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Found 21 results

  1. Premium Ship Review: Ashitaka

    The following is a review of Ashitaka, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of November 30th, 2017 No butt jokes here.. Quick Summary: A battlecruiser with great speed, amazing broadside firepower but garbage AA values, poor armour protection and some serious shell penetration issues. Cost: Bundles begin at $41.99 including a port slot. Patch and Date Written: 0.6.14.0, November 30th, 2017 Closest in-Game Contemporary Amagi, tier VIII Japanese Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Back in January of 2017, Amagi and Nagato received a significant quality of life buff. Their stock hull was being removed from the game. Now they would only need to research a single hull to upgrade their vessel. These ships were horrible to grind while stock -- not only did they have poor anti-aircraft armaments and long rudder shift times like other stock vessels, they were also forced to use guns with worse penetration values. Some players lamented that it was a shame to lose the distinct models. Indeed, their designs were quite recognizable. Wargaming made plans to return these ships as premiums, with Mutsu representing a modified A-Hull Nagato and Ashitaka representing Amagi. In both cases, these ships are downtiered in an attempt to balance their poor characteristics compared to their sister ships. Short of the gun layout and handling, Ashitaka is night and day different from Amagi in terms of overall performance. They may be related, but they're very different craft. Liking one will not guarantee you like the other. PROs Heaviest main battery broadside firepower at her tier. 410mm guns are capable of overmatching the bows of any ship tier VII or lower. Fast, with a top speed of 30 knots Reasonably good rate of turn at 4.0º/s Straight forward game play -- no gimmicks, just gunnery. Option of purchasing the Makoto Kobayashi camouflage with its improved economic bonuses. CONs Weak belt armour, with only 254mm of protection. Long (31.0s) reload on her main battery guns. Poor penetration values on her AP shells. Large turning circle of 870m. What anti-aircraft firepower? Enormous surface detection range. Wargaming has succeeded in seriously pissing me off. I'm going to try and remain objective here, but if a little more snark comes through this review than intended, you'll have to forgive me. This review is being put together under exceedingly short notice. A special thanks to KJar, Lert, Pigeon_of_War and the Wiki-staff for keeping me sane through this crunch time. Options Depending upon the bundle purchased, Ashitaka comes with two different camouflage patterns. This mirrors the release of Battleship Kii in September of 2017. Otherwise, there are no surprises here. Consumables: Damage Control Party Repair Party Module Upgrades: Four slots, standard non-American battleship options. Premium Camouflage: Ashitaka's default camouflage is the standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Makoto Kobayashi -- Ashitaka camouflage provides 100% bonus experience gains, -50% to the post-battle service costs, +20% bonus credit earning, 3% reduction in surface detection and 4% reduction in enemy accuracy. For your upgrade choices, it's more straight forward than ever. Start with Main Armaments Modification 1. Next, take Damage Control Modification 1. After that, there's no point on taking anything other than Aiming System Modification 1. And cap it all off with Damage Control Modification 2. There are no Special Upgrades worth installing on Ashitaka at this time. Firepower Primary Battery: Ten 410mm rifles in an A-B-X-Y-Z configuration. A&B turrets along with Y&Z turrets are superfiring. Secondary Battery: Sixteen 140mm guns in casemates and four 120mm guns in single deck mounts. It's hard to argue with the problem solving capabilities of ten 410mm naval rifles. On paper, Ashitaka has the largest main battery armament of any of the tier VII battleships, outshining the ten 356mm armed King George V-class battleships. The broadside firepower that Ashitaka dispenses will end worlds. This is a ship that faces puny little Omaha, Emerald and Königsberg-class cruisers, for crying out loud. If you can catch a cruiser with all ten of these guns, there will be nothing left of them but a bad smell. This similar weight of firepower can be downright disastrous for destroyers too. Even a couple of overpenetrating hits will gut a lolibote and leave them regretting their life decisions. I am sure you could all smell the 'but' coming. These aren't your Amagi's 410mm guns. Well, they are -- they're just not using the same AP shell. Like Battleