouds take longer to dissipate. Normally, Italian Exhaust Smoke Generator clouds disappear within 10 seconds of being generated. You have a bit more leeway with Giuseppe Verdi as they last 15 seconds. In her final slot, you have the choice between a Spotter Aircraft and a Catapult Fighter. The Spotter Aircraft comes with four charges, increases her main battery range by 20% for 100s and has a 240s reset timer. Her Catapult Fighter launches 3 aircraft which stay on station, orbiting the ship at a range of 3km for 60s. It comes with three charges and has a 90s reset timer. Upgrades Let's do this! It's decision time. Start with Main Armaments Modification 1. Damage Control System Modification 1 is the only one that makes sense in slot 2. It's a shame she can't take some kind of smoke-making-better upgrade. You've got to choose your Destiny in slot three. The most efficient choice is Aiming Systems Modification 1, especially with how wonky Italian ballistics are. BUT, if you're going to be a CHAD-BRAWLER, then take Secondary Battery Modification 1 instead for the extra range and rate of fire. Damage Control System Modification 2 is the best choice in slot three. You can take Steering Gears Modification 1 instead if you want, but be prepared to burn. Still, for someone intent on brawling and knife fighting, it's not a terrible choice. Concealment System Modification 1 is still the only choice worth considering in slot five. And finally, you can choose between Main Battery Modification 3 to help with her shoddy reload or Gun Fire Control System Modification 2 to make up for her lacklustre range. Commander Skills Now OBVIOUSLY, the optimal build here is the same tried, tested and true battleship survivability-focused commander. You specialize in fire-resistance with your choice of skills at the lower, mandatory tiers. It's worth noting that for Italian battleships especially, the second tier Brisk is particularly effective. The extra jump in speed kicks in everytime they activate their Exhaust Smoke Generator, on top of the extended periods of time between their salvos owing to their longer (and sometimes downright punitive) main battery reload times. As a nerd that has spent way too much time twirling ships, I like the extra kick it provides to a ship's rate of turn. With Giuseppe Verdi's smoke lasting longer than other Italian battleships, she stands to benefit from this longer and getting her up to X knot top speeds is thrilling. It's like combining Engine Boost to your Exhaust Smoke Generator. Very fun. But SURELY you didn't come here for optimization; you came for AWESOME. I know your type. You're a Giga-Chad who plays a secondary-spec'd Montana. You're the Boss-[edited] who took Survivability Expert on your battleships. Well, Giuseppe Verdi will not let you down. Her SAP-firing secondaries are SCREAMING for a dedicated commander build to fully optimize the ship, citadel exposure be damned. Well, worry not my valiant, hyper-morphed blokes and lasses, I've got your needs covered. Brisk comes up once again as an excellent skill for this build. Secondaries don't increase a ship's spotting radius in smoke, allowing Giuseppe Verdi to close to knife fighting range while still delivering the hurt. Between Secondary Armament Modification 1, the November Echo Setteseven signal and the following build, she can yeet her shells out to a respectable 10.51km, making her a threat to anything she wants to flex on. Only Manual Secondary Battery Aiming and Long Range Secondary Battery Shells are truly mandatory for this build, leaving you with lots of options to play around. I'm a fan of pairing this with Concealment Expert and Emergency Repair Expert but you're free to pick and choose your favourites. Obviously, I'm biased towards a secondary build. You'll understand why by the time you get to my Final Evaluation, if not before with my Firepower section. Of course if you elect to use secondary build, that precludes Giuseppe Verdi from being an effective commander trainer for your other Regia Marina battleships. That's a significant strike against her and worth keeping in mind. Camouflage Giuseppe Verdi only has access to a single Type 10 camouflage. It provides the usual bonuses for a tier IX premium battleship: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. Giuseppe Verdi's base camo looks fine. It's helped that Regia Marina battleships look bloody gorgeous. Firepower Main Battery: Nine 406mm/50 guns in in 3x3 turrets with an A-B-X superfiring configuration Secondary Battery: Twelve 152mm/55 guns in 4x3 turrets and twenty-four 90mm/50 guns in 12x2 turrets superfiring over the 152mm guns. These armaments are spread evenly along each side of the ship. Main Battery Let's do things a little different this time and start with the main battery. There's a world of difference between Giuseppe Verdi's main battery firepower and Marco Polo's and it's worth reiterating them. Giuseppe Verdi has a faster reload by 5 seconds. Marco Polo is more precise with 1.9 sigma to Giuseppe Verdi's 1.7. Giuseppe Verdi's AP shells do 450 less damage and are lighter. Marco Polo has SAP shells, Giuseppe Verdi has HE shells. While it's nice that Giuseppe Verdi does not to have Marco Polo's 36 second reload, the rest of the changes suck monkey butts. I mean, I can accept having HE instead of SAP. It's a fair trade for the reload reduction. But, I have to ask just what the heck is going on with her AP shells? 450 less damage on a citadel (149 damage on a penetration) isn't a lot but that makes me wonder why it was even necessary. Now, I do like my consistency so incongruencies bother me more than they should. So I'm left scratching my head at this design decision. I think it points to Wargaming fussing with things that don't matter for the sake of making their "behind the scenes" performance-graphs look pretty. The same goes for a 31 second reload instead of the standard battleship 30 second reload. That smacks of Wargaming looking for optimization so someone can make their bonus rather than a design decision that's to the benefit of the players. That kind of change is a nuisance to players. Seriously, there's been a lot of this unnecessary fidgeting with stats away from established norms and I can't see the reason why. Giuseppe Verdi could have had a 30 second reload and 13,050 damage on her AP shells like her sister and it wouldn't have made an enormous difference -- her DPM would have still sat beneath Hizen's (freakin' Hizen for crying out loud). Wargaming could have bought back their numbers with something that players can't perceive anyway, like a 0.05 sigma reduction or whatever. When is Wargaming going to learn that messing with main battery performance is a sure-fire way to annoy their customers? Giuseppe Verdi isn't winning any prizes for sustained damage output. I'm aware I forgot Prinz Rupprecht. She's at the bottom of both. I'm not redoing these. Again, Prinz Rupprecht is missing, this time because I recycled this from my Marlborough review. She sits beneath Giuseppe Verdi and above Georgia. Speaking of annoying, let's talk about dispersion. Giuseppe Verdi's accuracy is ... well, it's not good. It combines the triple headache of French & Italian dispersion formulas AND Italian high-velocity vertical dispersion AND 1.7 sigma on top of that. Even if you do hit your targets, Giuseppe Verdi is likely to yeet her AP rounds clean through the broadside of a cruiser at anything less than 12km. Now, this is countered by the fact that her AP rounds retain a lot of energy over distance, so smackin' battleships for citadel hits at long range is totally in her wheelhouse... or at least it would be if she could reach out to 20km. You need to activate her Spotter Aircraft or install Gun Fire Control System Modification 2 in order to shoot that far. Her short range is a real pain in the butt sometimes, so ditch the Catapult Fighter and keep the other consumable on standby. You're going need it. If you don't, you'll have to install the range module instead and that's only going to push her DPM potential further down the list. Giuseppe Verdi's dispersion with 1.7 sigma on the left. Marco Polo's with 1.9 sigma (and minor ballistic changes) on the right. Giuseppe Verdi doesn't quite top the charts in terms of her AP penetration for a sixteen-inch gun but it's pretty darned close. She's a threat to battleship citadels up to 20km and beyond. A Curious Note Towards the tail end of this review, I noticed something weird in Giuseppe Verdi's datamined stats. This came from spotting a typo on one of my graphics. I got the HE damage value wrong, so I went back and double checked all of the info for her main battery HE shells just to make sure that I wasn't misquoting other stats. That's when this little value jumped out at me: "Alpha Damage 9,230" Now, Alpha Damage is weird. It's not the same as regular damage. That regular damage value for Giuseppe Verdi appears normal -- it's 5,700. It's the same amount of hurt that Iowa and Missouri spit out with their 406mm guns. Alpha Damage for HE shells is a bit of a holdover from the Closed Beta days where HE shells had a splash effect that could even damage ships on a near miss. To my knowledge, this may have had an effect still on modules (WG never gave me a clear answer on this as a Community Contributor). With the inclusion of submarines taking splash damage from near misses, it was something I had ear marked to explore when I could take submarines into the training rooms finally. So what does this value do? Well, frankly, I don't know. It could mean that Giuseppe Verdi will do more damage to submarines with her HE shells than she should. It could mean that she does more damage to modules (including exposed magazines of destroyers and some cruisers) than her contemporaries. Maybe it's more HE penetration against modules (they have a kind of armour -- module damage is hella weird). It could mean absolutely nothing and it's just a holdover from Closed Beta. Just be aware that she has more of this than Iowa and Missouri (4,620), Thunderer (7,730) or even Incomparable (7,800). I'll make some inquiries and keep you posted. [ Edit - This has been confirmed. Giuseppe Verdi does more module damage than other battleships. ] I'm borrowing this graphic from my Marco Polo review. The two sisters have the same firing angles. They're almost good. Almost. Main Battery Summary Giuseppe Verdi's main battery firepower sucks. She has bad range. Her AP shells have nerfed damage. She has only nine guns and yet she's stuck with an abnormally long reload. Her HE shells aren't SAP and they suck at starting fires. Her dispersion is also terrible. Her guns' redeeming qualities are decent fire arcs and gun handling, good AP penetration over range and you're playing with a larger calibre of gun than you normally can with Italian battleships. Seriously, that last bit is meant to be a selling feature of the ship and it makes me laugh. "Ooh, you get to play with 406mm guns!" Yeah, everyone else already does that and has been doing that since as early as tier VII. 406mm SAP with a bad reload was novel on Marco Polo. Nerfed 406mm AP with a bad reload is just a bad tier IX ship -- being Italian doesn't make that better somehow. Wargaming is obviously banking that her secondaries will make up the deficit. Her Secondaries Don't Make Up the Deficit There are four things I look for when evaluating if a ship's secondaries are worth upgrading into: Range: Look, you gotta have range. I don't care about the rest if a ship can't reach its target. Without range, secondaries are not going to come into play often enough to be worthwhile. The next three are all distant seconds to this first criteria. I cannot stress this enough: without good range, your secondaries suck. End of story. Dispersion: Dispersion helps put more hits on target for few shots. This can be counteracted somewhat by a high volume of fire (more bites of the apple) or meatier individual hits (good penetration / high damage or fire chance per shell). Penetration: Will my hits do damage when I get there? Like Dispersion, this can again be overlooked if the other two boxes are ticked . The idea being that if you don't have good penetration to hurt all targets, landing enough hits may pad the numbers through fires. Potential Damage: This category is kind of a catch-all. It combines volume of fire with fire arcs, shell damage and fire chance per hit. We're evaluating if the ship has the potential to deal a lot of damage -- pretty much, if all of the ducks were in a row, how much hurt can this ship dispense? A ship with poor potential damage may still be a decent contender for a secondary specialization if dispersion and penetration are present -- the idea being that you make up for the deficit by hitting more often and the quality of said hits being higher than average. We can look at a few examples: Prinz Rupprecht has arguably the best secondary battery at tier IX. She combines accurate "Massachusetts" level of accuracy with 1/4 HE penetration. Her 105mm guns fire quickly and her 150mm casemates hit like trucks. With nearly an 8km base range, the only marks against her are the poor firing arcs on her casemates and the fact that her 105mm can't quite penetrate 32mm battleship hull sections without dipping into IFHE. Still, she can do without and rely on fires to carry over the rest. Georgia is a step down from Prinz Rupprecht. Though she dittos the German battlecruiser's accuracy, she has slightly less range. Furthermore, her 127mm/38s don't have the penetration needed to contend with anything short of destroyers and very light cruisers. Dipping into Inertial Fuse for HE Shells allows her to engage cruisers, but this hurts her poor fire-setting ability when facing other battleships, forcing a choice. Her fire arcs, however, are excellent, ensuring she can bring her full secondary broadside on anything that creeps within range. Alsace has the range and massive volume of fire but she lacks everything else. Her penetration is infamously terrible with her 100mm guns unable to directly damage destroyers or the superstructures of ships at tiers VIII+ and her dispersion is just the baseline secondary accuracy which is awful. Still, she's one of the best potential fire starters. Marco Polo has absolutely nothing going for her. On paper, she can deal more potential damage than Georgia but her range is even worse. Furthermore, she inherits Alsace's penetration issues. The bulk of her fire comes from her 90mm guns and they can't hurt anything directly. She's only a modest fire starter and her accuracy is terrible. So where does Giuseppe Verdi fall on this spectrum? Giuseppe Verdi, Marco Polo and Friedrich der Große have the same brawling and kiting DPM. Pommern and Georgia have such good fire arcs that they can fire all of their guns whether kiting or brawling. Giuseppe Verdi's SAP ammunition provides tremendous potential, both through her theoretical DPM but also her high penetration. There's just one problem... SAP Armed Secondaries SAP secondaries are a game changer. On paper, Giuseppe Verdi's secondaries have more damage potential than Alsace's, which is pretty frightening. And this comes paired with high(ish) penetration. Her 152mm secondaries can smack 42mm hull sections and her 90mm can hurt up to 26mm. Pair this with (very) high damage per shell and she appears capable of front-loading some big alpha when her secondaries start singing. I was initially skeptical, expecting most of these shells to ricochet but her 152mm have VERY forgiving bounce angles. Her 90mm are less so, but still highly respectable. This was enough to make me curious. I could accept her not starting fires or damaging internal modules with these kind of stats (you're not detonating anyone with SAP). It stung a bit that her 90mm were stuck at 26mm of penetration -- 27mm would have been preferred to hurt ALL cruisers within her matchmaking, but I could deal with that, especially when her 152mm guns had been buffed with a slightly faster reload over those on her sister ship. Things were looking up. At least, they were until I looked at their range. Lemme dig up that meme I used on my Marco Polo review. There we go. With a 6.95km base range, Giuseppe Verdi's secondaries cap out at a modest 10.51km. That's a kilometre and a half shorter than Alsace and Prinz Rupprecht. That hurts. That sucks. What is it with these Italian battleship premiums post-Cesare being so close to good but fumbling at the last minute? Thus, Giuseppe Verdi ends up having excellent potential damage, good penetration, poor accuracy and, most damning of all, modest range at best, though I'm loathe to call it anything other than 'poor'. It's not that a 10.51km range isn't workable, it very much is, especially if you're a PVE-junky. Giuseppe Verdi's secondaries are boss-level badass in Co-Op and it's not uncommon to see her do in excess of 40,000 damage with her secondaries if you throw her headlong into jousting scenarios with a full secondary build. However, you can't expect this kind of regular performance in PVP where brawling scenarios are less common. Giuseppe Verdi doesn't pair these secondaries with a citadel profile that's healthy in a knife fight. That's not to say that there isn't some use for her secondaries in PVP, it's just not idiot proof the way it is on German battleships. Giuseppe Verdi's ace in the hole when it comes to making use of her secondaries is her Exhaust Smoke Generator. She can blink off people's radar, show up closer than people are expecting and saturate them with a hail of surprisingly damaging fire. This works best against destroyers and cruisers, obviously, and only select cruisers at that. But still, it opens the door for some fun, dynamic and aggressive plays that are so very dear to my blood thirsty heart. You just can't count on it being the trump card that people so often envision brawling to be. I really do like the combination of decent secondaries (I am loathe to say 'good') and an Exhaust Smoke Generator in brawling scenarios. So long as no one brings Hydroacoustic Search or a Surveillance Radar to the party, it's going to be amusing. I can't promise it will be game winning or even a good idea, but it will be amusing. After the disappointment of her main battery armament, having "amusing" secondaries is high praise. If you can fire all six of her 90mm guns at a target, you're showing waaaay too much broadside. Secondary Summary They're better than I initially thought. Their short(er) range is a pain in the butt and really hurts what could have been an impressive and novel armament. It would have been nice to see them reaching out to at least Georgia levels of range (7.5km) or getting at least German battleship levels of accuracy. Still, the way her secondaries synergize with her Exhaust Smoke Generator is a lot of fun, so top marks there. VERDICT: Giuseppe Verdi's offensive capabilities are only "okay". Her main battery firepower is pretty bad compared to her contemporaries and if you're not interested in a secondary-build, then you should probably stay clear of this ship. Durability Hit Points: 69,100 Bow & stern/superstructure/upper-hull/deck: 32mm / 19mm / 70mm to 80mm / 55mm Maximum Citadel Protection: 320mm belt + either 25mm turtleback or 50mm citadel wall Torpedo Damage Reduction: 27% Marco Polo and Giuseppe Verdi share the same hit point pool, which is really generous of them considering it's not very big. Giuseppe Verdi entirely clones Marco Polo's armour and hit point profiles. This means she has a tiny hit point pool for a tier IX battleship, a dispersed armour scheme and a highly vulnerable citadel. Giuseppe Verdi's armour is excellent for resisting cruiser calibre HE, SAP and AP rounds, even the latter two which may have improved auto-ricochet mechanics. Her amidships deck and upper belt are immune to HE rounds from even small battleship calibre weapons, being proof up to 330mm calibre guns. She can similarly shrug off the 1/4 HE penetration of 203mm calibre weapons found on the German cruisers. Similarly, all cruiser-calibre SAP rounds are patently incapable of damaging the ship in these places. This limits the effectiveness of these attacks to her extremities and superstructure. Given the difficulties of accuracy at range, the further away Giuseppe Verdi is from said cruisers, the more effective her armour becomes if only grace of dispersion. Even players who know what to target will find their shells occasionally straying and piffing off Giuseppe Verdi's thick plate ineffectively. Against battleship calibre rounds, she fares alright. She can bow-tank with the best of them, though she has to worry about the usual 460mm+ guns like everyone else. This all changes if she gives up a little too much side, however. Barring having an ice-breaker on her bow and stern, Giuseppe Verdi's external armour is excellent. The citadel protection of the Marco Polo-class isn't great. It's almost good enough. Almost. Against anything 356mm or smaller, it holds up well. Her turtleback is sloped steeply and it prompt ricochets (or at least ricochet checks) against most incoming rounds, deflecting them up and away from her magazines and machine spaces. However, at only 25mm thick, any larger AP shells simply ignores the armour entirely through overmatch mechanics. Similarly, ships with improved auto-ricochet angles like American heavy cruisers and battleships like Duke of York won't bounce off this plate. Granted these two ships in this specific example need to be extra close in order to get through her belt armour, but ships like Stalingrad and the Alaska-class do not. Exposing Giuseppe Verdi's sides is baaaad juju and it's just begging to get her sent back to port from the ensuing big citadel hits. That 25mm turtleback is just begging to be overmatched. It may as well be non-existant for any AP shells greater than 356mm. Flash her sides at your own peril. This raises the point on how it's generally a REALLY STUPID IDEA to bring this ship anywhere close to brawling distances against other battleships in PVP. Like, seriously. You'd have to be a flaming moron to want to engage in knife fights using Giuseppe Verdi and expect her to come out the better for it. Even her Exhaust Smoke Generator can't keep her safe at these ranges (and that won't save you from enterprising blind fires at a distance either, btw). Even if you don't get flashed by Surveillance Radar or sniffed out by a Hydroacoustic Search, the guaranteed detection range will ensure she gets lit. Barring "being the torpedo", you'll have to expose your sides to your quarry (if not their friends) and probably suffer for it. As good as her secondaries (potentially) are, Giuseppe Verdi's citadel protection should make you think twice about getting her anywhere close enough to use 'em. Or you can live fast, die young and leave a beautiful corpse. Up to you. Shut up. I look fabulous. VERDICT: Nice external armour. She doesn't have enough HP, though and her healing suffers because of it. Furthermore, citadel gets tapped too easily especially at brawling distances where WG wants her to be played. Agility Top Speed: 32 knots Turning Radius: 860m Rudder Shift Time: 16 seconds 4/4 Engine Speed Rate of Turn: 4.3º/s at 24.1 knots Main Battery Traverse Rate: 5.0º/s Fourth from the top in bright, booger green. There's nothing really special about Giuseppe Verdi's handling. Her 860m turning radius looks decent. Her 32 knot top speed is good, but she's not the fastest at tier by a long shot. She lacks the Engine Boost consumable which makes Alsace, Wujing, Georgia and the Jean Barts so flexible. And finally, her rudder shift time is only kinda-sorta okay. Plug this all in and you get a ship that isn't exemplary in any one area, but she's not terrible in any of them either. And yet, she strangely feels kinda lame. This is largely owing to the empty niche at high tiers. We have fast battleships but we don't have any nimble ones. Put Giuseppe Verdi at any of the lower tiers and sure, her speed stands out, but her handling would be all kinds of meh by comparison. At tier VII, Gneisenau has a comparable top speed but scrapes off another 30m from her turning radius (and over a second from her rudder shift time), allowing her to manage a comfy 4.5º/s rate of rotation. The German tech tree ship feels fast and aggressive. Yet just a few different paraemeters undermines Giuseppe Verdi. The end result is that she only feels okay. There's room at this tier for Wargaming to play with agility as a perk if they wished. Something with short rudder shift time like Vanguard or Yukon would be welcome, especially if it came with something close to (or just below) an 800m turning cricle radius and around a 30 knot top speed. As it is, Giuseppe Verdi's agility misses the mark here. Because of this, I fell in love with the Swift commander skill in my play tests. Paired with the Sierra Mike signal and her Exhaust Smoke Generator, it gave her a top speed of 37.1 knots in a straight line and a maximum rate of turn of 4.5º/s over a 910m turning circle radius at a sustained turning speed of 26.6 knots (for those unaware, when you exceed your in-port top speed, your turning circle radius increases in size). Giuseppe Verdi can very comfortably come about 180º under the cover of her Exhaust Smoke Generator with time to spare. Furthermore, her Exhaust Smoke Generator ensures she can always have access to this extra speed on demand, allowing her to redeploy even from hotly contested fights. I know I'm making more of a big deal about her synergy with this skill than it perhaps deserves but I was delighted by this pairing and I'ma spread the word to mah peeps. Overall, Giuseppe Verdi's agility is "good enough", I suppose. It's not bad but there are better ships at her tier, like Georgia and Jean Bart. VERDICT: It's not terrible. It's not good either, but it's not terrible. Anti-Aircraft Defence Flak Bursts: 6 + 2 explosions for 1,330 damage per blast at 3.5km to 4.6km. Long Ranged (up to 4.6km): 196dps at 75% accuracy (147dps) Medium Ranged (up to 3.5km): 199.5dps at 75% accuracy (150dps) Short Ranged (up to 2.0km): 206.5dps at 70% accuracy (145dps) Range of Gun Types and DPS Combined AA DPS by Range Look, the only thing "good" going on here is the wall of flak that Giuseppe Verdi puts out and even that's held back by the pathetic short-range of Italian large-calibre batteries. You can count on anything short of dive bombers being able to engage an attack run before they have to consider dodging and that really undermines their efficacy. On paper, she has enough sustained DPS to do some damage to loitering planes (if they loiter), but in practice she's one of the softer battleship targets at her tier. You're pretty much hoping that enemy aircraft will run into a combined flak-wall or be out-muscled by Giuseppe Verdi's DPS paired with something much more frightening, like an American or French battleship. Here's how Giuseppe Verdi's sustained AA DPS holds up against the best three and worst three battleships at her tier. This is the approximate damage done by sustained AA DPS against a fictional, 186.2 knot squadron travelling in a straight line from max range to 0km over a ship. The colours separate the damage done by mount type, with darkest being the large calibre mounts, the medium being the medium calibre and lightest being the small calibre mounts. Iowa (5833) Missouri (5019) Jean Bart & Jean Bart B (4884) Marco Polo & Giuseppe Verdi (2948) Hizen (2157) AL Sovetskaya Rossiya (1914) Musashi (1198) Overall, your best AA defence is going to be to activate her Exhaust Smoke Generator if you come under concerted attack. Make sure you put the rudder hard over to Just Dodge™ any blind drops of rockets, fish, bombs, or Soveit easy-mode ordnance. VERDICT: Not enough so it's entirely forgettable. Vision Control Base/Minimum Surface Detection: 16.8km / 13.2km Base/Minimum Air Detection Range: 12.98km / 10.51km Detection Range When Firing in Smoke: 16.26km Maximum Firing Range: Between 19.12km and 22.18km (max of 26.62km with Spotter Aircraft) 52nd (or 53rd) out of 93 vessels listed here. Giuseppe Verdi (and Marco Polo) have concealment on the poor side of average for a battleship within their matchmaking (the average being an upgraded concealment of 13.05km). That's not surprising given that short of Roma (and her unfortunate AL clone), most Italian battleships tend to have unremarkable surface detection ranges. However, with very few exceptions, it isn't the raw concealment value that's the interesting aspect of a given battleship's vision control -- it's what consumables they bring to the table to shake things up that makes individual ships stand out. With Italian battleships, it's access to their Exhaust Smoke Generator consumable that's their defining feature here. This provides concealment on demand, at least so long as they haven't fired their main battery guns recently. That Marco Polo lacked this consumable at all was a big hit against her comfort-level which was admittedly already suffering due to her punitive reload time on her guns. Well, it seems that Wargaming has taken the Exhaust Smoke Generator Marco Polo should have gotten and added it onto her sister-ship, because Giuseppe Verdi's smoke is strange and powerful. It provides all of the usual benefits for an Italian battleship, giving cover to allow it to disengage and manoeuvre as needs be. With her great secondaries, you can also use it offensively, spitting ribbons of SAP fire into the faces of enemies that get close without being spotted in return -- at least until someone activates Surveillance Radar or Hydroacoustic Search or slips within 2km of her. Still, this can be enough to cause some amusing shenanigans, such as foiling early torpedo attempts and getting a leg up on damage done, especially against the impatient. It might be enough to protect her citadel against some opponents. Exhaust Smoke Generators are a selfish consumable by their very nature. They don't really provide smoke that can be shared by other ships unless you VERY tightly coordinate with a peer. That's nominally beyond the scope of trying to help some Random Battle buddy you meet in a one-off match. The Exhaust Smoke Generator clouds don't last long enough for another ship to hide in them comfortably. Trail behind an Italian battleship by more than a boat length and you're not likely to keep hidden, especially if you're struggling at all to match their exact course and speed. This is where Giuseppe Verdi stands out. Her Exhaust Smoke Generator can be shared. While most Italian Exhaust Smoke Generators create smoke circles that are 1.02km in diameter, Giuseppe Verdi's is a massive 1.8km. The extra duration of each individual cloud also ensures that it lasts long enough for a friendly ship to be able to follow in her wake. Finally, the extra emission time gives a bit more room too coordinate. While this may still be beyond the average player in a pick-up battle, it is enough to provide at least temporary cover and easily too. That can make all of the difference in a Random or Ranked battle. Still, I wouldn't go so far as to say that Giuseppe Verdi's Exhaust Smoke Generator is game changing. It's just that much more comfortable to use and it opens the door for some team play options that didn't readily exist before. Lepanto on top with a standard Exhaust Smoke Generator. Giuseppe Verdi's smoke is large enough to hide a small fleet inside, provided they can keep up. VERDICT: Bad unless you account for her Exhaust Smoke Generator. Then it's at least interesting, if not downright competitive. Anti-Submarine Warfare ASW Armament Type: Airstrike from 1.5km to 10km (plus bomb drop column) Number of Salvos: Up to two Reload Time: 30 seconds Aircraft: Two Kawanishi H8K with 2,000hp per plane. Drop Pattern: 3 bombs each dropped evenly over roughly a 900m column Maximum Bomb Damage: 2,800 Fire Chance: 21% Not much to say here given that submarines were largely a non-entity during my playtesting. I'm recording these stats for posterity and they're likely to change in the future. VERDICT: I'm not looking forward to when this section becomes relevant, if only because these reviews will get even more complicated. #MouseTroubles Final Evaluation Marco Polo, was entirely forgettable and short of Christmas events, I never see any reason to take her out. This is largely owing to Marco Polo's atrocious main battery reload time. Seeing that corrected with Giuseppe Verdi caught my interest, especially when paired with the missing Exhaust Smoke Generator. But when I became aware of the other gunnery flaws, namely the 1.7 sigma, the terrible range, the 31 second reload (for some reason) and nerfed AP rounds, my enthusiasm was dashed. I resigned that she would never be anything more than another forgettable offering from Wargaming, not worth a deep dive. I began framing this review as a quick comparison between the two ships. That was until I took a look at how Wargaming was promoting her. I told you we'd come back to this. What stood out to me was the claims of a powerful secondary armament. Now, I was aware of her development and how she had been touted as having SAP secondaries. But just looking at their range gave me reservations, to say nothing when datamining pulled up that her dispersion wasn't improved. But the more I looked and the more I played Giuseppe Verdi, I felt it wrong to be so dismissive. There was something interesting there. Oh, my forays into trying to make her secondaries work in PVP were largely disastrous -- I'm not about to tell you that Giuseppe Verdi is a good ship, don't you worry. But what I did find was that they were fun, especially in PVE. I don't usually focus on individual game modes much in my reviews but I think it's worth examining here with Giuseppe Verdi. If you are a co-op main, Giuseppe Verdi is a fantastic ship. Secondary-heavy battleships and battleships with torpedoes do extremely well in PVE modes and Giuseppe Verdi is no exception. If you're looking to scratch of some event mission that requires secondary hits, this isn't a bad pony to bet on. In PVP modes, she's only alright though. You can pull off some fun shenanigans every now and then the same way you could with say, Tirpitz or Odin. I just don't feel that her long range fire is good enough to warrant purchasing. Yes, it's nice to have an Italian battleship with 406mm AP rounds AND smoke. But given how heavy handed Wargaming has been to balance her, I don't think she's worth while. Similarly, close combat just doesn't happen often enough in PVP battles to allow you to enjoy what makes her novel. Her shorter ranged secondaries make that even more challenging -- you're getting less secondary incidental fire than you would from any other specialist and that's a shame. I want to like Giuseppe Verdi, but I cannot in good conscious recommend her for anyone that enjoys Random and Ranked Battles. She's not terrible. She's certainly more novel than her sister ship, but I'ma stick to my guns. Give her a pass if you're a PVP junky. Thanks for reading. Mouse out. <Sinister pasta noises!>
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premium Ship Proposal :HMS Temeraire (X)
lolpip posted a topic in Player Feature and Gameplay Suggestions
This is a ship I hope gets added to the game despite it being in the game already and that is the Lion or Temeraire as the ship in this proposal is called. The ship is a mixture of Two Designs made for lion to complete it postwar; the first from the last 1944 proposal and the second is the 1945 Proposal A. These two come together to form Temeraire as the HP, secondary armament layout and speed are taken from the 1944 design and the size, aa defenses ,armament ,appearance and armor are from the 1945 version. (Credits to Tzoli for the Pictures and Tzoli and Navweaps for specifications). I think this would be the usual accompanying premium that comes with the British Battlecruiser line and would either be for coal to be Thunderer's Direct Replacement or for research points in the Research Bureau Here is the Description it would have in game then I will post the pictures right after this.. The last British battleship designed and laid down before the breakout of World War II. In many respects, the ship was a development of previous ships, she had greater dimensions, heavier armor, and modern 406 mm main guns. The Design was Modified in light of experience in the war and enlarged with additional AA defenses ,torpedoes and torpedo protection. Here are the features of Temeraire: Quick Speed at 33.5 knots stock and improved acceleration and deacceleration (20 seconds for full ahead and full reverse each) with good ruddershift Fast Reload reloading main guns that have Excellent Dispersion and Sigma and have the same penetration angles as Duke of York 4 Charges base of Specialized Repair teams and Engine Boost 2 sets of quintuple torpedo Launchers that can be Single Fired with excellent arcs of fire with good range and speed Fast firing secondaries Large Hitpoint Pool Here are the Drawbacks: Bad Armor plating only 27mm on the sides and 32mm on the deck Citadel is the length between the front and rear turrets and sits above the waterline, encompassing 50% of the armor belt High Detectability for a British Battleship and bad turning circle radius Big Deck area is vulnerable to fires Torpedoes can be knocked out at times if not destroyed. Slow Shells Bad HE fire Chance Leave your feedback Below I couldn't decide between both designs so I decided to combine both of them into one as I didn't like the armor on the 1944 one but didn't like the speed of the 1945.- 9 replies
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♫ Florida man, Florida man... ♪ Guess the tune. The following is a review of USS Florida, the tier VII American premium battleship. I did not pay for this ship. It was provided to me by Wargaming for evaluation purposes. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.9. Please be aware that her performance may change in the future. Quick Summary: A tier VII, prototype version of the North Carolina-class battleship with twelve 356mm guns instead of nine 406mm guns. She's highly accurate but her guns don't hit very hard, even for 356mm rounds. On top of this, she's super squishy. PROS Huge broadside of twelve 356mm guns. Solid rearward firing angles, well suited to kiting. Uses the improved battlecruiser dispersion instead of that of American battleships. Good range for a tier VII battleship, able to reach out to 21.6km with her APRM1 modification. Improved penetration on her AP shells for their calibre. Good anti-aircraft firepower, including access to Defensive AA Fire. Decent concealment. CONS Small hit point pool for a tier VII battleship. Softer-skinned than contemporary battleships with 25mm extremities. Vulnerable, high-water citadel with as little as 285mm worth of armour. A 33.5 second reload. Anemic damage values on both her HE and AP rounds along with poor fire setting. Horrible rudder shift time of 15.4 seconds. Has one fewer Repair Party charges than most other battleships. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Difficult New players beware. As easy as border-humping battleships can be, Florida asks a bit more of players in order to get her to perform. Neither her AP or HE shells are idiot proof, requiring players to be dynamic with their ammunition choices. That's bad enough, but even when you have the right ammo loaded for the right target, her anemic shells leave a lot to be desired, especially with so long of a reload. Even her good improved accuracy can be a bit of a turn off -- at least with bad dispersion even a poorly aimed shot might have something strike the target. Finally, this ship just feels cumbersome with sloppy handling, a slow reload and sluggish turret traverse. Her carry potential is limited. While expert players can flex a lot of their in-game knowledge to get more out of Florida's potential, her defensive limitations thwart most attempts to push aggressively. Her guns don't hit hard enough or fast enough and are foiled by even limited angling. Still, she's a nice support ship. If you want to play a more passive, supporting role, Florida works well, especially against CVs. Options Consumables Florida's consumables are a little weird. There are two items of note: Florida uses an American battleship version of her Damage Control Party. This has a longer-than-usual active time compared to other battleships, repairing critical damage and preventing fires and flooding for 20 seconds instead of the usual 15 seconds. It has unlimited charges and an 80 second reset timer. Her Repair Party is also standard for a battleship. It queues up 50% of penetration damage, 10% of citadel damage and 100% of everything else. It heals back 0.5% of her health every second for 28 seconds. Her consumable has an 80 second reset timer but only comes with three base charges instead of the usual four. Like the other new American battleships, Florida has access to Defensive AA Fire. This is active for 40 seconds per charge with four charges base. While active, this provides a 50% increase to sustained AA DPS and a 300% increase to flak damage. It has an 80 second reset timer. Finally in the last slot, you have your choice between a Spotting Aircraft or Catapult Fighter. The former comes with four charges and is active for 100 seconds, during which time main battery gun range is increased by 20%. It has a 240 second reset timer. Her fighter has the usual 60 second active period with three fighters patrolling around the ship. This has a 90 second reset timer and comes with three charges base. The big takeaways here are that Florida has access to Defensive AA Fire and her Repair Party has one fewer charge. Upgrades Florida's upgrade choices are pretty dull. Start with Main Armaments Modification 1. It's arguably the best choice in the first slot. You can take the special upgrade Spotting Aircraft Modification 1 to increase the active time of her consumable from 100s to 130s but this doesn't exactly wow me. This upgrade will cost you 17,000 from the Armory. Unless you plan to hump the back-line regularly, you're better served increasing the survivability of your guns. Damage Control System Modification 1 is the best choice for slot two. Again, if you feel the need, you can take another special upgrade. This time, Defensive AA Fire Modification 1 is up for grabs at the same 17,000 cost in the Armory. This increases the active time of her consumable from 40 seconds to 48 seconds and reduces the reset timer from 80 seconds to 72 seconds. In slot three, Artillery Plotting Room Modification 1 is really the only one worth considering. This will up her main battery firing range from 18.62km to 21.6km (her secondaries get boosted from 5km to 5.25km). Finally, in slot four, fire damage mitigation is still your best option so Damage Control System Modification 2 is your best choice. If you want to be a little more active in your dodging, then you can take Steering Gears Modification 1 instead. This will reduce her rudder shift time from an appalling 15.4 seconds down to 12.32s. Captain Skills You're not reinventing the wheel with Florida. Take the usual battleship survivability build. It's boring but it works. For variety's sake, you can swap out Priority Target and Expert Marksman for your tier 1 and tier 2 skills of choice. Some good alternatives are Expert Loader, Jack of All Trades and High Alert. Expert Loader in particular is a very good choice. I'm getting a lot of mileage out of this graphic. This speaks a lot to how badly the skill system needs to be reworked given how optimized skill choices have become. Camouflage Florida has access to two different camouflage patterns. By default, she comes with Type 10 Camouflage. However, They provide the same bonuses and are merely a cosmetic swap. -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. Florida's default camo is alright. I really don't like her alternative palette. It's a dull, elephantine grey in unflattering patterns. Florida's "Golden Eagle" camouflage has the same pin-up girl on her funnel as the camouflage made available for the new American tech tree battleships. I'm surprised by how much I enjoy this camo, though that may simply be because I'm not big on the other two. Firepower Main Battery: Twelve 356mm/50 Mk11 rifles in 3x4 turrets in an A-B-X super-firing configuration. Secondary Battery: Sixteen 127mm/38 guns in 6x2 turrets and 4x1 turrets. Huh! Neat! Let's start with Florida's secondaries, because they're kind of neat in a pointless, fun bit of trivia kind of way. Her secondary armament is divided into two gun types. The first is the twin 127mm/38 we're used to seeing on every American battleship. But these are supplemented by four single 127mm/38 turrets akin to what you might find on an American destroyer like Benson or Sims. This effectively gives her an eight-gun secondary broadside -- two fewer than you'll see on higher tiered American battleships like North Carolina, the SoDaks, the Iowa-sisters, etc, but it's right on par with California's battery. However, Florida manages to have the equivalent broadside to a ten-gun secondary battery like the higher tiered ships because most American twin 127mm/38 guns have an artificially lowered rate of fire and the singles have a boosted one. Check out this nonsense! Iowa & Missouri's secondary broadside: 10 guns with 6 second reload = 100rpm. North Carolina & Alabama's secondary broadside: 10 guns with 6 second reload = 100rpm. California's secondary broadside: 8 guns with 6 second reload = 80rpm. Florida's secondary broadside: 6 guns with 6 second reload + 2 guns with 3 second reload = 100rpm So there you go! Florida has a better secondary battery than California, equivalent to most of the other American battleships (but obviously excluding Massachusetts & company cuz theirs are souped up). Florida's secondaries are too short ranged to be worth specializing into. They also lack the accuracy buff that makes Massachusetts and Georgia such units. These twin factors are enough to discourage anyone from spending skills or upgrade slots on them, to say nothing of Florida's durability issues (which I will [edited] about at length below). Alright, that's enough fussing over what is little more than a curiosity. Let's get onto the meat of the matter. Big Guns Go Boom Make Squeaky-Toy Noises I don't like Florida's guns. They're perfectly adequate -- I'm not here to tell you that they're broken, bugged, under-performing or what have you. They're well balanced and put out the hurt reasonably well. In fact, they've got a lot of good things going for them including good(ish) fire arcs, good range, decent AP penetration values and that sweet, sweet battlecruiser dispersion. So what's my beef? Well, its' two things gentle reader: She has a slow rate of fire. Her shells suck moose-balls. The first element is symptomatic of American battleships as a whole, especially the new line of American battleships that Florida heralds. At 33.5 seconds per volley, Florida's reload isn't as bad as some of the others in the new tech-tree, but let's not mince words: It sucks to wait that long between trigger pulls. I can stomach this if the results for waiting are particularly amusing, however Florida's gunnery is an exercise in frustration for me because of my second gripe: Florida's shell hits are not satisfying. Florida's shells, both AP and HE, don't hit especially hard. Their damage values are lower than you might expect for a 356mm weapon. In fact, Florida's damage output on her AP and HE shells is most closely matched by those off the sixteen-gun Lyon. Lyon has only a 30 second reload, I remind you, 3.5 seconds faster than Florida with a four-gun advantage. Compare: American 356mm/50 (Florida): 9,500 AP damage, 4,750 HE damage, 22% fire chance American 356mm/50 (New Mexico, California): 10,500 AP damage, 5,000 HE damage, 30% fire chance American 356mm/45 (Arizona, New York, Texas): 10,300 AP damage, 5,000 HE damage, 30% fire chance French 340mm/45 (Bretagne, Normandie, Lyon): 9,500 damage, 4,700 HE damage, 26% fire chance Her individual hits just aren't doing as much damage as other American battleships. While she still has better broadside weight than the ten-gun armed New York-class, she's well behind the other twelve-gun armed American standards despite having a better reload time than all of them. This deficit in shell damage (combined with her slower reload) means that in terms of raw damage potential, Florida falls way behind, ending up in the bottom half of the DPM charts despite her large number of guns. Take these values with a pinch of salt. This is not accounting for such factors as accuracy, penetration, overmatch, normalization, etc. In terms of raw DPM, yes, Florida lags behind. She's also hurting when it comes to overmatching targets, especially when she's middle or bottom tier. However, her penetration is decent and her accuracy is good, offsetting these factors somewhat but only against select targets. More on this later. Look at all of this negative space! This is what happens when I scale the HE values to the same scale as the AP values. The order of ships shuffles a bit with German HE shells being terrible and British and Japanese HE shells doing more damage than you might otherwise expect for their calibre. Florida's HE performance remains unfortunate. However, given the troubles with her AP shells, you'll still be reaching for them often. Don't Trust DPM Charts The problem with simply looking at DPM charts is that it assumes everything is not only 100% accurate, but also that all shells perform equally when they strike a target. It patently ignores two crucial elements: How easy it is to hit a target. How likely your shells are to do damage if they do hit. As Roma so painfully demonstrated, you can have gorgeous paper stats but if you simultaneously struggle to (a) hit a target and (b) get anything other than over-penetrations, then your experience is going to be hella inconsistent. Florida has her own struggles, but at least she's very consistent when it comes to landing hits. Florida uses battlecruiser dispersion -- the same found on ninja-accurate battleships like Thunderer. Sadly, this isn't paired with a god-tier sigma value. Florida has 1.7 sigma competed to 1.9 of Thunderer or 2.0 of Champagne, so she doesn't feel quite so accurate as some of the higher-tiered snipers. The lower sigma means that the occasional shell will still fly wonky, though the smaller dispersion area means this won't be as wildly askew as other ships. In short: Florida's accuracy is good. You should land more hits per volley than her contemporaries which should help mitigate some of her DPM issues -- not all of them, but some. Florida (on the left) using a standard dispersion test. This is 180 AP shells fired at a stationary Fuso bot. Shots are coming in from the left to right (Fuso is bow-tanking). California is on the right with the same parameters. California uses American battleship dispersion with 1.9 sigma versus Florida's battlecruiser dispersion with 1.7 sigma. Florida feels appreciably more accurate than most other American battleships, though her lower sigma value will make her feel only slightly better than ships like California or Arizona. The difference in penetration performance between California and Florida is manifold. Their shells have different masses (555kg for Florida vs 680.4kg for California), different shell velocities due to different drag coefficients (0.271 for Florida vs 0.331 for California) and different Krupp values (2,945 for Florida vs 2,545 for California). AP penetration is more of a contentious issue for Florida. There's a stigma against lower-calibre guns for having poor penetration performance and this is largely undeserved. American 356mm AP shells, for example, have very good penetration and Florida's is improved even beyond this. She is capable, for example, of penetrating upwards of 400mm worth of plate at 15km. She has more than enough punch to land citadel hits against just about any broadside target, including some of the softer-skinned battleships up to ranges of 20km. So you don't need to worry about Florida not having enough teeth to citadel an Iowa in most encounters, should the opportunity arise. I stress the word opportunity, however. As nice as the raw penetration values are on Florida, she doesn't have a lot to spare once you aim at battleships in excess of 15km out. Using the usual tricks of aiming for softer sections of the hull can help, especially given Florida's reasonably tight dispersion to ensure good groupings. This helps somewhat, but again, angling is very effective against Florida's guns because she doesn't overmatch a whole lot of armour. Her 356mm AP rounds overmatch a maximum of 24mm worth of plate and there's a whole lot of structural steel within her matchmaking that's 25mm or thicker. Tier VI+ battleships, tier VIII+ cruisers all have a minimum of 25mm worth of structural armour. But that 25mm+ threshold crops up in other places, such as the decks and amidship hulls of tier VI and VII heavy cruisers and the decks of tier VI and VII lights. Having a working knowledge of which ships you can still punish when they angle helps immeasurably, but Florida is very often forced to rely on either aiming for over-penetrations through superstructures or resorting to her HE rounds. Ouch. I don't know why Wargaming decided to neuter Florida's fire setting so badly. I guess this will encourage players to reach for AP whenever possible. Keep in mind that these values do not include the fire resistance of their opponents nor the ship's accuracy. Fire resistance values against the opponents Florida usually faces is anywhere between 30% to 45% or so. So if you're managing to hit with 1/3 of Florida's shells against a tier VIII target, then instead of 4 fires and change, you're more likely going to see one per minute. Maybe. Sadly, Florida's HE are lacking. Their modest damage per-shell and slow reload might not be such a bad handicap if their fire chance was better, but her fire chance per shell is horrible. The 22% value she's shackled with is downright painful for such a slow rate of fire. Getting one permanent fire to burn is a feat, never mind doubling up. Her HE performance is so bad that I would happily recommend sticking with AP spam if it weren't for the aforementioned issue with angled and higher-tiered targets. It's stupid-important to be patient with your shots. Look for opportune targets where you can maximize her AP efficiency. You don't want to have to start spamming HE. Similarly, you don't want to force encounters where this is your sole option. Florida doesn't have the armour or hit points to facilitate trades against same-tier (or even tier VI) opponents. Blapping a full broadside of HE into an enterprising lolibote is hilarious, don't get me wrong -- her improved accuracy means that she easily can land four to six shells (or more!) against a destroyer at stupid-close ranges. But against any other target, her HE is just found wanting. If given the opportunity to fire nothing but AP, Florida does really well. Frankly, this is only going to happen if your opponents are idiots. You have to remain flexible with her ammunition choices. Keep the Expert Loader skill in mind. It's very handy for this ship if you're going to build a dedicated Florida captain. Enough Facts, Gimme the Feels I hate these guns. Lemme stress: They're fine. And I mean that in the same way I tell my significant other that "it's fine" when things are clearly not. It's all of the little things which add up to a bad experience for me. If you asked me to point at the one thing that bugs me the most about them, I'd probably tell you it's the 4º/s gun traverse, which seems stupid to complain about given all of the other issues. However, I think that this quibble illustrates my beef with Florida's gunnery as a whole. Her slow turret traverse is just that "one more thing" that feels off about this ship. No matter her advantages, there's always a big ol' butt attached. Florida has good AP penetration she has overmatch issues. Florida has good dispersion her sigma value is subpar. Florida has a huge broadside her shell damage is artificially low. Florida has decent fire arcs her turret traverse is slow. Florida can land a lot of hits with her HE shells she's terrible at starting fires. It goes on and on like this. Yes, yes, yes, this is all in the name of BALANS™, tovarish, and Florida's gunnery is balanced. I just don't like it. Florida's fire angles are decent. They're not good -- good is a 300º fire arc or more, but she's not as appalling as some of the ships I've dealt with recently. I just wish her turret traverse was better. Summary Big broadside, wussy shells. Guns are very accurate. You have to be dynamic with shell choice. VERDICT: You would think that for a sniper-battleship, her guns would be fun. But they're not fun. I didn't have fun at all with these weapons (except for maybe paddling a lolibote or two at very close range. Defence Hit Points: 51,800 Min Bow & Deck Armour: 25mm extremities, 26mm upper hull & 37mm deck Maximum Citadel Protection: 285mm belt or water + 213mm belt + 56mm, 96mm or 140mm citadel wall. Torpedo Damage Reduction: 26% Short Version Florida is pretty much a normal tier VII battleship with an exposed, vulnerable citadel and weak Repair Party. Florida's citadel layout tells you all you really need to know about this ship's durability. The TL:DR is that her citadel abuts against the exterior of her hull and it sits above the waterline. With only 285mm worth of belt protection, this exposed "T-section" of her citadel is stupid-easy to bullseye for waterline-aimed shots from enemy battleships. For 380mm+ AP shells aimed at her bows, her transverse bulkhead is almost as vulnerable. Irrelevant trivia time. There is a 16mm hidden plate dividing the upper and lower parts of Florida's citadel. The line of it can be found between her 285mm upper belt the 213mm of her lower belt Long Version The most pressing thing to worry about when playing Florida is her citadel. Unlike the other "sniper" battleships like Slava and Champagne, the "softness" of Florida's hull is barely a concern. The 25mm extremities which damn her higher tiered cousins do not apparently have a lower-tier equivalency. I was expecting Florida to appear with 19mm of extremity armour but she instead clones the higher tiered ship weakness with 25mm instead. Given that all of the other tier VI and VII battleships are rocking 26mm worth of extremity plate, the loss of a single millimeter is not that much of a drawback. At most, this makes Florida slightly more vulnerable to HE shells from small and medium caliber guns -- specifically 152mm HE shells from tiers VII and below do not need to reach for Inertial Fuse for HE Shells in order to stack direct damage against Florida as they would against her tier-mates. Similarly, Florida is vulnerable to 120mm HE shells with Inertial Fuse for HE Shells. That's really the extent this soft skin provides in terms of vulnerability. Otherwise her superstructure, upper hull and amidships deck all conform to normal parameters for a tier VII battleship. If you swapped out Florida's 25mm bow and stern for 26mm versions, she'd be a perfectly normal tier VII battleship. Florida's artificial fragility instead comes from three sources. The most influential of these is her citadel placement and geometry. Any battleship with her citadel sitting high over the waterline and abutting against the ship's exterior has a big ol' weakspot that's pretty easy to exploit. That, in of itself, isn't enough to damn a ship. For example, Soviet battleships all share this weak point, but many (if not most) of them are considered super-tanky. Therein lies Florida's second weakness: she lacks any form of extended armour to assist with shattering HE shells and ricocheting incoming AP rounds. While her amidships deck is a respectable 37mm, her butt, snoot and upper hull are all highly vulnerable. 25mm and 26mm armour are easily over-matched by the oh-so commonplace 380mm+ AP shells found at this tier. This armour similarly doesn't hold up against HE spam from cruisers and some destroyers. Thus Florida is much more limited when it comes to tanking incoming rounds. She can bounce 356mm armed battleships throwing AP in her face for days but angle improperly or test your luck against larger caliber guns and she goes down in a hurry. The last piece of her squishy puzzle is her effective health pool. Florida's hit point pool is small for a tier VII battleship. Heck, it would be on the low end for a tier VI battleship. This isn't enough to damn her in of itself -- she's not so low that she's on Viribus Unitis levels of parody. But a smaller hit point pool means that she heals less penetrating damage with her Repair Party. While this has no impact on fire and flooding damage (as their damage amount scales with the starting hit points of the ship), 10,000 damage worth of penetrations hurts Florida more than other tier VII battleships. But there's more. Florida comes with one fewer charges of her Repair Party, so this deficit is felt even more. I wanna gloat like a happy teaboo, but Florida's health is just too appallingly low for me for me to brag with good conscience. Her lacking an entire Repair Party charge just feels mean. I have felt these three combined weaknesses acutely with Florida. I don't feel that they're enough to damn the ship, but they are very obviously weaknesses. Unlike the higher tiered sniper-battleships, Florida finds herself more often in claustrophobic maps where she cannot rely on simply out-ranging targets. She's asked to tank a lot more more than say, Champagne. Even when she does appear on larger maps, this comes with the threat of higher-tiered opponents and more overmatching guns so it's catch 22. Knowing which opponents you can face tank and which you can't are important. But so very often I was forced to show my cute butt and kite away when the pressure was on. Florida's not-good(ish) forward fire angles meant that firing all three turrets forward was just asking to have shells rammed into her stepped citadel. It was far safer to fight, firing over her shoulder with her forward turrets slinging shells to her rear. Being far more limited in what aggressive plays this ship can make hurts her carrying ability. Turning to fight will often just get you killed. It limits what decisive actions she can take. It's hard to be heroic if you're constantly forced to follow Sir Robin's playbook. VERDICT: She's squishy -- squishier than the usual tier VII battleship and they struggle a lot with durability. Florida struggles even more. Don't brawl. You'll die. Agility Top Speed: 27 knots Turning Radius: 760m Rudder Shift Time: 15.4 seconds 4/4 Engine Speed Rate of Turn: 4.1º/s If Florida was a battleship from any other nation, there would be very little worth noting here. Her top speed of 27 knots is completely acceptable for a tier VII battleship. Her turning radius of 760m is decent. It's not amazing, but it's alright. Her rotation rate of 4.1º/s is again, pretty average. Her rudder shift time of 15.4s is the most remarkable thing about her and not in a good way. It's slow. Her 27 knot top speed has the illusion of meaning something only because she's an American battleship. All other American battleships from tier VII and below cap out around 21 knots as their top speed. With the nerfing to American Standard-type battleship agility with patch 0.9.6 Florida's speed advantage is even more pronounced. Were she a battleship from any other nation, her 27 knot top speed would be unremarkable. So yes, Florida is faster than Colorado or California. Big deal. So is everything else at this tier. Focus instead on her sloppy rudder shift time. She doesn't feel like she handles well because of it. Add on her modest turret traverse rate and she feels like a chunk-lord. Ships with stars have been changed or added since patch 0.9.6. VERDICT: Not as nimble as you might expect. Good enough, I suppose, but definitely not one of her strengths. Anti-Aircraft Defence Flak Bursts: 5 explosions for 1400 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 157.5dps at 75% accuracy Medium Ranged (up to 4.0km): 269.5dps at 75% accuracy Short Ranged (up to 2.0km): 318.5dps at 70% accuracy I've sorted these by the formula of [ AA dps x { range - 1km} ]. It's not a perfect system but it does weight heavier, longer-ranged firepower over masses of short-ranged defence. I admit a terrible reluctance to call any battleship's AA firepower "good". This said, when a pristine Florida activates her Defensive AA Fire and doubles her DPS, she has good AA firepower. Florida's AA power is nice. Taken on it's own merits, her AA power is pretty fearsome when it comes to personal defence. In the support role, she's not bad either, with a sizable chunk of her AA power dedicated to long and medium range weapons. When her Defensive AA Fire is active, she can wipe out full tier VIII squadrons -- it's not contest here. A determined CV player will still be able to make a drop, but it will cost them everything. Carriers must anticipate that she will always have Defensive AA Fire ready and it's best to bait its use by ducking in and out of her 5.8km bubble and then waiting it out, even if she's not your primary target. Florida is effectively a no-fly zone for tier VI carriers because of this consumable and raw AA power combination which is a pretty impressive boast. Add on a catapult fighter and Florida duplicates this for tier VIII carriers too, at least until she comes under sustained HE attack. Most of her teeth come from her 40mm Bofors and 20mm Oerlikons, barring a CV being gracious enough to face-plant into a flak-cloud. These do not survive long under HE fire and even cursory smattering of HE rounds will quickly reduce the effectiveness of her AA and open her up to the potential of air-attack. All hail Florida's lord & saviour. VERDICT: Honestly, some of the best AA defence we've seen in a long time. I'm kinda shocked. Refrigerator Base/Minimum Surface Detection: 13.86km / 12.1km Base/Minimum Air Detection Range: 10.08km/9.07km Detection Range When Firing in Smoke: 12.01km Maximum Firing Range: Between 18.62km and 25.92km Flordia's concealment values are pretty darned good. She doesn't quite get into that magical sub-12km surface detection range which is quite impressive for a battleship, but at least she gets close. Given her preferred engagement distance, it's pretty easy for this ship to drop off from detection range in typical encounters -- especially given her long reload. If she had a bit more grunt in her engines, controlling the engagement through use of her stealth would be a lot more feasible, but her 27 knot top speed just isn't enough to kite away from all of the battleships she faces, to say nothing of cruisers and destroyers. Florida's great range (especially when upgraded and modified with her Spotter Aircraft consumable) can work against her here, especially with those enterprising shots in the early stages of a match as everyone's deploying. While it can be super-tempting to try your luck against targets spotted early by your own lolibotes or Just Dodge™ simulators, you can all but guarantee you'll be spotted in return when you pull the trigger. With nothing else to shoot at, you can bet that every battleship on the enemy team that can draw bead on you will take a shot and given Florida's super-squish citadel, bad things will happen if they've got the range. Keep in mind that Florida's rudder is terrible so it's not like she dodges well. This is definitely a risk-reward element at play here, so be careful. VERDICT: Pretty darned good for raw concealment values, though she struggles to spot stuff on her own. It's too bad she doesn't have the agility to make better use of this trait. Final Evaluation When it comes to my battleships, I know what I like. Big, punchy guns are a must. I prefer durability to agility, but I need one of those two elements to be present. If a battleship can't manage these things, they've got a big, uphill battle to win my affections. Some of them still manage it. Scharnhorst, for example, doesn't have the main battery guns to wow me, but she still pulls off a win between her secondaries, fish and the combination of speed and tankiness. I've tried to keep an open mind while play testing Florida, but good gravy, my time in her has not been pleasant. I'm under no illusions that this is very clearly a me problem. Florida herself is a well balanced ship. I just hate her. She doesn't have any one element of this trifecta that I enjoy in my battleships. When Florida was first announced, I thought she would immediately obsolete California. I tore California a new one a few months ago for being not worth the asking price. While I do feel that Florida is a superior vessel to California, I don't feel that she's worth it either. Frankly, you're better served picking up Arizona at tier VI or even Alabama at tier VIII instead of Florida. Let me stress this: I don't think Alabama is worth the asking price either, but I would definitely recommend her over Florida. She's more reliable, if dull. The best bang for your buck for American premium battleships is Massachusetts and she's been one of the best premiums you can buy if you're shopping for one. Her primacy isn't challenged by Florida in the least. With Black Friday a little over a month away, if you're in the market for Massachusetts, then you might want to wait a month and grab it when her Black version goes back on sale if you like the cosmetic difference. I don't mean to try and sell you on other ships, my point is simply that there are a lot better choices for your time and money than investing in Florida. In closing, I should stress again: Florida is fine. She's not broken. There will be some people who really dig her sniper game play. I'm not one of those people. I like to have the option of getting in close and hitting people with my sword. Florida doesn't let me do that. In Closing Well, this accidentally turned into a much longer review than I had intended. I was originally just going to line up Florida alongside California, compare the two and then pull a surprise-reveal that they both suck equally. Instead, I learned last week that Ship Comrade, the site run by @Critter8 that has hosted my reviews since the first quarter of 2016 was going to close down. Instead of working on how to cleverly cast shade on anyone that enjoyed either one of these tier VII American premium battleships, I spent the better part of two days going through years worth of archived jpegs and text, reflecting on the years I've spent writing for World of Warships and all of the help, support and encouragement Critter8 provided me. I wouldn't be a Community Contributor (CC) if it weren't for Critter8. I'm not sure the WGNA CC-program would have even existed if it weren't for him. Back in 2015, before there was a Community Contributor program, content creators like myself worked unsupported by Wargaming in any capacity. The predecessor to the NA-CC program was Club Wargaming which promised the world and delivered nothing but a booger-green title on the forums. Club Wargaming included dozens of content creators which had sprung up during Closed and Open Beta, including some big names like @PhlyDaily. All of us were paying out of pocket to produce content or having to rely on donations from fans to get access to the newest premium content. Critter8 took exception to this. He had made Ship Comrade -- a fan site whose best early features included tracking Rank Battle progress and had one of (if not THE) first Captain Skill calculator. He took his fandom seriously and wanted a professional relationship with Wargaming to facilitate content production. He approached me about my frustrations with Club Wargaming and he took an active leadership role among the various content creators to approach Wargaming about our complaints. It was by his initiative that the WGNA CC-program took shape under NikoPower (of CorgiFleet fame). From those conversations, @iChase, @NoZoupForYou, @Notser, @TitiuBlack, Critter8 and I became the first NA-CCs in early January of 2016. While I could gush endlessly about everything NikoPower did for us, it was Critter8 who stands out as the leader we needed. He brought the six of us would-be professionals (with integrity) together. For me, Ship Comrade allowed me to greatly increase the quality of my reviews. This long format, like you're seeing here with Florida, was facilitated entirely by having my content written for Ship Comrade. Critter8 encouraged CCs like myself and @Aetam to host our content on his site. As you can imagine, writing for a web-page is much more forgiving than writing for a forum post -- it didn't have to all be written in a single sitting, for example. In going over Ship Comrade's archives, it was a treat to watch how my reviews grew in size and ambition. My early reviews were usually written in an afternoon and seldom held more than four or five jpegs. Florida's review has nearly thirty and has been written over the course of a week. I am endlessly grateful for the opportunity and help he provided for me. For personal reasons, he had to step back from World of Warships. As the CC program again got overhauled, Wargaming dropped his CC-status despite his continued efforts to host and support other CCs. Sadly, Ship Comrade was never a profitable enterprise. Donations helped keep the lights on for a time, but all things must come to an end. He ran the site out of his own pocket for over five years. I don't fault him in the least for retiring. Thank you for everything. And thank you all for reading. I'm going to take some time sorting and organizing some of my older reviews over the next week or so.
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The following review of Marlborough, the tier IX premium British battleship, was sponsored by my patrons on Patreon who helped me afford this ship. Yes, I whaled for this damn thing. To the best of my knowledge, the statistics discussed in this review are current as patch 0.10.11. Please be aware that her performance may change in the future. Wargaming has gone out of their way to actively sabotage anything redeeming about Marlborough. I would like to say that this is the kind of design I would have cooked up if I was actively trying to troll the community, but I have to be honest with myself: I am not capable of coming up with something this frustrating to play. Marlborough's sins are many, though the base premise is one that is very appealing: Lots of guns big guns firing very quickly. It's a testament to how badly the ship is built that this core design gets mangled so thoroughly. Quick Summary: A tier IX battleship with an enormous battery of sixteen, quick-firing 356mm guns. She has poor fire arcs, poor gun handling, anemic AP and HE shell performance, horrid accuracy and bad armour. PROS Enormous battery of sixteen 356mm guns with ridiculous DPM potential and fire setting. HE shells have 89mm of penetration. Solid top speed of 31.5 knots. Good concealment with a surface detection as low as 12.07km. CONS Horrible citadel placement and protection. Highly vulnerable to HE spam with her homogenous 32mm structural plate. Poor anti-torpedo defence. Some of the worst battleship sigma in the game at 1.4. Only modest range. Awful fire arcs and poor gun handling. Terrible shells with anemic individual performance across AP penetration, HE damage and fire chance. Slow rudder shift time. Unlike other British battleships, her Repair Party only queues 50% of penetration damage. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Marlborough punishes players. If you try and use her as designed, you'll end up back in port very quickly. Her horrible citadel placement combined with terrible fire arcs means that if you open fire and the enemy shoots back, you're going to lose the exchange. And better still, she's just fast enough to get you into position to get spanked without enough agility or protection to survive attempting to disengage. This is toxic to inexperienced players who will find themselves getting smoked for playing the ship exactly as envisioned. How is that fair? Marlborough's carry potential is as mild as may. The surest path to reasonable numbers from this thing is to spam HE. But those reasonable numbers won't come quickly and you better know when it's safe (and necessary) to push. Marlborough doesn't do you any favours when it comes to outlasting the enemy and you're certainly not going to win any damage trades. Most of your game play in this thing devolves to bow tanking and hugging islands. Options The only surprises with Marlborough's options is how few (and crappy) they are. Consumables For instance: Marlborough only has two consumables. Her Damage Control Party is standard for a British battleship with a 15 second active period, unlimited charges and an 80 second reset timer. Her Repair Party is also standard, but not for a British battleship, which often have all sorts of weirdness going on. Instead, Marlborough's consumable is akin to one you might find on a French, German or Japanese battleship. Marlborough's version comes with four charges base and an 80 second reset timer. It heals up to 14% on her maximum health over 28 seconds. It queues up 10% of citadel damage, 50% of penetration damage coming from torpedoes, bombs, rockets and shells and 100% of all other damage types. Upgrades I'm not a fan of using upgrades to band-aid over flaws, but on Marlborough, it's almost necessary. Start with Main Armaments Modification 1. Next, start building up your anti-fire regimen with Damage Control System Modification 1, though we might not go full hog here. You have a choice in slot three. Aiming System Modification 1 is generally going to be optimal, HOWEVER, Marlborough's fire angles are crap and her gun handling isn't good, so Main Battery Modification 2 isn't a bad idea. it will also save you a couple of commander skill points from having to purchase Grease the Gears. Priority Target is much more important for Marlborough, so saving those two points here is pretty important. Similarly, in slot four, Damage Control System Modification 2 is optimal for reducing fire damage. HOWEVER, Marlborough's fire angles are crap and her gun handling isn't good. Therefore, having the improved rudder shift time from Steering Gears Modification 1 isn't a terrible idea. Concealment System Modification 1 is the only consumable worth considering in slot five. You've got another choice to consider in slot six. Understandably, having an even faster reload is most appealing in Marlborough. Main Battery Modification 3 enables that, dropping her reload from 25 seconds down to 22 seconds. However, given Marlborough's fragility woes, standing further back from the action isn't remiss. Taking Gun Fire Control System Modification 2 increases her range from a modest 20.86km to a respectable 24.2km. Commander Skills I don't think anyone is really surprised I get to re-use this same battleship commander skill graphic yet again. Without improved secondaries, there's nothing really noteworthy here, so fall back on the standard battleship survivability build. Camouflage Marlborough came with two camouflages when you unlock her via the dockyard. They provide the usual bonuses for a tier IX premium: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. Marlborough's War Paint camo is the typical over-the-top patriotic style we've seen repeatedly in World of Warships. As garish as the War Paint camo is, Marlborough's default Type 10 camo makes it look downright appealing. Blech. This camo pattern is hideous. The alternative palette (unlocked through the Naval Aviation collection), tones down the Type 10's garish colours at least. Firepower Main Battery: Sixteen 356mm/45 guns in 4x4 turrets with an A-B-X-Y superfiring configuration Secondary Battery: Sixteen 133mm/50 guns in 8x2 turrets in superfiring pairs firing forward and aft down each side. Let's start with the obvious: On paper, Marlborough has fantastic damage output. Sixteen battleship calibre guns with a 25 second reload are a potential nightmare. With the right upgrade, Marlborough can reduce this to 22 seconds. Marlborough puts a lot of shells downrange very quickly and she has the potential to stack damage out faster than her contemporaries. This is the dream that Wargaming is selling, but it's not a dream that's easily realized. As we'll see, there are a stack of problems that get in the way, making this advertised gameplay challenging to achieve at best and downright frustrating to pursue. Marlborough is a case study on why DPM charts shouldn't be taken at face value. Problem the First Much ado has been made about Marlborough's poor dispersion but it's not as bad as players imagine. This lies solely at the feet of her 1.4 sigma which is among the worst sigma values in the game. Marlborough's dispersion values are otherwise normal for a British battleship, using the same horizontal dispersion values as most of the British, American and German vessels. Thus any accuracy woes the ship suffers must be laid at the feet of her shell grouping. So the question becomes just how bad is 1.4 sigma? Well here, judge for yourself: These are three of my "standard dispersion tests". This is 180 AP shells fired at 15km at a Fuso bot. All of these tests were conducted using the Aiming System Modification 1 upgrade to reduce dispersion by 7%. The Fuso bot was stationary and lacking camouflage. Shots came in from right to left. Two of these dispersion tests were conducted with Marlborough's 1.4 sigma. One was conducted with King George V, who uses identical guns but has 1.8 sigma instead. The difference may be a little harder to discern than expected. Sigma is an often overvalued statistic among players and represeents only a trend, not a guarantee of better accuracy on a per volley (and per match) basis. Dispersion is highly volatile, even with excellent sigma parameters. Marlborough's poor sigma makes it less likely that shells cluster towards the centre of the target area, spreading them out to the same overall area as her contemporaries but more like a "shotgun blast" than ships with higher values. Still, thanks to RNGeebus, it's entirely possible to have good salvos with poor sigma and terrible salvos with excellent sigma. With how few salvos are often fired in a single match of World of Warships and how few key "match defining" shots are needed to make accuracy stand out for good or ill, Marlborough's poor sigma value generates vastly different experiences for players. Missing key citadel hits when the perfect broadside is available is infuriating and likely to stick in someone's head, especially with the knowledge that had the shells behaved, a Devastating Strike was guaranteed. I spent a few days combing over accuracy statistics of some of the better players who had unlocked Marlborough and compared them to how said players did in HMS Lion. The overall accuracy difference was about 1% to 4%. So Marlborough's accuracy is worse, but it's not worse on a level that would be readily apparent if you just went by number of hits. That's perhaps misleading as the quality of said hits will also suffer. There's an enormous disparity in player experience for having a salvo land three citadel hits versus one that lands three over penetrations through the super structure. So yes, Marlborough's sigma value is bad, but it's not game-defining terrible. It's a flaw that's worth keeping in mind, but I personally feel that the import of sigma is overvalued. Problem the Second Marlborough's TERRIBLE fire angles are why I hate playing her. It's no secret that I despise a ship with poor firing angles, particularly if it's paired with shoddy gun handling. Marlborough ticks both of these boxes and, as we'll later see in the durability and agility sections, compounds it with hilariously bad protection and sloppy turning. In order to fire all sixteen guns, Marlborough opens herself up to taking citadel hits in return from not only enemy battlehips but some high-tier cruisers as well. This danger is so pronounced that you can only cycle all your sixteen guns when the Red Team is too busy to shoot back. And so, her main selling feature is horribly compromised. In practical terms, Marlborough is not a sixteen-gun battleship. She's an eight-gun battleship, incapable of using her full broadside for fear of getting clobbered or beaching herself every time she does. For expert players, the big drawback here are her rearward firing angles. Marlborough cannot kite to save her life. In order to trade fire, her only option is to fight bow-in, preferably keeping an island to one flank to prevent crossfire. This severely limits not only her firepower but overall flexibility. Marlborough should be treated as an eight-gun battleship that can occasionally fire sixteen guns. Between her awful fire angles, poor protection and agility, she cannot take advantage of her full broadside unless the Reds are already losing or they're idiots. While bow-tanking at high tiers is nothing new, it is much more pronounced iwht Marlborough. Thus, I feel that it's this second issue, Marlborough's gun handling and fire arcs, that is the most damning for the ship. But we're not done trash-talking yet... Problem the Third Marlborough's AP shells are effectively non-functional. Alright, I'm exaggerating but Marlborough's AP shells are very bad. As 356mm rounds, they lack penetration necessary at this tier. Outside of 14km, they lose all ability to contest battleship belt armour and their ability to citadel enemy battleships falls away significantly closer. Given Marlborough's horrible fire angles, gun handling and protection woes, taking her into a brawl to be able to use her AP decisively is a loser-move. Firing at range means aiming for superstructures and the upper hull, but her dispersion makes that a bit of a crap shoot anyway. You would think that it would get better when facing cruisers but it's still a mixed bag. While she has the penetration necessary to land citadel hits against cruisers at just about any range, she lacks the ability to overmatch anything but very light cruisers like Minotaur, Edinburgh or Smolensk. I would have thought Wargaming would have at least gone so far as to give her AP rounds improved auto-ricochet angles to prop up their poor penetration values and lack of overmatch but it's not meant to be. This means that most cruisers can simply face-tank Marlborough's salvos, risking only taking over penetrating hits through their superstructure or turrets. And speaking of over penetrations, Marlborough doesn't even benefit from the short fuse timers of other Royal Navy battleships. Her 0.033s fuse timers makes over penetrations much more likely against cruisers, especially ships with a narrow beam like Ochakov and Smolensk. With her AP rounds being such poor performers, that just leaves her HE. Problem the Fourth So Marlborough is ostensibly relegated to being an HE spammer. With Marlborough's AP being so crap, I would have thought that Wargaming would have leaned more heavily on Marlborough's HE performance but that's not the case. Like Agincourt and Repulse before her, Wargaming has been nerfing the HE performance of newer Royal Navy battleship designs. But while Agincourt's HE was only gently nudged away from these higher damage and fire setting values, Marlborough's were thoroughly gutted. So while Marlborough is an HE spammer, she's a bad HE spammer, especially when you remember that between fire arcs and accuracy, you're not landing as many hits as her on-paper design would have you think. Those fearsome 10k+ salvos just don't materialize very often and Marlborough is usually only slapping targets for 3k at a time (if even that -- her individual shells usually strike for 480 to 1,584 damage). She's not even a particularly fearsome firebug. On paper she's the best at her tier. In practice, Alsace and the German battleships are more apt. Marlborough just doesn't get to fire all sixteen guns often enough (or hit often enough) to realize anywhere close to her potential. The best thing she has going for her is the increased HE penetration on her shells, but 89mm of HE penetration isn't that much more effective than the 59mm of HE penetration she would have otherwise had. There's a few decks and upper hulls that she can now directly damage that she might not have otherwise, but it's such a niche ability that it's not a merit worth considering. Marlborough's fire setting potential is the best at her tier though it's surprisingly only marginally better than that of Lion. This, of course, hinges on the ability to be able to fire all of her guns and hit stuff reliably ... which you won't. Problem the Fifth This last bit is just nit-picky but it plays into how inept Marlborough's base design is. The best way to counteract all of Marlborough's gunnery and durability issues is to keep her at range. From further away, she's a less appealing target. This, in turn, gives her more opportunity to take full advantage of her fast-reloading broadside. Her HE (crappy as it is) isn't affected by distance and her armour becomes more effective against AP rounds fired back at her. But, once again, Marlborough is held back. While her 20.86km range isn't terrible (it's average for her tier) there's two things to keep in mind. First, Marlborough does not have access to a Spotter Aircraft consumable to provide a temporary boost to her reach. Second, unlike most of the other battleships at her tier, Marlborough's performance improves considerably the more reach she has. When you're bad or your battleship is bad, humping the back of the map and farming fire damage is the way to go. If Marlborough had a few more kilometers of base range, then her design would work as advertised. As it is, taking Artillery Plotting Room Modification 2 helps band-aid a lot of her other problems. Secondaries They suck. Ignore them. Summary Marlborough is a ship that punishes you for trying to play her to her advertised strengths. Her guns are difficult to bring to bear. And when you do get guns on target, she's not going to land as many hits as you might imagine. And what few hits you do land aren't likely to be effective on a per-hit basis. Would that Marlborough's problems end here, but there's more problems coming that compounds her gunnery woes. Her dispersion is bad, but it's not as bad as you're imagining. She has a lot of guns and they do fire quickly, but it's rare you get to use all sixteen of them. Her individual shell performance sucks. Unless you can land a lot of hits, her salvos don't feel particularly strong. VERDICT: Wargaming believes that you should be punished for wanting to shoot Marlborough's guns. Shame on you. Durability Hit Points: 76,800 Bow & stern/superstructure/upper-hull/deck: 32mm / 19mm / 32mm / 32mm Maximum Citadel Protection: 381mm belt Torpedo Damage Reduction: 23% You could be forgiven for imagining that Marlborough's citadel layout mirrored that of Vanguard or the King George V-class battleships. But it's worse than that. It's much worse. While those battleships have citadels that sit at or just slightly above the waterline, Marlborough's citadel is hiked up to her nipples. The one (and only) advantage of this is that her citadel roof is made up of the 152mm reinforced deck found on most ships that's usually hidden by the armour viewer, making her immune to overmatching AP rounds that strike at a shallow angle. But, because her citadel sits so high (indeed, taking up the full height of her belt armour) the above advantage is irrelevant by making lateral hits against her citadel such an easy shot. I might have been okay with this if she had REALLY THICK armour, but 381mm of nearly vertical plate with no extra bells and whistles is pathetic at tier IX. Marlborough is dangerously vulnerable to citadel hits against her contemporaries at almost any distance. But it gets worse. Remember those awful fire angles we discussed earlier? If you try and fire sixteen guns at a target, their return fire can (and will) citadel you. Marlborough's fire angles are so terrible that incoming shells striking her belt will auto-pass their ricochet check a minimum of 81% of the time when she's firing forward and ALWAYS when she fires over her shoulder to the rear. It's never (EVER!) a good idea to trade fire with enemy battleships using all of Marlborough's guns. You'll give up huge chunks of your health if you don't simply die. Things don't get much better against cruisers or destroyers. Her homogeneous 32mm structural plate makes her an easy HE damage farm from heavy and light cruisers. Given her damage output woes, she's not likely to fare well in these trades. Incoming torpedoes from lolibotes and subs don't have to contend with very much anti-torpedo protection either. And if you're thinking "oh, well she's soft skinned because Royal Navy battleships get a good heal", stop right there. Marlborough has a worse heal than any of the other Royal Navy battleships in the game. So not only does she take more damage than other Royal Navy battleships, she doesn't recover health anywhere near as quickly. If you see Marlborough on the enemy team, know that she's an easy target. As an xp pinata, there's a lot to like with Marlborough. But playing her? She's a total drag. Marlborough's potential health is totally average. But when you combine this with her poor protection scheme, she's a lot more fragile than these numbers suggest. There are hidden armour plates in the bow and stern of Marlborough. Unfortunately, her citadel sits so high that any shells bouncing off these plates will just slam into her 305mm bulkheads and citadel her anyway. VERDICT: Bad, horrible and terrible. Agility Top Speed: 31.5 knots Turning Radius: 860 meters Rudder Shift Time: 16.8 seconds 4/4 Engine Speed Rate of Turn: 4.2º/s at 23.5kts Main Battery Traverse Rate: 4.0º/s I wish Marlborough's agility was enough to bandaid her other problem. Sadly, one issue sours the experience. Let's start with the good: Marlborough's top speed is great. 31.5 knots is very comfortable at this tier. Similarly, her 860m turning radius isn't terrible; it's better than a lot of the other high-tier battleships, so I've got to give her a pass here as well. These two factors combine to a 4.2º/s rotation rate when she's at top speed which isn't stellar but it's okay. Unfortunately, this is enough to allow her to out-turn her turrets, but I've already complained enough about that. So you're probably wondering where the issue is. It's her rudder shift time. 16.8 seconds isn't appalling but it's pretty bad. And given her fire angle woes, her lack of torpedo protection and her citadel vulnerability, it's just that much worse. Marlborough feels like she handles poorly. Just Dodging™ isn't in her repertoire and you can forget being able to swing her butt out and back in order to flash her guns and avoid return fire. If she had Vanguard or Yukon's rudder shift time, I might be more forgiving here but given what Marlborough needs, her agility just doesn't deliver. Two things to note with this graphic. First, Giuseppe Verdi's agility is assumed -- I have not tested it yet. She appears to have the same agility as Marco Polo (I suspect her agility performance is cloned) but until I get my hands on her, I won't know for sure. The second item to note is the lack of data for Prinz Rupprecht. I have not unlocked her yet to test her. VERDICT: Close but no cigar. Anti-Aircraft Defence Flak Bursts: 3+1 explosions for 1,540 damage per blast at 3.5km to 6km Long Ranged (up to 6km): 80.5 dps at 75% accuracy (60 dps) Medium Ranged (up to 3.5km): 528.5 dps at 75% accuracy (396 dps) There's not much to say here. Marlborough doesn't put out a lot of damage overall. She's pretty crappy when it comes to how many flak explosions she generates (even if the individual hits are beefier than many at her tier). The best that could be said about her is that she has good reach with her long-ranged batteries so she can support her allies decently. But she just doesn't generate the numbers needed to make any CV player balk. VERDICT: A whole lot of meh. Vision Control Base/Minimum Surface Detection: 15.36km / 12.07km Base/Minimum Air Detection Range: 11.94km / 9.67km Detection Range When Firing in Smoke: 13.35km Maximum Firing Range: Between 20.86km and 24.2km when equipped with Artillery Plotting Room Modification 2. Marlborough's concealment is good. As it stands presently, Marlborough has the tenth lowest upgraded surface detection of all of the battleships within her matchmaking spread. She ends up with a surface detection around 12km which is very comfortable and about on par with a lot of cruisers she faces. With her guns silenced, she has little to fear from being spotted by larger ships, with only the usual culprits of submarines, aircraft carriers and destroyers being able to routinely outspot her. In late game settings, this gets quite powerful, particularly when she needs to disengage. It's unfortunate that she cannot pair this with good kiting fire angles, but such are the woes of her design. There are two other flies in the ointment. The first is her relative lack of range with no ability to boost it short of taking a 6th-slot upgrade. The second is a lack of any bonus detection consumables. Though the days are long gone where orbiting aircraft could help sniff out threats, consumables like Hydroacoustic Search aren't unheard of on a fair number of battleships and Marlborough goes without. Overall, her concealment is one of the few straight-up good things about the vessel. Marlborough has excellent concealment for a battleship. VERDICT: Good, but not good enough to save the ship. Anti-Submarine Warfare ASW Armament Type: Airstrike from 1.5km to 10km (plus bomb drop column) Number of Salvos: Up to three Reload Time: 75 seconds Aircraft: Two S.25 Sunderlands with 2,000hp per plane. Drop Pattern: 4 bombs each dropped evenly over roughly a 1.75km column Maximum Bomb Damage: 3,000 Fire Chance: 17% I'm again merely reporting this for posterity's sake rather than speaking towards its efficacy. The Royal Navy battleships have some of the better airstrikes in the game at this stage in testing. But with overhauls planned, who knows how things will change in the future? VERDICT: Don't know, don't care until things get closer to final. Final Evaluation Welcome to flavour country. Like the tobacco industry, Wargaming will tell you their product is well researched and fine for consumer consumption. This is despite their own evidence that players do not enjoy ships with compromised main gunnery performance. Playing Marlborough isn't likely to give you cancer as far as I'm aware. It just feels like it. This is a bad design on Wargaming's part. The amount of arrogance or ignorance needed to think that it's a good idea to [edited]-slap players for playing the ship the way they promoted her is just astounding. The worst thing is that Wargaming is patently aware that frustrating gunnery isn't received well by the player base, yet they go out of their way to cook up this mess. I'm glad most players I've encountered seem aware that this ship is poorly designed and are keeping away. I really wish Wargaming would stop jerking us around with bad products like this. But let's talk about what a "bad" product means in the context of this game, because invariably there's going to be someone that enjoys this ship -- whether by it's own merits or simply to because they're an unrepentent hipster that can't help but find enjoyment in things panned by the community. It's important to appreciate that unlike her sister game World of Tanks, bad premiums in World of Warships create the illusion of being redeemable. Any ship in the game is capable of damaging any other. It was a meme back in the day, but you could take a tier II Umikaze into tier X matches and with a bit of skill, still pull of some surprising numbers. This addage holds true for Marlborough. She's a bad ship, make no mistake, but she can still generate numbers. Fire and HE spam are the great equalizers after all. All it takes is someone stubborn enough to sit behind the helm and keep trying and Marlborough will eventually deliver. What makes Marlborough bad is the amount work needed to get the same results as other ships. Meanwhile, your team is forced to carry harder to make up for your ships deficits. This isn't an insurmountable ask by any means given how World of Warships is designed. But Marlborough is still a liability. This is obviously in the context of PVP modes. Bots are dumb and you can make nearly anything work in Co-Op. It wouldn't take much to make Marlborough less punitive to play. Wargaming can't do much about her fire angles without clipping into the ship's geometry, so that's a wash. But they could do one of or any of the following: Drop her citadel down another deck. Give her an improved Repair Party. Increase her range by 2.5km. Give her Duke of York's improved auto-ricochet angles (60º to 75º) on her AP shells. Give her King George V's HE rounds. Improve her rudder shift time dramatically. Improve her gun handling dramatically. Even the addition of only of these would vastly improve the experience of playing Marlborough. Some are admittedly powerful (KGV HE, I am looking at you) and might necessitate further balancing measures. Preserving her as-advertised 25 second reload might necessitate giving up range, speed and concealment. I would happily sacrifice those to make her a better gun platform. Main battery performance is the key aspect of game play for battleships in World of Warships and Wargaming screwed it up bad with Marlborough. You shouldn't feel like you're fighting with the ship in order to fire her guns -- especially not with a vessel that comes with a $200 price tag. Shame on you, Wargaming. Mouse out.
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The following is a review of Dido, to tier VI premium British light cruiser, supported by my patrons on Patreon. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.11.1. Please be aware that her performance may change in the future. The purpose of this review is to support the players, not the company behind the product. Posting this review is not an endorsement of current goings on nor is it a statement about them. It's been a while, and not for the lack of trying. I have a half-finished Giuseppe Verdi and Kearsarge reviews archived before I got distracted with mapping sustianed AA DPS (kinda important when talking about Kearsarge's planes). My AA project has ballooned out of control which I feared it might. I'm putting those reviews on hold to get a (relatively) faster one out. Now Dido is a ship that players have wanted for a long time. A quick forums search finds talk about these ships going all of the way back to the game's launch, with players eagerly looking forward to more "Atlanta-style" ships. This ship has definitely been one I've highly anticipated knowing how important it is to not only Royal Navy enthusiasts but also players in the Commonwealth nations where she might be used (with modifications) to represent HMNZS Bellona or HMNZS Black Prince. Wargaming seems to have developed allergies for rapid-fire ships over the course of 2021 (to say nothing of AA specialists), with ships increasingly having longer and longer (and unfun) reloads and Dido's implementation obviously suffers from this new design direction. I was expecting Nürnberg levels of rapid-fire. Instead we got Dallas with much weaker guns. The silver lining (supposedly) is that they gave her smoke. So let's see if reaching into the Box o' Gimmicks™ has saved us from unfun design choices. Quick Summary: A fragile British light cruiser with ten, slow-firing destroyer-calibre guns. She's agile with good concealment and boasts a Short-Burst Smoke Generator. PROS Small citadel. Large battery of ten 133mm guns that fires both HE and AP. 360º traverse on rear turrets. Powerful, single-fire torpedoes. Excellent acceleration and decent agility. Good concealment. She has smoke. CONS Tiny hit point pool. Very thin citadel protection, vulnerable to even 203mm AP overmatching. Uses cruiser dispersion instead of destroyer dispersion. Slow firing for such small-calibre guns. Low HE and AP penetration. Clumsy main-battery firing angles. Bad anti-aircraft firepower. No access to Hydroacoustic Search. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Dido has a nice, comfortable skill floor for inexperienced players. Park in smoke, apply HE to faces. Displace. Rinse and repeat. For veteran players, there's a lot to know. Map awareness, map positioning, proper smoke use habits, commander skill builds, ammunition juggling, using and abusing concealment, etc. They'll all serve you well here and help pad some of the ship's obvious weaknesses. Dido's carry potential is somewhat limited, however, by the issues with her penetration and damage output. She just doesn't hurt things quickly enough for bold plays barring a torpedo strike, so this is a ship that requires patience, caution and even more patience. Options The most variety you're going to find in optimized Dido builds comes from commander skill selection, and that's mostly focused around whether or not to take Inertial Fuse for HE Shells or to emphasize fire setting instead. One of these is a bad idea. Consumables Dido's Damage Control Party is standard for a cruiser. It comes with unlimited charges and a 60 second reset timer. It is active for 5 seconds. Her Defensive AA Fire consumable is standard for a non-American cruiser at this tier. It starts with three charges and it has a 40 second active period and an 80 second reset timer. While active, it increases sustained damage by 50% and quadruples flak explosion damage. Dido comes with a Short-Burst Smoke Generator reminiscent of that found on Belfast '43 and British destroyers. However, it's very much its own beast with no direct clones that I could find. It starts with five charges and emits smoke for 15 seconds. However, the smoke clouds only last for 35 seconds each (Belfast '43's smoke lasts for 40) . Her reset timer is also longer than her tier VIII cousin, with an 80 second wait time instead of 70 seconds. Upgrades Not much variety here. Start with Main Armaments Modification 1. Next, take Engine Room Protection. Aiming Systems Modification 1 is the only upgrade worth considering in slot three. And finally, Steering Gears Modification 1 is also the only upgrade worth taking. Commander Skills Why haven't you taken Heavy HE & SAP Shells yet? YOU MUST TAKE HEAVY HE & SAP SHELLS for Dido. There's no reason not to. Take it now. NOW. Have you done it yet? Okay, good. Now we can talk. You're going to want to pair that with Inertial Fuse for HE Shells along with the usual light-cruiser suspects of Concealment Expert and Last Stand is also recommended. You've got some wiggle room after that. I highly value Priority Target and I wanted the extra charge of smoke with Superintendent (though you're not always going to get to use it). With such as a small hit point pool, the extra 2700 (or 11% total) hit points from Survivability Expert is worth taking, though you could trade one of the latter two for Adrenaline Rush if you wanted. Finally, I had a point leftover which I dropped into Grease the Gears. Here's some of the skills I'd consider but didn't have room for in my current build: Gun Feeder - On more than one occasion, I wish I had this skill when the flat broadside of a cruiser finally presented itself. Demolition Expert - Nice to have, but expensive at two points. Adrenaline Rush - Mentioned above. Radio Location - See Demolition Expert. This would be nice to have but it's too expensive given Dido's priorities. Of course, if you're only playing Co-Op and scenarios, than other than Heavy HE & SAP Shells, your choice of skills doesn't matter much. Camouflage If you unlock Dido through the Gibraltar Pillars event, she comes with two camouflage options. Her Type 10 and Atlantic camos are palette swaps of one another, providing the identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. This is Dido-s standard Type 10 camouflage. If she's put on sale on the regular later, this is the paint scheme with which she'll come. You can unlock this alternative palette for her Type 10 camouflage through completing a specific part of the Naval Aviation collection. For early adopters, they also received this Atlantic - Dido camouflage which is nice and striking. My guess is we'll see this as a purchasable option for and estimated 1,000 doubloons or 6,000 community-tokens for later-comers if they become available separately. Firepower Main Battery: Ten 133mm/50 guns in 5x2 turrets in an A-B-C-X-Y superfiring configuration. Torpedoes: Six tubes in 2x3 launchers on wing mounts straddling the rear funnel. Dido barely survives a ram attempt from Kijkduin, using her powerful torpedoes to sink the cruiser just before impact. Dido has better rearward than forward torpedo arcs. Torpedoes Let's start with the fish! Dido has surprisingly powerful fish for her tier. This is owing to her using the same torpedoes found on the tier VIII destroyer, Lightning, giving her quite a heavy punch. Their 8km range means you're not stealth firing at anyone barring extreme kiting situations or using concealment to setup a torpedo attack. However, their individual hits are devastating. A full broadside of her torpedoes will sink just about any cruiser she comes across. BUT (and I stress this but!) three torpedo hits aren't enough to take down any of the battleships she faces short of Viribus Unitis, so don't suicide charge anything that's not already damaged. Like other British cruisers and destroyers, Dido can single fire her fish which is welcome. It's just a shame these aren't a little longer ranged. Oh well, they're good at what they do when you are able to use them. Those these may be destroyer calibre, they do not have a destroyer's rate of fire. Tech Tree versus Premium I'm honestly surprised Wargaming chose to release another premium with destroyer-calibre guns, to say nothing of a whole tech tree lined based on the armament, without first addressing player concerns about their performance. Firepower wise, specialized cruisers are in a rough spot since the commander skill rework a couple of years back. Wargaming has made improvements, but super-cruisers and cruisers with destroyer-calibre weapons had their efficiency severely reduced. Ostensibly, Dido's arrival long after the rework (nevermind a full Pan Asian line dedicated to this armament choice) means that Wargaming has designed these ships with these deficits in mind. Ostensibly. Maybe they're couching their implementation with the promise of future fixes. I dunno. I can't hold their feet to the fire like I used to. These teething troubles are still apparent with Dido's gunnery and it takes a careful hand (and careful skill choices) to fix these issues. She's not quite a comfortable gunnery platform -- she gets close, but her weapons are far from the fun weapons of Atlanta and Smolensk, for example. As a premium version of Rahmat, the tier VI Pan Asian tech-tree vessel, it's natural to want to compare her and Dido. There's a lot of give and take between the two ships. Dido has better range than Rahmat, with a reach of 14.1km to Rahmat's 12.496km. This is a huge improvement. Rahmat has better fire angles on her Y-turret with a 270º arc compared to Dido's 268º. Minor, but still. Rahmat has the better rate of fire, reloading in just 7.5 seconds to Dido's 8.5 seconds. This is pretty big. Dido's shells have less drag and thus better ballistics. This is important. The reduced drag gives Dido's AP shells better penetration too. This is not so important, as we'll cover. Dido's AP shells have longer fuse timers of 0.033s instead of 0.025s. This is more of academic interest than practical. This all translates to Dido being a more comfortable platform to engage targets at a distance, which is good, but you pay for it with overall damage output. Of course, besting Rahmat's range is like bragging that your ship is faster than New Mexico. It's a pretty damn low bar to hurdle. Dido is short ranged, make no mistake, but she is the longest-ranged of any of the smoke-bearing cruisers at this tier barring Trento. Between having to choose between range and rate of fire, I'll take the range, especially when paired with Dido's improved ballistics. I'm not happy about Dido's rate of fire, especially when paired with her penetration woes. This isn't a cruiser that kills things quickly. Dido's DPM is middling. Her lack of penetration makes it very difficult to realize these numbers, however. It should be noted that Dido (and Rahmat) can boost these listed numbers by 10% by taking the Heavy HE and SAP shells commander skill, which they totally should. This bumps up Dido's AP DPM from 180,000 to 198,000 and her HE DPM from 134,118 to 147,530. With her guns being only 133mm in calibre, she doesn't suffer the accompanying concealment penalty normally associated with this skill. Dido's improved ballistics means that her AP penetration is lightly better than Rahmat's, even though they're using the same guns. This ballistic difference translates into Rahmat's shells taking 10.63 seconds to reach 12.5km. Dido's cover the same distance in 9.46 seconds and doesn't experience the same kind of floaty arc as Rahmat until a range of 13.47km. These arcs allow Dido to make good use of terrain cover to lob shells over islands. Dido's penetration isn't good. Her AP penetration is among the worst for cruisers at tier VI. Landing citadel hits against cruisers requires not only the enemy ships to provide a broadside to shoot at, but also specific armour thresholds. While something soft and squishy like Pensacola's 76mm belt over her machine spaces can be contested in excess of 12km, the 102mm plating over her magazines is proof until you get into sub-10km ranges. Dido's AP works well against lower-tiered and very light and scout cruisers but it's nowhere near reliable against higher tiered ships. The long fuse timer on her shells also makes overpenetrations more likely against soft parts like battleship superstructures. Her HE penetration doesn't get much better. Sure, the 22mm she starts with is enough to contest all destroyers and most (but not all) tier V, VI and VII cruisers she might face. This is also enough to hurt the extremities of tier V battleships and the superstructures of the remaining vessels. Taking Inertial Fuse for HE Shells greatly expands the targets she can directly hurt, being able to smouldering HE holes into any cruiser she might come across as well as opening up the extremities of tier VI and VII battleships as well. Pair this with the Heavy HE and SAP Shells commander skills and Dido's DPM starts to look respectable. This comes at the expense of setting fires, of course, but Dido's not a great fire starter to begin with. Even with a deep build into fire setting, she barely gets close to the stock-values of the 152mm armed ships. So I stress again: Take Inertial Fuse for HE Shells and Heavy HE and SAP Shells on your commanders or Dido's gunnery performance suffers. I'm not happy with this solution. It means that in order to be competitive, destroyer-calibre armed ships like Dido must pay a commander skill tax. If skills like these are so game-changing as to become mandatory, that's bad for the player-base. Players are punished if they don't take them. Dido is only ever a modest fire-setter. You can dump skills and consumables into trying to improve it, but you're only ever going to be as good as a stock Makarov. It's better to bite the bullet, take IFHE and go from there. British ships are notorious for having bad fire angles. Dido's forward fire angles are good for four out of her five turrets, but Y-turret sucks. Her rearward fire angles are pretty bad, though. There are two good points though: Her X-turret has phenomenal fire arcs and both it and Y-turret have a 360º traverse arc. Gun Handling & Accuracy Dido keeps up with the British tradition of cramming their guns in so tightly to their superstructures that it impedes their gunnery arcs. Her fire arcs are bad, with her Y-turret being especially awful. You can mostly ignore this when firing forward, with four guns capable of addressing very accute fire angles. It's just Y-turret that's nigh-impossible to bear without flashing your full broadside. Unfortunately, things are worse rearward, with her forward turrets having bad arcs. At least her turret traverse isn't painfully slow and her rear turrets can rotate 360º. So you're not going to be able to fire all five guns safely without cover. Being out in the open is just asking for trouble with Dido anyway, so use the crummy arcs as a bit of a reminder to get back into cover ASAP. Special mention should be made about her dispersion. Dido, like Rahmat, uses cruiser horizontal dispersion formulas; namely: dispersion in meters = {[(range in km) x 6.9]+33 } as opposed to the more accurate destroyer dispersion formula {[(range in km) x 7.5] + 15}. Wargaming has never been consistent with when it applies one formula or the other. Bogatyr and Krasny Krym, for example, use cruiser dispersion while ships like Atlanta, Flint and Smolensk use the destroyer version. The difference isn't huge, but it is noticeable -- especially with destroyer calibre guns that fire as slowly as Dido's do. Summary As a weapon platform, Dido is okay, but only okay. There's nothing novel about her gunnery. She's not like Atlanta or Smolensk or Colbert where a smaller calibre weapon brings the promise of a greater rate of fire. This is a shame, because spamming small calibre shells is a lot of fun. Instead, it's better to think of Dido as analogous to a 152mm-armed ship but with nerfed AP and HE performance. Her shells are bad; they can be made functional with the correct commander skill build, but that's more of a bandaid solution than a true fix. You can bring them up to a state of usability but they're never going to cross that threshold into being truly competitive. The same goes for her fish. They hit like trucks (which is awesome), but having only three isn't enough to make them a true trump card. Furthermore, her 8km range is only ever going to be okay and not great. She'd need another 2km onto their range to become something that could be used on the regular and another 2km beyond that to become a mainstay weapon. VERDICT: Very meh. Functional, but very meh. Durability Hit Points: 23,600 Bow & stern/superstructure/upper-hull/deck: 13mm / 10mm / 89mm / 25mm Maximum Citadel Protection: 89mm belt Torpedo Damage Reduction: 4% That's not a lot of health. I don't think anyone was expecting Dido to be anything but squishy. She's not a heavily armoured cruiser and as far as tonnage goes; she's quite small compared to her contemporaries. The only question I had was whether or not she would get access to a Repair Party consumable to pad these vulnerabilities and the answer is decisively: "Very no". As it stands, it takes as little as a pair of 381mm citadel hits to send her to the bottom. Fun! I'm not going to tell you that "Akchooally, dis is gud," cuz it's not. This sucks. This sucks moose balls. This sucks so much that it makes Survivability Expert not only a viable skill choice, but arguably a necessary one. The commander skill-tax on patching Dido's flagging performance gets more and more expensive (for those keeping track, we're up to 10 mandatory skill points). The only decent thing about Dido is the size of her citadel. It's a small target and in my playtesting, its small size has kept me alive just a little longer as players overestimate it's scope. So catastrophic ends, while still possible, are a little less likely owing to this small target. Of course, once word gets out and familiarity with this ship jumps up with exposure, this advantage will mean less and less. Most of us now know how to blow apart an Omaha-class or an Emerald, for example, despite their citadels being smaller than higher-tiered cruisers. That same kind of baseline knowledge will eventually disseminate down to Dido as well and she'll pop as readily as the rest of them. Still, you might be able to pull off the occasional troll manoeuvre. Angling in Dido is generally a bad idea as even 203mm AP shells can overmatch her bow and blow her machine spaces apart (incidentally 203mm AP can overmatch much of her citadel roof too, so dueling with American heavy cruisers is generally a stupid idea). Remember that at ranges less than 8km, it's better to show a full broadside to most enemy battleships than to try and angle against them, trusting that their AP shells don't have sufficient time to arm inside your ship. This doesn't work for shorter-fuse timers from AP shells, such as the 305mm rounds on König, Scharnhorst's 283mm or Yukon's 381mm guns, but go nuts on trying it out against other battleships. Just remember: flat broadside. Any kind of angle and you risk giving enough room for those shells to pop you good. Given Dido's short range, German secondaries ended up being something I dreaded facing. HE of just about any calibre hurt and it's important to keep a respectable distance away from anything bristling with functional (or semi-functional) secondaries. This dittos for HE spam from gunship destroyers, but they tended to keep a healthy distance from Dido's guns for the most part. So, yeah. Dido's durability sucks. No surprises there, though, so don't get hit. Dido is made of squish. Dido's citadel is much smaller than players might think. You have to aim beneath her funnels to score citadel hits. Otherwise, you're very likely to overpenetrate. Dido's citadel is shown here in yellow. Her magazines do not count as part of the citadel and are featured here in dark red. This image comes from Gamemodels3d.com.. VERDICT: Bad but not like, meme-worthy bad (which would be kind of redeemable). Shooting beneath Dido's turrets may disable them or even knock them out, but you're not getting citadel hits if you aim there. You can try baiting shots here by offering up a full broadside at very close ranges, trusting her thin armour to prompt overpenetrations from battleship calibre guns. Agility Top Speed: 32.3 knots Turning Radius: 580 meters Rudder Shift Time: 6.5 seconds 4/4 Engine Speed Rate of Turn: 6.9º/s at 25.8kts Main Battery Traverse Rate: 10.0º/s Dido does not have all of improved agility characteristics as other British light cruisers do. Still, Dido has some pretty good agility according to her in port stats. She has a tiny turning circle radius and a good rudder shift time. However, the tech tree British light cruisers and destroyers have improved engine performance, given them much better handling than their stats alone would otherwise indicate. Dido gets a half-measure of this bonus. She accelerates much faster than normal ships. However, she doesn't get the improved energy retention in a turn, decelerating to the normal 80% of maximum speed when she comes about instead of retaining 97.5% to 98.5%. You can see this here in the time it takes the tier VI cruisers to each 30 knots. The percentage in brackets is how much 30 knots is relative to their top speed, with the idea being that the closer this is to a ship's maximum speed, the longer it will take them to accelerate. 10.0 seconds Dido (92.9%) 10.5 seconds Perth (92.3%) 10.8 seconds Leander (92.3%) 11.3 seconds Mysore (94.9%) 22.9 seconds Dallas (92%) 23.8 seconds Molotov (83.3%) 24.3 seconds Budyonny (85.5%) 24.5 seconds Duca d'Aosta (82.0%) 24.9 seconds Trento (85.5%) 26.5 seconds Aoba (85.5%) 27.0 seconds De Grasse (89.6%) 27.5 seconds London (92.6%) 27.9 seconds Huanghe (90.6%) 28.8 seconds Pensacola (92%) 29.8 seconds Kijkduin (90.6%) 30.8 seconds Canarias (90.6%) 32.1 seconds La Galissonniere (96.8%) 32.1 seconds Nurnberg (93.8%) 32.1 seconds Makarov (93.8%) 35.5 seconds Devonshire (95.5%) It's obvious looking at this that Dido, along with Perth, Leander and Mysore, has much improved acceleration over their peers. She's hitting 30 knots while they're struggling to make 10. Even when her rivals are equipped with Propulsion Modification 1, their acceleration just doesn't compare. Here's a few examples of the same test, but this time equipped with the upgrade: Dallas: 20.8 seconds (2.1s faster) Budyonny: 19.2s (5.1s faster) Nurnberg: 26.9s (5.2s faster) Duca d'Aosta: 19.4s (5.1s faster) (Note: There's something weird going on with Dallas). So other than that, there's nothing too surprising going on here. Dido's not especially fast (she's not slow either). She has a good rate of turn, but not outstanding. Her turning circle radius is nice and tight, which is great. She doesn't get top marks in this category (Perth and Leander are a thing), but she's pretty damn good. Dido combines the small turning circle radius of Huanghe and Rahmat with the improved acceleration of Mysore, Leander and Perth. She does not have the improved energy preservation of the latter two, though, which would have spiked her rate of turn from 6.9º/s up to 8.4º/s! VERDICT: On a scale of one to awesome, Dido is super-great. Anti-Aircraft Defence Flak Bursts: 2+0 explosions for 1,260 damage per blast at 3.5km to 5.2km Long Ranged (up to 5.2km): 63 dps at 90% accuracy (56.7 dps) Medium Ranged (up to 2.5km): 63 dps at 90% accuracy (56.7 dps) Short Ranged (up to 2km): 94.5 dps at 85% accuracy (80.325dps) DPS Aura Ranges Total DPS by Range Effective Damage vs 186.2knot Aircraft Dido's AA firepower stinks worse than unwiped monkey butts. And I take issue with this. Dido's 133mm only have a 5.2km range and this makes me grumpy. 'What's the big deal?' you might justifiably ask. After all, the dual purpose guns on the KGV-class, Famous & Historical Monarch and Yukon all share the same range. It's that consistency which is bothering me. You see, Rahmat, using the same guns, gets a 5.8km range. Yeah! No consistency there. In the Pan Asian cruiser's case, I imagine it's to make the 133mm guns feel like a 100% upgrade over her 113mm weapons. Can't have the upgraded guns making her AA worse now can we? I also take exception to Wargaming's game design in regards to large calibre anti-aircraft firepower. It's been troublesome and busted since the rework back in 2019 and no iteration has worked sufficiently to my liking. It nerfed the Hell out of Hood's defensive AA rockets. It made Atlanta's AA power go from top tier to bottom. It makes Dido's AA power terrible in game, despite having a good track record historically. This is not the first ahistoric gameplay element to marr World of Warships but given the sorry state of surface ship to aircraft interaction, it's infuriating to me that Wargaming still hasn't ressurected the AA-picket ship role that has been gone since patch 0.8.0. Dido was a chance to amend this and they didn't take it. I'm not surprised they didn't. The whole CV rework reeks of incompetence three years on. Dido's AA, when paired with Defensive AA Fire will shoot down a plane or two so long her small and medium calibre AA guns are still intact (these will break as soon as you get hit by HE). She doesn't do enough damage, nor does she spit out enough flak bursts for any specialization into this role to be worthwhile. So don't bother. A few HE rounds between the funnels will strip her of most of her small and medium calibre AA and there's nothing you can realistically do about it. VERDICT: Ahistorical and laughably bad. Vision Control Base/Minimum Surface Detection: 10.54km / 9.2km Base/Minimum Air Detection Range: 5.78km / 5.2km Detection Range When Firing in Smoke: 4.43km Maximum Firing Range: 14.1km There's good and bad here. THE GOOD Low surface detection Upgraded aerial detection matches her long-range AA battery range Smoke! THE BAD Cannot stealth-fire torpedoes No access to Hydroacoustic Search Each smoke cloud only lasts 35 seconds (a max of five salvos) It's the lack of access to Hydroacoustic Search that stings the most. Especially because her Defensive AA Fire is so bloody useless when paired with her abysmal AA values. Parking in smoke out in open water is just asking to get fish shoved up your butt, which is an embarrassing and carpy way to go out. I found myself prefering to keep smoke on standby while using islands as my prefered way to keep out of sight. Using smoke if spotted by aircraft or by an unseen vector became the better play. I even used it to help flush out a destroyer in a Ranked Batlte which was much more useful than parking in it. If Dido did have hydro, she could make some aggressive plays on occasion and behave a little more comfortably in open water, but it's not meant to be. Overall, she's good here. As limited as her Short-Burst Smoke Generator is, it's still very handy to have and it will help you win games. I'm just being bitter. Islands make better waifus than smoke. VERDICT: Good save for lacking hydro Anti-Submarine Warfare ASW Armament Type: Depth charges Number of Bombs per String: Five Number of Strings Carried: Two (may be increased to four with Depth Charges Modification 1) Reload Time per String: 40 seconds Drop Pattern: Rolled off rear deck in a line. Maximum Bomb Damage: 5,000 (estimated 2,567 damage) Fire Chance: 20% At the time of writing, submarines have been removed from public testing. I'm merely recording the data as it exists. It may become relevant later. Without Hydroacoustic Search, taking on subs is going to be a bad idea with Dido. Drop order of Dido's depth charges. Final Evaluation So Dido's good. Not great, but she's good. She's a cruiser with smoke that exists in an environment that's not saturated with Surveillance Radar and claustrophobic maps with lots of islands to shoot over. She'd have to be pretty terrible across most metrics not to do well. I'm not a fan of her given her lack of Hydroacoustic Search, mostly because I like bold-aggressive plays at low and mid-tier matches and not having the tools to dig out lolibotes sours me to the whole experience. Go figure, I don't have fun when my own idiocy gets me justifaibly blown out of the water for over-extending. Her lack of AA performance also bothers me considerably more than it should, admittedly. I wasn't looking for her to be god-tier when it came to shooting down planes. I just expected her to be better than bloody Molotov and Leander for crying out loud. But such isn't meant to be. Sucks to be me and have my preferences, I suppose. I admittedly haven't played her as much as I should, what with trying to get some Ranked Battle time in and poking at Canarias too. Still, the more I played her, the better things were turning out. I'm very curious to see how the community receives her. I personally feel her tiering holds her back. Wargaming just isn't incentivizing playing mid-tiers enough and they really should. I think it's a riot, but that's just me. Speaking of preferences, London is the better buy when it comes to tier VI premium British cruisers. She's much more reliable and nasty. In Closing I want to talk a little about what goes into making one of these reviews and just how much of a time investment these are. This one graphic demonstrates it quite well, I think. It takes me about two hours to put together one of these twirling graphics, assembling it through assets I make by hand with MS Paint and a calculator and then importing them over to photoshop to piece together in layers. That's already a lot of work, but it's only scratching the surface. There was no template for this. I had to make it. That took a lot of trial and error and a lot of botched attempts. I listened to feedback from my readers and my peers on how to improve my earlier results until I could create something that would show with a reasonable level of accuracy, how individual ships performed in a way that cut through the obfuscation of in-port statistics. I'm reasonably happy with how these turned out, though the number of ships at a given tier is making them too cluttered, so I will have to pair them down to only the relevant ships. But that still doesn't speak to all of the work that went into this, because there's all of the data collection that went into it as well. Simply timing ships twirling isn't all of it either (as arduous a task as it is keeping that database up to date). That ignores all of the testing and head scratching and math that went into figuring out how the in-port stats were created in the first place. This was further complicated by just how many ships had incorrect values listed in port too which created further hurdles. I have over 100 hours of recorded twirling data in my archives. 100 hours spent watching ships twirl in circles. And this is just for one graphic, I remind you. This has been repeated for other elements as well, be it detonations and module damage, smoke emission and ship hit boxes or god knows how much time I've lost trying to map dispersion. I'm not getting that time back short of using the data to share information. And I'm just speaking about my own time invested in these. @Lert and @Chobittsu are right there beside me, listening to me grumble. They provide feedback and suggestions, art and editing. To be able to speak confidently about any one aspect of a given ship's performance -- something I can back with actual provable stats -- takes time. It takes more time than you might assume from some throwaway DPM graphic or a funny little blurb about moose-testicles or an Angry YouTuber "meh". These reviews stand upon a a mountain of 'behind the scenes' work, an investment of a bunch of time about a video game that, let's be honest, hasn't treated me well over the last couple of years. It's hard producing these reviews. It's a lot of hard work that's built upon a lot of other work done in the past. Every new ship that's added to the game increases the workload. The last time I reviewed a tier VI cruiser, I didn't have to worry about Rahmat, Canarias, Dido or Kijkduin. Now I have to make sure those ships are covered too. I say this all not to complain, but to express my gratitude. The only thing that makes all of this time spent worthwhile is that you all see value in what I do here. For that, I am forever grateful. Thank you for reading.
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so with San Diego coming to wows we now have a total of four Atlantas in game ignoring Atlanta b and San Diego's stats are concerning. as it is basically a low tier austin a ship that is known to not be that good. to make San Diego more enjoyable it should get the same consumables as Atlanta and 3 second reload with a heal instead of the unlimited MBRB. that is all.
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The Queen of Carthage, or Queen of Carnage? a Review of HMS Dido
Commissar_Carl posted a topic in General Game Discussion
In March of 2021, more or less on a whim, I wrote a proposal for HMS Sirius to be added to the game. As I did my research and created the proposal, I discovered what I thought was a veritable goldmine of ships. The Dido class of light cruisers had a wide range of variations under it, from the 5 turret ships that we think of first when we think of the class, the improved 4 turret ships such as Black Prince and Bellona, the 4.5 inch toothless terrors Scylla and Charybdis, and even some wilder things such as HMNZS Royalist and the proposed 1951 emergency cruiser, there was a wide berth of potential within these ships. And the most surprising part of this was that of the 16 ships built, the largest class of cruisers that the Royal Navy had in the war, none were featured in the game. But after 6 years, we now have a member of the class ingame, the lead ship no less, HMS Dido. I haven’t bought a premium ship in ages. The last one was HMS London and that was early 2020. But with HMS Dido in the game that has changed. Should it have? Was HMS Dido a ship worthy of being a premium? Is Dido a good ship? Is Dido a fun ship? Does Dido like headpats?And did WG relent and change the camouflage? In this, hopefully the most comprehensive review (sit this one out @LittleWhiteMouse, I got it) we will cover all of this. The history of the ship, the strengths and weaknesses of her in game, and finally, if this boat is worth your hard earned currency. HMS Dido, a brief history Dido commissioned in September of 1940, one main gun turret short of the 5 she was supposed to have. 1941, Dido would get her combat introduction in the costliest engagement the Royal Navy had in the entire war. At the battle of Crete she was part of a force that destroyed a Italian invasion force, and during the evacuation she was hit with a 1000 KG bomb that destroyed B turret and almost caused a magazine detonation. She was refit in New York with two new turrets and returned to the Mediterranean. From here she was in the Second Battle of Sirte, where she and 3 of her sisters faced down an Italian fleet featuring the modern battleship Littorio, and while no Italian ships were sunk, neither were the British, and the convoy that Dido was escorting was not attacked by the Regia Marina. The Regia Aeronautica had a hell of a time with it though. She served in the Mediterranean until in September of 1943, she sailed into the harbor at Taranto along with Sirius and the fast mine-layer Abdiel and deposited the British first airborne, seizing the harbor. Through the middle of 1944 she provided shore bombardments up and down the Italian and French coasts. In the winter of 1944, she joined the arctic convoys and acted against German convoys off Norway. And finally, at the end of the war she sailed to Copenhagen to accept the surrender of the Kriegsmarine, firing the last naval round of the war in Europe at a Luftwaffe plane on the way. Days later, the Kriegsmarine surrendered on her deck. Dido is very worthy of having a premium in game. HMS Dido in game. HMS Dido is a tier 6 Royal Navy premium light cruiser, using small caliber guns for her tier and relying on her excellent stealth, maneuverability, and DPM to overcome her armor and hit point deficiencies. As with my premium ship proposals, I will be discussing all these characteristics in the order they appear in port, which means that we will be talking about armor first. Armor. Didos armor, as visualized by a her Anime doppleganger Dido’s anime doppleganger likes headpats. Dido in WOWS does not. Dido in WOWS has armor that can be best described as objectively terrible, and a HP pool that does no favors for that terrible armor. So, what makes this armor so bad? 1.The plating is 13mm. the good news is that this is capable of bow tanking 152mm AP shells and below. That is all the good news. 8 inch shells will autopen the armor, meaning that bow tanking gives them guaranteed pens… at a minimum. HE will always pen the armor, and apart from the armor belt, there is essentially no area of armor that will bounce HE, so you will take tons of damage from HE spam. 2. Unlike ships like Emile Bertin that have such little armor that AP often overpens, Dido’s 89mm belt armor is enough to arm AP fuses and guarantee full pens from the side. The only plus is that if you angle against cruisers and destroyers trying to citadel you, you can bounce AP with this belt, and you will shatter HE that hits the side of the ship here. 3. Dido has a above water citadel, modeled with a 13mm roof over the machinery spaces that means that shells dropping down will overmatch and penetrate. The rest of the roof is a measly 25mm. Between these three things, Dido takes damage, and quickly. Which would be fine if she had a large healthpool, or a way to regenerate health. But she doesn’t, and she doesn’t. With a health pool of a miserable 23600 HP she is last in tier, and she has no repair party like all the other Royal Navy cruisers to keep her in the game. In essence, every ship that shoots at Dido is going to be getting their moneys worth out of their shells. Module health is pretty pathetic too. With a whopping 13mm of armor on the turrets, you will lose these if you come under fire. With this miserable survivability, Survivability Expert becomes a must. The 2700 HP you gain from it amounts to a 10% HP buff, and you need it. Even still, Dido will have the lowest HP for her tier. With this kind of protection, how does Dido make up for it? Armament. Well, don’t look to her guns to really make up for her armor, because they aren’t great. They aren’t horrible either, but they are lacking in one very important field, and that’s DPM. As we can see from the DPM chart, Dido sits in the middle of the pack as far as HE DPM goes. Most of the other light cruisers beat her, with only La Galissonniere, stock Rahmat that no one should use, and Huang He being lower in HE DPM. And La Galissonniere has main battery reload booster to up its DPM on occasion, so really Dido has the second lowest HE DPM of the tier 6 light cruisers. Its guns fire at a rate of 7 rounds per minute, or one salvo every 8.5 seconds, and as a historical footnote this is the absolute lowest that Dido’s could fire in combat without the gun crews getting court martialed. As a personal footnote, I'm of the belief that the Didos could maintain 10 RPM indefinitely, but that's for another topic. AP DPM is similarly low, with Dido only outperforming Huang He, Mysore, and the 113mm Rahmat as far as light cruisers go. And things get worse… and maybe a bit better when we consider the gun angles that Dido can shoot at. Her over the shoulder arcs are pretty bad, no one is excited about angling 37 degrees when the armor is as bad as it is. The fourth turret has really good arcs though, needing only 20 degrees off the bow before it can start shooting. But the final turret, oh goodness. It requires a crushing 47 degrees of traverse before you can get it into action. The only good thing about this atrocious angle is that Didos armor is horrid to begin with, so all you will really lose with getting this last turret into action is a smaller profile to hit, and 152mm autobounce. In some situations, the benefits of getting all guns into action outweigh the armor advantage. With miserable DPM for a light cruiser, concerns that the shells won’t perform and will reduce DPM even further are not unwarranted. The concerns are as follows. 1. Her shells may be too small, unable to do direct damage and unable to meet the theoretical DPM. 2. Her fire chance may suck, meaning that she doesn't do damage over time as often as the others. Well, she doesn’t have to worry too much about her shells. Dido’s HE penetrates 22mm of armor natively. Now that may not seem like much and is out-penetrated by the 25mm of armor penetration that the 152mm gun cruisers have, but with IFHE we see the difference. Dido with IFHE penetrates 27mm of armor. A 6-inch cruiser with IFHE penetrates 31mm of armor. What 27mm of armor penetration means for Dido is that it can penetrate every heavy cruisers plating in the bracket, and the plating of tier 6 and 7 battleships. What 31mm of armor penetration means for the 6-inch cruisers is that it can penetrate every heavy cruiser’s plating in its bracket, and the plating of tier 6 and 7 battleships, but not 8. Dido is on a level playing field with the 6 inch cruisers in terms of actually penetrating with her shots. And with a skill that can best be applied to Dido, her per shell damage is not too far off. The Heavy HE shell skill allows cruiser HE to do 10% more damage per shot, and for ships with less that 149mm main caliber weapons (like Dido) there is no downside to taking this. With this skill, Dido goes from doing 300 less damage per shell than a 152mm cruiser to 110. Not bad. And the AP… it really isn’t bad either. It has no special gimmicks like improved penetration angles or improved fuses, but the 5.25 inch cannons were actually pretty capable weapons, able to penetrate 76mm of armor at 13 KM and 100mm at 10, Dido can reliably do AP damage and score citadels to cruisers that give her a broadside, same as any other light cruiser at her tier and differentiating herself from the Atlantas. So, with her guns being not at too big a disadvantage in damage on a per shell basis, perhaps the great difference is in her chance to cause fires. There’s a lot of data on here, but this chart basically shows a tier 6 ships fire per minute chances against another tier 6 ship if it lands all of its shots. The blue line is for base fire chance, red with Demo expert and all flags, yellow for IFHE, and Green for IFHE, flags, and Demo expert. And Dido does not do well here. With a decent 8% fire chance per shell, it’s the reload that cuts into her ability to start fires, with only Duca d’Aousta performing worse as far as the in tier light cruisers go. Even some of the heavy cruisers will start more fires per minute stock, and if Dido takes IFHE she becomes almost the worst fire starter in tier. As one last thing, the guns feel comfortable enough once you get past the gun angles. The turrets rotate at 10 degrees per second, so she wont outturn them. The rear turrets can rotate 360 degrees, which for some reason the front turrets cant do. Further, the shell arcs are very comfortable. They have a arc but not near as bad as something like Atlanta, allowing you to fire over islands without such a issue with leading targets. In all, apart from their DPM, these guns are potent for their size. Only their reload holds them back. Torpedoes: Dido’s torpedoes, they're pretty good too. Familiar as well, because they are just Fiji’s torpedoes. Put simply, they have average speed (61 knots) average damage (15833 per torp) and a pretty good range of 8 km. They are helped by pretty darn good torpedo angles, able to be fired from only 33 degrees off the bow and 25 degrees off the stern. Add in the single torps, and the fact that the tubes reload in 72 seconds, and you have a versatile tool. Don’t expect to get too many devastating strikes on full health battleships, but as a finishing blow, a harassment tool, and a damage enhancer these are pretty great. In situations where you have to retreat from a flank, these torps should be your go to before your guns. Man, getting all three torps is glorious... he lived though. Depth Charges: This is a new one, and as a testament to the ASW mechanics current, this is a afterthought. When you hit G, 5 charges roll off of a rack on the back of the ship, there is no fancy pattern, just a simple line of charges that you put on the sub. If you manage this, you will most likely kill it. This is only valuable late game, and if the sub is too far away to call his friends. Otherwise, going sub hunting will get you sent back to port. The only thing that makes sub hunting not totally suicidal is the smoke generator which you can activate once you sunk the sub to try and avoid extra damage from the ships which will doubtless be shooting at you. AA: Get ready for a shock, but Dido… does not have good AA. In fact, I’d say that its AA is bad. Now you may be thinking “what, a AA cruiser with bad AA?” and I don’t blame you, as the description of the boat calls it a anti-aircraft cruiser, but its aa is bad. And that’s because Dido isn’t a AA cruiser. Dido was designed as a trade protection cruiser, with the guns main goal being to destroy auxiliary cruisers and merchant raiders, and destroyers. Now, the guns did have a aa capability, but if these were truly supposed to be AA cruisers, they would have been designed to use the 4.5 inch cannons that you can see on Rahmat. These would have a faster fire rate while still maintaining more than enough payload to take care of aircraft. The 5.25 was designed to shoot at ships first , and planes second. But even with a historical precedent for the AA being not great… its worse than it should be. So what are the problems with the AA? 1. It's too short ranged. the one thing that the 5.25 could proudly be best in class at as far as naval AA guns go was its range, outdoing the american 5"/38 and numerous other guns. in game it gets outranged by these and frustratingly even the 4 inch guns found on Leander, London, and Devonshire. With only 5.2 km in range to their 5.8, it has less influence and allows enemys to get through quicker when attacking. Being too short ranged is also a issue with the intermediate armament. the pom-poms only reach out to 2.5 km tops. 2. The flak bursts are underwhelming. For a start, they perform worse than the 5”/38 of the Americans with only 1323 damage as opposed to 1330. Even wors, there’s only 2 bursts per cycle, which happens every 2 seconds. And finally, they stop at 3.5 kilometers, leaving a kilometer dead zone between the bursts and the pom poms where enemy planes won’t be taking much damage. When you rate Dido by raw dps she’s in the bottom half of her tier, and when you adjust for range she’s almost in the bottom quarter. But Dido does have a button you can push to make all that better, Defensive AA. But even with this skill, which adds 50 percent to your continuous damage and quadruples your flak power, Dallas, Pensacola, Rahmat and Huang He still put out more effective AA fire WITHOUT Defensive AA, and Devonshire and La Gal are not far off. And Dallas, Pensacola, Rahmat and Devonshire can all take Defensive AA as well. Really, with Defensive AA, you are hoping that the flak bursts spawn in the right place, and with only 2 (max 3), the odds aren’t great. I would have loved to see Dido with the same stats but with the 5.25’s range and flak bursts buffed. With a 6.2 km umbrella and 3 bursts (4 upgraded) with something like 1400 damage, Dido could have been a good AA ship. As it is, if you are looking to get a AA cruiser that punishes aircraft carriers, this ain’t it chief. Against a Kaga, with Def AA, I shot down 1 plane in this attack. Yay. Oh well, maybe someday we’ll get Scylla. Maneuverability: Dido is not a particularly fast ship, topping out at 32.25 knots. But Dido’s great strength is not speed, but agility. Dido has a lot of things going for her with regards to her ability to turn. First, she has the second tightest turning radius in her tier at 580 meters. Second, she has the RN CL acceleration, meaning that she can go from a standstill real fast. And third is that because she cant take propulsion mod 1, she will by definition take steering gears mod 1 giving her a rudder shift time of 5.2 seconds. She is only beaten by Huang He in terms of turning radius and turning rate, and can pretty comfortably maneuver around. With this, it is somewhat possible to dodge shells at range. Use this to your advantage. Summed up, Dido doesn’t go fast, but she can dance. Concealment: Dido’s concealment is pretty good. With 10.54 km base detection she can get that number down to 9.2 km. While not enough to outspot any destroyer, she will either outspot or spot enemy cruisers at about the same time, with only the other British light cruisers beating her. Only Huang He has such a advantage that she can use her concealment to dictate the engagement against Dido, as opposed to the ships just blundering into each other. But Dido does not only have pretty good base detection to help her concealment, for she gets smoke as well. With a 15 second action time, 35 second dispersion time, and 80 second reload between 5 charges… this smoke isn’t great. For starters, this smoke has the shortest usage time in the whole game. From the second you hit the key to when the smoke dissipates you have 45 seconds. This is only enough for 5 salvos. If you were moving when you popped the smoke and want to hold fire until you stop , this is reduced to 4. Also not great is the total amount of time the ship can spend in smoke in a match. With 225 seconds of total time, its second lowest in its MM spread, only just beating the German tier 5 destroyer T22. Even the time you spend between smoke is not great. With 45 seconds between charges, you do beat the Germans, Japanese, Soviets, and British cruisers but are left out longer than the Americans, British destroyers, and Pan-Asians. By raw numbers, this is one of the worst smoke consumables in the game. Dido being sneaky. I'm sure shes in there somewhere Even still, smoke is such a powerful consumable that there is a silver lining. Burning a charge just to break line of sight and reposition does not leave you waiting minutes for your next smoke, and this allows for probably the most flexibility with regards to smoke usage in game outside of the RN DD’s. Under air attack? Pop smoke and Def AA and angrily shoot out. Caught out of position? pop smoke and plan your getaway. See a enemy ship and have no cover nearby? Pop smoke and blast them. The short duration even helps alleviate one of the main concerns that I had with Dido, that being that without hydro, she’d be torpedoed in her smoke often. But with the short duration, usually you are already gone by the time torps get to you. You do have to think a bit more using this smoke, but despite its shortcomings it can still be potent. So now, with all the stats covered, the big question. Should you get Dido? PROBABLY NOT This is not the conclusion that I wanted to reach. I mean, I’ve centered my whole WOWS identity around this class of ships. But I cannot really recommend anyone get Dido for any reason. And this is because of one fact. We already got one. And it’s a bit better. Rahmat is just Dido. Not simply a Dido class, but Dido herself. As a bit of Dido lore, there were precisely 2 distinguishing features between Dido and the rest of her class. One of them is the degaussing wire. On Dido, it is external. On the others it is internal. The other factor is that Dido had a cross bracing on her forward tripod. Guess what Rahmat has? Now you may say that Rahmat doesn’t have the degaussing wire, and also has different AA. The problem with this is that 1. Dido doesn’t have the right AA either (she’s been robbed 2 20mms on the bridge wings) and 2. Dido was scheduled for a refit in 1945. With the tiniest bit of imagination, we can say the refit moved the degaussing wire internal like her sisters, and upgraded the AA. And boom, Rahmat is just Dido in 1946. And Rahmat is better than Dido. Let’s go through the list. The guns on Rahmat top the HE DPM of the tier. Dido has better ballistics and better range (guess the Malaysians thought ballistic caps weren’t worth it) and can citadel destroyers a bit better and hit far off targets a bit easier so it isn’t all one sided, but in most situations DPM is King. The torpedoes on Rahmat are longer ranged, and sneaker. Yes the torpedoes on Dido can be single dropped for more accuracy and can hit destroyers, but in general Rahmat’s are a better pick. For ASW work Rahmat gets 9 depth charges a drop to Dido’s 5. Rahmat’s AA is so much better than Dido’s that she does more damage without Def AA than Dido does with Def AA. Rahmat has better concealment Rahmat has a better smoke in most every circumstance. Rahmat has the same armor and HP. And Dido finally scores a win with better acceleration and rudder shift. A few of these things Rahmat is indisputably better than Dido. AA, Concealment, ASW, its no contest. Survivability is literally the same. Dido wins in Agility. But in 3 fields Dido is ‘situationally’ better. There are times in Rahmat where I miss the ballistics of Dido or the range of Dido. There is never a time in Dido where I don’t want better DPM. There are instances where the single launched torps are better. Usually, they aren’t. And you can use Dido’s smoke in situations where you just wouldn’t use Rahmat’s. but playing Dido, I feel like I am having to work harder to get the same results. Rahmat is better in coop and operations, better in randoms, I can’t imagine getting Dido into Ranked or competitive. Now, this isn't say that Dido is necessarily bad. I have pretty much enjoyed my time playing her on the live server. I just think I may have enjoyed that time a little bit more in Rahmat, and I am sure that it would have been easier Even getting Dido for historical reasons has some issues. For a start she’s missing some of her AA (as mentioned above) and… I'm going to talk about the camo for a moment. The Camo Didos camo as announced and as it is in game. From day one, the first day that this ship was announced, I was very publicly banging on about how Dido’s camo was not right. This went through the NA Forum guys, and through reddit, all the way up to Sub_Octavian. He talked with the history guys, and they said it was good to go. I implored them to dig a bit deeper, and be sure. They replied with a public post, where I learned that the source that they were using was Malcolm Wrights “British and Commonwealth Warship Camouflage volume 3.” This is not a good source for ship camouflage, as the author didn’t record where he got his information from and in many cases was recalling details he had heard 25 years prior to writing the book. So again, I pressed Wargaming and they resolved to look into it further. In the end the changes that we have gotten were a change of the hull color to be accurate and a removal of the rust. On my scale of happiness with changes, that’s a 2/5. But, this isn’t over. I’ve been in contact with Wargaming since then and they are very aware of the camouflage issues with the ship. Perhaps they will update the camo. Perhaps they will add a new one. Perhaps nothing will happen. In all, WG has been remarkably receptive to hearing feedback, and have been nothing but incredibly cordial in all communications, even when I got a little salty. Which is good. Hopefully they will throw Malcolm Wrights book in the trash as a bad source that can be easily proven wrong. I just wish that their turnaround time was a bit better. But if you want the Historical Camoflauges, and are OK with not being able to see the anime skins and king kongs, id recommend downloading this mod by Albrecht_Brandi, which gives you the Camo Dido wore in late 1943 during the landings at Taranto and Salerno. So when you get enough of these Mediterranean tokens to get a ship, get Canarias, or at least get Canarias first. I don’t know if Canarias is better because I haven’t played her but I know that she is unique and Dido is a ship with the same playstyle as a ship that is 99% the same but a little better. Equipment But, if you are crazy, and are just hell bent on getting Dido for whatever reason, this is how you should set her up. Being tier 6, Dido has only 4 equipment slots. And good news is that there is only really one way to load these out. Slot one is going to be main armaments modification 1. The turrets are weak enough to need this. Don’t take auxiliary armaments because you don’t have any. the odds of detonation are very low as the magazines are underwater. And for the love of god don’t spend coal on damage control party 1. Slot two is a toss-up between engine room protection and defensive AA mod 1. Engine room protection will help if you’re getting shot, but Dido has such crappy armor and so few hit points that the odds of you benefiting from this skill is low. Defensive AA 1 fire 1 requires you to shell out 17,000 coal, and is only decent when there is another carrier, but having longer lasting Def AA that reloads quicker is nice when there’s another carrier. Slot three is just aiming systems modification 1. Improving dispersion and torpedo train rate is better than all the other options here. And for slot four , steering gears modification 1 should be your pick. Captain skills. Going to say this one last time, there really isn’t a good reason to get this ship because she is also a horrible captain trainer, using wildly different skills than every other ship in the Royal Navy. Like her Azur Lane counterpart, she really needs a dedicated commander. You still getting Dido? OK. for your one point skill, either grease the gears to give yourself more comfortable gunnery, especially when turning, or incoming fire alert to give you time to dodge long range fire. For your two point skill, either demo expert, or focus fire training to try and redeem the AA. I’d take demo expert. For your first skill 3, take heavy HE and SAP shells, adrenaline rush, or survivability expert. For your first skill 4, take IFHE or concealment expert Your next skill 4 should be the one you missed last time, Finally, get the skill 3’s that you missed first time around, and cap it off with the missing 1 pointer. This is my recommended build. Conclusions I hope I helped people determine where to put their hard-earned tokens, or even hard earned doubloons, and hope that anyone who is getting Dido at least knows what they are getting into. I will not make this a habit, holy ship, reviews require a lot of work, and my graphics are comparatively terrible next to what LittleWhiteMouse does. But, if WG ever puts out a Scylla, or a Bellona or Babur, or a Royalist or emergency cruiser, you can bet I’ll come running.- 30 replies
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Complete List of all Canadian Warships that fit into WoWS
Captain_Crooked_ posted a topic in Player Feature and Gameplay Suggestions
Complete List of all Canadian Warships that fit into World of Warships. Hello Fellow Canadians! I am here to create an complete and comprehensive list of all Canadian warships which are capable enough to be added to the game (so no minesweepers/escorts) and what class they are, and as to which tier they can be added, to the game. This list is to include warships from all era's, as well as any notes I may make about particular ships if they have differences from the standards of their class. I've tried to list each class in order of their tier, and then the ships in alphabetical order. Destroyers: Thornycroft M-class This class would provide gameplay that would probably be a Hybrid between Umikaze and Storozhevoi gameplay. Tier 2 -HMCS Patriot -HMCS Patrician Wickes Class: The Canadian Navy acquired several Wickes Class destroyers. As that class is already present in game, it would take nearly no effort to make any of these ships a premium. The un-modified ships are suitable as Tier 3 -HMCS Annapolis (Has a removed Funnel, due to a boiler that was damaged and never replaced, still tier 3) -HMCS Caldwell -HMCS Chelsea (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS Columbia -HMCS Georgetown (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS Hamilton (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS Leamington -HMCS Lincoln (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS Mansfield (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS Montgomery (Technically all ready exist in the game, this is ex-USS Wickes herself, leadship of the Wickes class, would be similar case to the USS Benson, which exist in game as a USN ship, as well as after she was renamed to "Lo Yang" by China) -HMCS Niagara -HMCS Richmond -HMCS Salisbury (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS St. Clair A - Class Also known as River Class in the Canadian Navy, This Class is Solidly Tier 3 or 4, depending on torpedo quality and stealth perimeters WG gives it. -HMCS Saguenay (Noteworthy as being one of the only two River class destroyers built specifically for the RCN) -HMCS Skeena (Noteworthy as being one of the only two River class destroyers built specifically for the RCN) C - Class Also known as River Class in the Canadian Navy, This Class is Solidly Tier 3 or 4, depending on torpedo quality and stealth perimeters WG gives it. -HMCS Assiniboine -HMCS Fraser -HMCS Ottawa (H60) (Had "Y" gun & her rear torpedo launcher removed for submarine warfare purposes. Tier 3) -HMCS Restigouche -HMCS St. Laurent D - Class Also known as River Class in the Canadian Navy, This Class is Solidly Tier 3 or 4, depending on torpedo quality and stealth perimeters WG gives it. -HMCS Kootenay (Tier 2 at best due to modifications for fighting submarines due to escort duties) -HMCS Margaree E - Class Also known as River Class in the Canadian Navy, This Class is Solidly Tier 3 or 4, depending on torpedo quality and stealth perimeters WG gives it. -HMCS Gatineau (Had "Y" gun & her rear torpedo launcher removed for submarine warfare purposes. Tier 3) G - Class Also known as River Class in the Canadian Navy, This Class is Solidly Tier 3 or 4, depending on torpedo quality and stealth perimeters WG gives it. -HMCS Ottawa (H31) F - Class Also known as River Class in the Canadian Navy, the only members of this class had been converted for escort duties, by the RN, thus they are probably tier 2. -HMCS Qu'Appell -HMCS Saskatchewan H - Class Also known as River Class in the Canadian Navy, This Class is Solidly Tier 3 or 4, depending on torpedo quality and stealth perimeters WG gives it. -HMCS Chaudière (Had "Y" gun & her rear torpedo launcher removed for submarine warfare purposes. Tier 3) Clemson Class: These are all second hand ships from the US, Clemson class all ready being in the game, thus these ships can be implemented easily and cheaply. Tier 4 -HMCS Buxton (Was sold to Britain, who then gave it to Canada, While it was in british hands, was stripped down to escort duties armaments, with just torpedoes and anti-sub weapons, tier 2 at best, would not recommend) -HMCS St. Croix -HMCS St. Francis Cr Class: The Cr Class is a British design, built from 1941-1944, and if implemented into the game, would be suitable for tier 5-6 -HMCS Crescent -HMCS Crusader V Class: The V Class is a British design, built from 1941-1944, (Not to be confused with the OTHER "V class" destroyer, also from Britian, but from WWI, represented in-game with the HMAS Vampire) and if implemented into the game, would be suitable for tier 5-6 -HMCS Algonquin -HMCS Sioux Tribal Class: Probably the most prominent class of interest for players, Easily Tier 7, or even higher if WG gives the class exceptional statistics for its torpedo armament and stealth. -HMCS Athabaskan -HMCS Haida (Is a premium already) -HMCS Huron -HMCS Iroquois -HMCS Nootka Cruisers: Prince Class Prince Class refers to a series of Armed Merchant ships, each varying in their statistics wildly. One in particular however can make it in as a possibly comfortable ship at tier 2. -HMCS Prince Robert Diadem Class: A British Protect Cruiser class. Very similar to the Saint Louis and Varyag in-game, with slightly better artillery power but slower speed, greater tonnage. Tier 3 -HMCS Niobe Minotaur Class: This Class of cruiser was a light cruiser design typical of the RN, with 3x3-152mm guns. Easily Tier 6. -HMCS Ontario -HMCS Uganda (Do you know de wey?) Aircraft Carriers: Ruler Class: The Ruler class was a class of escort carrier for the Royal Navy, built by the US, where it was known as the Bogue class. Being a Bogue class it can be implemented into the game really easily. The Ruler class was however never commissioned into the RCN, rather, it was only crewed/commanded by the RCN, (with the exception of the Air Wing, which was British crewed) as preparation for when Canada would have its own carriers. Tier 4 or 5, depending on the equipped aircraft. -HMS Nabob -HMS Puncher Majestic Class: British Aircraft carrier, which a hangar capacity of 37 aircraft. Tiering will depend on which aircraft WG chooses to use, as well as whatever squadron gimmicks are added. This class is rather small, so I'd expect good stealth parameters, but they have abysmal AA to balance that out. Tier 6 or Tier 8 -HMCS Bonaventure. (T8) -HMCS Magnificent (T6 or T8) Colossus Class British Aircraft carrier, which a hangar capacity of 58 aircraft. Tiering will depend on which aircraft WG chooses to use, as well as whatever squadron gimmicks are added. Tier 6 or Tier 8 -HMCS Warrior Battleships: Queen Elizabeth Class: The Canada Naval Aid Bill of 1913 was intended to fund 3 new modern battleships, thought to be Queen Elizabeth Class Battleships, but due to failures to pass the funding in congress, the order was never placed. These ships would of differed from Britain's own QE class Battleships by having adjustments to the bow to handle Canada's icy waters, as well as secondaries mounted a deck higher to operate better in Canadian bay's and rivers. If the ships were ever modernized, I could imagine then ending up looking different then the RN version, maybe even importing parts from the USN for the refit. (Though that is just speculation) Tier 5 or 6, depending on if there are theoretical refits applied or not. -HMCS Acadia -HMCS Quebec -HMCS Ontario Submarines: H-Class This class is relatively small, if they add submarines on odd tiers, I'd put this as a T5. But because submarines currently only exist at odd tiers, I have to put this at T6. Its smaller then her current Tier counterparts. -HMCS CH-14 -HMCS CH-15 Type IXC/40 Class Two members of this class were surrendered to Canada when Germany was defeated in 1945. They were immediately put into canadian service, though neither served particularly long. U-190 is in fact in the test for submarines right now as a researchable T8, so I would retain this tier. -HMCS U-190 -HMCS U-889 Balao Class Canada had one member of this class, commissioned for 8 years. This class exist in the game already as the upcoming researchable T10 USN SS, so a model is already prepared if they want to give Canada a freemium T10. I would retain this tier. -HMCS Grilse Oberon Class -British Submarine sold to canada while it was under construction. Currently still exists today as a museum ship. Its displacement and armament is not dissimilar to the T10 submarines being tested, despite being a more modern ship. It should be comfortable to balance at T10. -HMCS Ojibwa Trench Class: A slight improvement over the Gato and Balao classes of the United States. Quite modern, but not employing any new tech that would make it problematic to balance for the game. T10 -HMCS Rainbow Sidenotes: If there are any gimmicks to be added to Canadian warships, the only thing that comes to mind is Hydro. During WWII it became the Canadian standard that all destroyers they had, (At Least the ones which weren't totally gimped by British conversions for escort duties) that they would be equipped with Hydroacoustic Search. So lets say to differ them from German destroyers who also have hydro, it could be changed to having a more passive functionality, much shorter ranged, but much longer lasting, for example. Gimmicks of course are not necessary. Another pattern I noticed compiling this list is that most of the destroyers which had modifications made to them were the ones which served in the RN for any amount of time. The ones which didn't receive such nerfes to their main armaments were the ones which were transferred directly into the RCN from the USN, or were built by the RN for the RCN. Please, if you know of the existence of any other Canadian warships which fit into WoWS that are not on this list, let me know so I can add it to the list.- 59 replies
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The following is a review of Agincourt, the tier V British premium battleship. This ship was provided to me by Wargaming for review purposes at no cost to myself; I did not pay to get access to this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.4. Please be aware that her performance may change in the future. Summary: A slow but stealthy WWI era Dreadnought armed with fourteen 305mm guns in seven turrets (!) and a powerful secondary battery. PROS Dispersed armour scheme with an icebreaker bow & stern and resilient upper hull and amidships deck. Comfortable forward fire angles for most guns and that gorgeous Friday 360º turret traverse. Massive broadside of fourteen 305mm guns. Improved HE penetration. Powerful, accurate secondaries with long range and increased rate of fire. Tiny surface detection. CONS None of her armour is especially thick, making her easy to damage with battleship AP if not perfectly angled. Painfully long 36 second reload. Horrible main battery dispersion with 1.5 sigma. Terrible ... nay, craptacular AP penetration. Reduced HE damage. Slow and cumbersome. No anti-aircraft firepower whatsoever. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme For an inexperienced player, Agincourt is a bit of a rough ride. This is all down to her horrible rate of fire. At 36 seconds, a missed volley is downright painful and this is further complicated by the poor performance of both her AP and HE shells. You might aim properly but still find everything shatter or ricochet. There are further challenges with trying to manage her poor armour values and sluggish handling. At least they don't need to worry about managing AA defence as she doesn't have any. Admittedly, Agincourt's skill ceiling all comes from managing the brawling side of things. If you ignore that potential, then her skill ceiling is no higher than Moderate. But Agincourt fully encourages you to get your brawl on and it's a lot of fun. Agincourt embarrasses a full health KGV in a joust with a Devastating Strike. Options One of the nice things about reviewing lower-tiered ships is that there are fewer options to worry about. Still, there's quite a bit of weirdness going on here so pay attention. Consumables Her Damage Control Party is standard for a British battleship. It is active for 15 seconds, repairing all critical damage and removing fires and floods. It has unlimited charges and an 80 second reset timer. Agincourt's Repair Party is strange only in that it's perfectly normal. It lacks the additional damage queue normally found on British battleships nor does it heal an additional amount. Instead it queues up 50% of penetration damage from shells, bombs, rockets and torpedoes, 10% of citadel damage and 100% of everything else. Each charge heals up to 14% of her starting health over 28 seconds. She begins with four charges and an 80 second reset timer. Upgrades Business as usual here. Start with Main Armaments Modification 1. Then take Damage Control System Modification 1. For your third slot, you have a choice between main battery optimization or going with some secondary craziness. Aiming Systems Modification 1 is generally optimal for your main battery performance though there's a good argument to be made for taking Main Battery Modification 2 to reduce the time it takes to switch aim between targets. HOWEVER, the Agincourt does very well with a secondary specialization (yes, you read that right), so taking Secondary Gun Battery Modification 1 is the start of that magical journey. Commander Skills There are two builds worth considering here. The first is your typical fire resistance specialization. Start with your choice of Emergency Repair Specialist (1) or Gun Feeder (1). That's 1pt spent. Grease the Gears (2) is next. That's 3pts total. Basics of Survivability (3) is the first of our fire-mitigation skills. We're now up to 6pts. And Fire Prevention (4) caps us off. That's 10pts. From here, you're encouraged to pick skills that again emphasize survivability and main battery performance where possible. Good skills include: Emergency Repair Expert (4), Concealment Expert (4), Adrenaline Rush (3) and Priority Target (2) along with doubling back for the tier 1 skill you skipped. The second build is a brawling spec. You want to pair this with the Secondary Gun Battery Modification 1 upgrade for maximum effect. It starts pretty familiar with either Emergency Repair Specialist (1) or Gun Feeder (1) again but we also toss on Pyrotechnician (1) as a tertiary option (in both meanings of the word). That's 1pt spent. Grease the Gears (2) is still the best option, though Priority Target (2) is equally good for dealing with low-tier lolibotes, so it becomes a choice here. Now we're up to 3pts. Long Range Secondary Battery Shells (3) is the first major deviation we're seeing. Grab it. This is 6pts spent. Finish this off with Improved Secondary Battery Aiming (4). And that's 10pts. From here, grab a mix of survivability and gun performance skills along with doubling back for some of your favourites you had to pass over. Good skills include: Emergency Repair Expert (4), Concealment Expert (4), Adrenaline Rush (3). Fire Prevention (4) and Basics of Survivability (3) still have their place but you'll have to make some compromises somewhere. It is worth mentioning two controversial skills for Agincourt's secondary build. These are Inertial Fuse for HE Shells (2) and Swift in Silence (4). The former will make Agincourt's 76mm secondaries capable of directly damaging most tier VI and VII destroyer extremities, along with buffing her 152mm secondaries to be capable of doing the same versus tier VI and VII battleships. This comes at the cost of gutting their fire chance, which is a pretty stiff blow when dueling other dreadnoughts, especially with the prevalence of dispersed armour schemes that even the improved HE pen on her 152mm won't be able to best. Still, it's hard to argue with more direct damage. As for the latter skill, I go into more detail in the agility section below. I'm not a fan. Camouflage Agincourt has access to two camouflage patterns, Type 9 and Veteran of Jutland. They are cosmetic swaps of one another and both provide the following bonuses: 3% surface detection +4% increased dispersion of enemy shells -10% to post-battle service costs +50% experience earned. You can unlock the alternative colour palette (the blue) by completing the appropriate section of the Royal Navy Destroyers collection. Agincourt's Jutland camo. Like the ship itself, this is only available from a loot box. Where's that puky emoji? Firepower Main Battery: Fourteen 305mm guns in 7x2 turrets in an A-B-P-Q-X-Y-Z layout. A-B are in a superfiring configuration. P faces forward, Q aft. Y-turret superfires over X and Z, with X facing forward. Secondary Battery: Twenty 152mm guns and ten 76mm guns. Fourteen 152mm guns are mounted in casemates in the upper hull, four mounted in casemates in the fore and aft superstructure and two deck mounts straddling the main bridge. Eight of the 76mm are mounted in casemates on the upper-superstructure with a pair of turrets one platform higher on the rear superstructure. Fourteen Guns and They're All Crap Agincourt's guns are terrible. Ostensibly she uses the same guns as Bellerophon and Dreadnought, the tier III British battleships. However, they somehow manage to be worse on a per-gun basis. Specifically, Agincourt's 305mm guns have a longer reload than her tier III predecessors, worse dispersion and gutted HE performance. Yes, you have fourteen of the bloody things, but they're terrible. Unequivocally terrible. If Oklahoma weren't a thing, Agincourt's guns easily takes the prize for the worst gun performance at her tier. Thankfully, they have two redeeming qualities. She has fourteen of them. She has improved HE penetration. The major issue facing Agincourt's gun performance is her AP shells. If Oklahoma's AP was bad, Agincourt's is worse. It's so bad you can't reliably penetrate battleship belt armour outside of 8km distances. This necessitates keeping a ready list in your head of what the armour thicknesses are of select battleships and, in turn, what ranges you can engage them. Does New York have in excess of 340mm of belt armour, or is it only 280mm? At what range can Agincourt citadel a broadsiding Izmail? How much relative armour does a Conte di Cavour have at a 50º angle? When in doubt, you can always aim higher and hope for penetrating hits but you're working against troll, 1.5 sigma dispersion. Now you could be forgiven for thinking that Agincourt's AP penetration woes would make her better at landing citadel hits on cruisers, but this simply is not the case. Unlike other low-tier, small-calibre guns, she does not have the shortened, 0.01s fuse timers ideally set to for dealing with the smaller breadth of low-tier cruisers. Instead she has the longer, 0.033s fuse timers that are better suited for plunging deep into a heavily armoured vessel in order to destroy machine spaces and magazines. Thus, Agincourt's AP shells work at cross purposes to themselves. She does not have the penetration to readily duel with other dreadnoughts and her fuse timers are poorly set for popping the thinner citadels of low-tier cruisers. About the only targets where this low penetration and long fuse timers work to her advantage is blasting shells down the length of bow-in ships you can overmatch. Waiting that painfully long 36 second reload, setting up for that perfect broadside shot only to watch everything thrown at your opponent over penetrate or shatter is heartbreaking. That's painfully commonplace. Agincourt has some of the worst AP penetration values at her tier. And just to make things more frustrating, she has abnormally long shell fuse timers too which makes over-penetrations against cruisers more likely. So they suck on both ends of the spectrum. The two differences between the HE shells on HMS Dreadnought and Bellerophon versus those of Agincourt. Graphic pulled from gamemodels3d.com which i cannot recommend highly enough for players looking to expand their knowledge into the more esoteric details of World of Warships. Things get a little better with Agincourt's HE shells, but it's not all sunshine, rainbows and puppies here either. You need only look at the difference between Bellerophon and Dreadnought's HE shells versus those Agincourt was dealt. Dreadnought's HE shells hit 18% harder than Agincourt's and have slightly improved fire setting characteristics. Thus Agincourt's broadside is the equivalent of a 12-gun British battleship, not 14. Agincourt's HE DPM is little better than Wyoming, the tier IV American battleship, though the differences count. Perhaps the best saving grace of Agincourt's HE shells is that they retain the 1/4 HE penetration of the British battleship tech-tree. At 76mm, the modest damage output of her HE rounds becomes much more formidable and she is capable of landing citadel hits on a whole list of cruisers within her matchmaking, including but not limited to such prominent targets as the American Omaha-class and Pensacola-class. Farming up some of those black ribbons with HE shells is very satisfying, especially after being repeatedly trolled by her AP, let me tell you. Guess which ammo you'll be relying on? Agincourt's a decent fire setter. If you can land the hits, a full broadside is quite formidable. The catch to that, of course, is landing those hits in the first place. Her dispersion isn't kind nor is her reload. There just isn't anything really redeeming about Agincourt's main battery firepower short of the number of barrels. That 36 second reload is painful in the extreme. Her 4º/s gun rotation is lame, but at least she cannot out-turn her turrets (even if you slap on a Sierra Mike signal and the Swift in Silence commander skill). Her fire arcs aren't great on the whole. Some of her gun turrets are amazing but in order to maximize her firepower, you have to expose a lot of broadside. Her ballistics are incredibly floaty, with her shells suffering from a heavy amount of drag. And finally there's that awful shotgun dispersion of her's which can foil even the most carefully aimed shot. On the flip side, every now and then you'll land this amazing, Devastating Strike and it will make you wonder why you can't do it more consistently. I'm not a fan of Agincourt's main battery guns, if you can't tell. You can make them work, don't get me wrong, but it's an uphill battle. Okay, making this graphic nearly broke my brain. Y-Turret is my favourite (TGIF! ♥). Not only does it have great arcs, it can also rotate 360º. So long as you keep P and Q turret masked, Agincourt's forward fire arcs are very good. Historically, these seven turrets were named after the days of the week, from Sunday through Saturday, fore to aft. One of my standard dispersion tests. This is 180 AP shells fired at 15km. Agincourt is equipped with Aiming Systems Modification 1. Shots are coming in from right to left with the stationary Fuso-bot effectively bow-tanking. Agincourt's 1.5 sigma makes her gunnery all kinds of wonky. Their low velocity has their shell fall angle coming in at a rather steep 17º angle. I Need a Hero! ♫ Agincourt's secondaries to the rescue. Low-tier secondaries have long sat in the shadow. This was largely owing to the old Manual Fire Control for Secondary Armament skill which provided a 60% dispersion reduction to tier VII+ ships that designated a target for their secondaries but only a 15% for lower tiered vessels. For four skill points, it just wasn't worthwhile. That's changed with the skill rework, with low-tier battleships gaining the same flat 35% dispersion reduction as higher tiered vessels. So while high-tiered battleships definitely had the potential of their secondaries nerfed with the rework, lower-tiered vessels had their's buffed. But there's more to secondary performance than how well it synergizes with a particular commander build. There are four main elements to look for to see if secondaries are worth specliazing into: Range. This is the real kicker. If your secondaries don't have the reach, they're not of much use. A 5km base range is really the minimum I consider to be viable for secondary builds. Between skills, signals and upgrades, a 5km secondary can reach out to 7.56km which is outside of torpedo range for most destroyers, giving the guns some comfortable use. Most low-tier secondaries sit between 4km and 5km in reach. Agincourt's have a 5.5km base range, maximizing out to 8.32km which is very usable in lower-tiered matches. Volume of Fire. You need a lot of guns and/or a fast rate of fire to make a secondary build worthwhile. This simplifies to looking at the damage-per-minute potential of the base secondaries and seeing if they're putting out big enough numbers to make opponents balk. Agincourt has more DPM potential than a lot of the high-tier secondary heavy-weights. Yes, really. The reload on her guns is ridiculously short, with a mere 2.7 seconds on her 76mm and only 4 seconds on her 152mm guns. She puts out a lot of fire, very quickly. Penetration. Having a lot of potential damage doesn't matter much if those guns are incapable of directly doing any harm to the targets they hit. This is what largely damns a lot of high-tier French battleships. This is one area where low-tier battleships luck out. Structural armour plate at low tiers allows for even small calibre guns to be useful. Agincourt's 76mm can still directly damage the hulls of all tier IV and V cruisers and destroyers and even those of the very light cruisers at tier VI and VII. Her 152mm are a threat to anything but tier VI+ battleships and select heavy cruisers. Accuracy. The final piece of the puzzle is accuracy. If this isn't present but all of the others are excellent, then it can be overlooked. However, having this is definitely the icing on the cake. Agincourt has improved secondary accuracy on ALL of it's guns, not just the casemate weapons as found on ships like Warspite and Iron Duke. This gives her Massachusetts-style dispersion patterns on her secondaries. Agincourt's secondaries fall under the "accurate" category. Agincourt ticks all of the right boxes. Good range, solid DPM, workable penetration and great accuracy. I am firmly of the opinion that if you do not specialize Agincourt with a deep secondary build, you are doing it wrong -- or at the very least, you are missing out on one heck of a ride. While I can appreciate that some people do not find the AI driven guns to be entertaining, there is no arguing their efficacy on this ship. Fully tricked out, Agincourt's secondaries shred exposed destroyers and I've seen them make cruisers and battleships panic. As if their direct damage weren't enough, they're INSANE fire starters -- like Worcester levels of fire starting potential. If you've already been throwing HE shells from your main battery guns about, your secondaries will often find targets that have their Damage Control Party consumable on cool down, making for some easy damage as you move in to a joust. I cannot sing high enough praises for these weapons. Bring them into range whenever possible. You won't be disappointed. Have some perspective. Of the 452k done by Agincourt's secondaries, 330k comes from her higher penetration 152mm casemates. These can be buffed with IFHE to make them capable of damaging the hull extremities of anything within her matchmaking. If mapping her main battery guns nearly killed me, this turned me into a trigonometry zombie. This maps the fire arcs of Agincourt's secondaries with her 152mm in red and her 76mm in light blue. Agincourt's secondaries have most of their arcs weighted rearward. However, do not ignore the fact that she can still bring six of her 152mm guns to bear on a 30º angle forward, giving her a very meaty weight of fire on a brawling aspect while maintaining auto-ricochet angles. Go ahead and take IFHE if you want. She's got FPM to spare. Summary Terrible (HORRIBLE) main battery AP shells but decent HE. Long reload and wonky dispersion makes for very trollish gunnery. Sometimes it works. Sometimes it's heart breaking. If you're not spec'ing Agincourt for secondaries, you're missing out. Seriously. Durability Hit Points: 48,400 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 152mm / 38mm Maximum Citadel Protection: 229mm belt + 38mm turtleback + 38mm citadel wall. Torpedo Damage Reduction: 14% Dispersed Armour The thickness of Agincourt's armour is a serious issue. In order to cram so many guns onto her hull, her armour was compromised, shaved down to the level of a WWI era battlecruiser. She simply does not have the overall thickness needed to repel battleship calibre AP shells at any range. Even heavy cruiser AP rounds become an issue at closer distances. Without careful angling, Agincourt surrenders too many hit points to high-penetration AP attacks. The thick plates covering the ship ensure that every AP shell that does best the armour will fuse for full damage. The only ray of sunshine here is that while she may not have thick armour overall, it is well dispersed which can be downright troll against certain attacks. For cruisers and destroyers slinging HE and SAP shells, Agincourt has only a few vulnerable areas, namely her bow, stern and her small superstructure. Everything else they throw at her will shatter or ricochet which makes Agincourt feel quite tanky. Similarly, these vulnerable points are the only areas where battleships can land overmatching penetrating hits when Agincourt angles correctly. With her icebreaker bow, waterline shots will simply ricochet off. It pays to keep her gun fire angles that we discussed earlier in mind. Unmasking P & Q turret will generally leave her vulnerable to returned AP shells. You don't want to nose in perfectly as this will bait shots into her vulnerable upper snoot and barbettes, but sit her at a slight angle. If you can unmask everyone's favourite day of the week (Y-Turret) then you're doing it right. Thus Agincourt's armour protection rewards player skill; both for the attacker and defender. Knowing how to exploit her weaknesses bipasses a lot of her strengths. Knowing how to properly angle her can mitigate a lot of incoming damage. Look at that lovely dispersed armour scheme. Agincourt's armour is excellent when angled in a close-range brawl, though it doesn't quite stand up to long-range punishment. Still, keep her angled and she'll serve you well, resisting AP, SAP and HE shells equally. Do it wrong and those thick armour plates will ensure that battleship calibre AP shells fuse and deal full penetration damage. Her big 19mm snoot and butt are obvious weak points. Citadel & Turret Protection Understandably, the issues with her thin belt carry over to a poor citadel protection scheme. In particular, Agincourt is highly vulnerable to 380mm+ calibre AP shells as there are sections of her citadel which may be overmatched; namely the walls of her boilers, machine spaces and the roof. Still, Agincourt isn't a free meal for overmatching weapons. There is a hidden 25mm and 38mm plate in her bow and stern that caps directly on top of her 102mm and 152mm belt respectively, along with her 38mm turtleback. While the 25mm plate cannot resist 380mm+ AP shells, the latter 38mm will foil shots that come in a bit higher. Her turtleback isn't a significant barrier on its own. However, if she is angled, it's one more plate that may prompt a ricochet and save her for from taking a citadel hit. And really, that's the best you can hope from Agincourt's citadel protection: to turn a catastrophic hit into merely a serious one. One of the things AP shells LOOOOOVE to fuse on are Agincourt's turrets. She has a lot of them and they act as catchers mits for battleship calibre rounds. This leads to a lot more damage than you might otherwise expect and it's definitely a weakness to exploit when going toe to toe against her. While their turret faces are a chunky 305mm in thickness, this isn't enough to repel anything but the longest range fire from the weakest guns out there. Furthermore, below deck, the barbettes of her P, Q and X turrets are just 76mm. Penetrating AP hits love arresting within these rings and blowing up your guns. Similarly, the roofs of her guns are only 76mm. While their slope alone is more than enough to see off AP and SAP shells, Royal Navy battleship HE can and will penetrate if you're unlucky enough to get hit there. This will deal HE penetration damage AND prompt a critical damage check and again, you may end up temporarily losing a turret. Because so much of Agincourt's deck space is taken up by main battery guns, they get hit often. This in turn means more critical damage rolls so be prepared to see more temporarily disabled weapons on this ship than you might otherwise be used to. That's okay, though. You have more where those came from. The last thing to touch upon here is that with Agincourt's citadel being so long (long, long maaaaaan! ♫) every torpedo that hits you will be causing citadel damage. Agincourt has almost nothing in the way of usable anti-torpedo defence. She floods easily and you're not healing back much (if anything) from torpedo hits. Agincourt's main battery turrets are not very well protected, with P, Q and X-turret having very thin barbettes. It is not uncommon for any of her weapons to be disabled or permanently knocked out over the course of the battle when trading fire with other battleships. Y and Z turrets mirror B & A's barbettes respectively. Furthermore, Agincourt's citadel has 25mm sections of it vulnerable to 380mm+ AP shells overmatching. Be careful when facing battleships with these higher calibre weapons. Do keep her hidden geometry in her bow to help protect from overmatching hits punching through her 19mm bow and stern. Also, there's a 38mm turtleback that runs from the 152mm plate in the fore to the one dittoed in the rear, adding to her citadel protection but it's angled incorrectly to prompt ricochet checks. Health and Heals The strangest thing about Agincourt's durability is that it's so normal. Royal Navy battleships have, since their introduction into World of Warships, had special Repair Party consumables. While the portable dry-docks of Nelson, Lion and Conqueror are perhaps the best known among the community, Warspite always healed back more damage per charge of her consumable while also queuing up more damage as well. Even Iron Duke queues up 60% of penetration damage. Agincourt doesn't have any of that. Her Repair Party consumable is completely normal, healing back a "mere" 14% of her starting hit points per charge (base) and queuing up a "mere" 50% of penetration damage. The only ships she has a leg up on are Soviet battleships with their reduced number of healing charges. So while she may have a comparable number of starting hit points to Oklahoma, for example, she has less overall healing potential. Similarly, while Iron Duke's theoretical hit point pool is smaller, the tech-tree battleship has more efficient heals. So there's nothing really worth getting excited about. Thanks to the smaller hit point pools of Conte di Cavour and Viribus Unitis, Agincourt has a better-than-average base hit point pool but that's nothing remarkable. Nothing too out of the ordinary here. For those wondering, Agincourt's maximum effective health is 2.61 Viribus Unitis while New York, the best of the bunch, has 3.05. Summary Agincourt's dispersed armour scheme is a mixed blessing. It's good against small and medium calibre HE and SAP but only good against AP when perfectly angled and useless when not. Her guns get knocked out often and this has a spillover effect leading to Agincourt taking more penetrating hits. Nothing special about her heals. VERDICT: Pretty average for a low-to-mid tier battleship. Better than some, worse than others. Agility Top Speed: 22 knots Turning Radius: 670m Rudder Shift Time: 13.4 seconds 4/4 Engine Speed Rate of Turn: 3.8º/s at 16.6 knots While Agincourt may have a battlecruiser's armour, she does not have a battlecruiser's speed. This is a slow, cumbersome ship. Her only saving grace is that there are a lot of slow, cumbersome ships at tier V so she doesn't feel horribly out of place. This said, her turning radius is one of the largest at her tier. And while a 670m turning circle radius looks pretty good if you're used to higher tiered ships, this is pretty bad down here in the kiddy pool where islands are plentiful. When paired with her pedestrian top speed, this results in one of the slowest rates of turn for a low-tier battleship. Agincourt feels big and sluggish. What's more, she doesn't get anywhere quickly. This isn't so bad if she ends up on a low-tier map, but when Agincourt gets uptiered, you really start to feel this lack of flexibility. Maybe there's room for the new Swift in Silence skill? I want to be able to recommend it. I would love it if the skill was competitive for certain ships and certain builds, but it's so hard to justify. With it and combined with a Sierra Mike signal, Agincourt's speed gets up to an impressive 25.4 knots, which largely corrects any flexibility deficiencies. That's incredibly enticing. The catch is, of course, that she needs to go undetected in order for this to work. Put one aircraft carrier in play or end up on a flank with a concealed lolibote and her boost goes away. One of the major reasons I want the extra speed is to allow Agincourt to kite but if she's detected (or firing her guns), that's not going to work. Furthermore, the skill and signal combined do not significantly boost her rate of turn, upping it to 4.0º/s. This comes at the cost of her turning circle, jumping up Agincourt's radius to 730m. At four skill points, it's just not quite there in my opinion. Maybe if the speed was always on? Maybe if it provided more speed? I dunno. Agincourt has some of the worst agility at tier V. She's not only slow, but she has a large turning radius at her tier too. Granted, that 670m is pretty small compared to higher tiered battleships, but still, it gives her some of the worst handling at her tier by a noticeable margin, making her feel like one of the higher tiered thunderchunkers when she tries to come about. VERDICT: Crap. Arguably one of, if not the worst at her tier. Anti-Aircraft Defence Flak Bursts: None Long Ranged: None Medium Ranged: None Short Ranged: None There are two ways of looking at Agincourt's complete lack of anti-aircraft firepower. The first is to look at it as a crippling flaw. Any aircraft carrier that knows that Agincourt is bereft of AA defence can attack her with impunity; especially if she's isolated. Furthermore, tier VI carriers can drop fighters on top of her and keep her perma-spotted until she sails out of their spotting range. At her slow speed, this will take quite a while and it strips her of her stealth advantage. The general lack of long-range AA support at low tiers makes this quite likely and carriers can engage her confident that they will less planes than if they attacked one of her supporting team mates. Playing on the receiving end, it's a bit disheartening to know you're going to take repeat drops and it necessitates changing some behaviours. We already know that Agincourt is not agile enough to pretend to Just Dodge™ ordnance but if the CV player is in a hurry, they might flub a torpedo or bomb drop. But what's most important is to properly gauge when to use her Damage Control Party. Don't make the mistake of dousing fires too early or patching up floods you could just heal through. The second and cynical way of looking at things is that Agincourt's lack of anti-aircraft firepower doesn't matter. Few tier V battleships have any kind of anti-aircraft firepower worth getting excited about nor can they see to their own protection. In this sense, Agincourt dispels any illusions of counterplay against a carrier. There's not much anyway, so removing it entirely provides a more "pure" CV vs Surface Ship experience. Man, that's [edited]. And they said there's no such thing as a free lunch. VERDICT: There is now a level zero. Vision Control Base/Minimum Surface Detection: 12.24km / 10.69km Base/Minimum Air Detection Range: 8.7km / 7.83km Detection Range When Firing in Smoke: 9.35km Maximum Firing Range: 15.34km Upgraded includes the use of a camouflage providing a concealment bonus and the use of the Concealment Expert skill and Concealment System Modification 1 upgrade if available. Agincourt has no right being as stealthy as she is. She is the stealthiest battleship in her matchmaking pool. If she were a tier V cruiser, she'd be sneakier than half of them. It's a shame she's not a faster battleship because she could then take full advantage. The closer Agincourt can get, the better. Her armour just isn't thick enough to trade at range and her own AP shell performance is piss-poor until you're up close -- sometimes point-blank-range close. As it is, you can almost (almost!) get her to within secondary battery range before she's detected which is pretty hilarious. You need simply sprint the last 2.37km to start opening fire. Unfortunately, that 2.37km "sprint" is more of a wobbling bag of rancid liposuction meat gently rolling downhill. 2.37km is pretty substantial for a ship that can only manage about 22 knots; it takes her a full 40 seconds to cover that distance. Without the use of island cover, boxing your target in or your opponent making a mistake, Agincourt's not sneaking up on anyone this way. Agincourt's stealth is meant to band-aid a lot of other flaws. Bad AP penetration? Sneak up and get closer. Reliant upon secondaries? You can almost sneak into range. Poor armour protection from long range fire? Keep silent and go stealthy to mitigate it. I mean, Agincourt's stealth certainly helps but again, that lack of speed really makes it difficult to fully capitalize upon. It's only on those claustrophobic, island choked maps where this stealth + speed combination works in her favour and can be used offensively. In all other aspects, Agincourt's stealth becomes a purely defensive ability and used whenever she holds fire. Now this can be used to great effect by an experienced player. Disengaging at the right time will keep you alive, after all. But there are a whole range of "what ifs" that undo it -- the most simple of which being a shadowing lolibote or aircraft. Agincourt's stealth is a trait that's nice to have but it's hard to argue that it's especially powerful without speed to control engagement distances. VERDICT: Cool to have but not game-changing. Final Evaluation As Drachinifel has elucidated, Agincourt has always been a troublesome vessel. Her acquistion caused problems then and it's causing problems now. The only way to get Agincourt at her launch was through gambling through loot boxes. There was no direct sale offered. Using my press account, it took me 11 pulls before she dropped. That's 8,250 doubloons worth if I bought the crates individually. I didn't, I bought a huge bundle so it technically would have cost me 13,750 doubloons. That's the cost of a tier VIII premium for a tier V ship. While receiving dragon signals is nice, I have no practical use for any of the other contents from the containers. Ergo, these loot boxes are worthless to me but for the ship and the permanent camos. If I didn't get access to Agincourt via Wargaming, I would not touch this vessel with a ten foot pole. And that's a shame. This is a really fun ship. I've enjoyed Agincourt immensely and I highly recommend her for anyone that misses brawling in higher tiered vessels. But I hate loot boxes. I cannot and will not support them. So hard pass on Agincourt until she's made available by more conventional means. Thank you for reading.
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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.
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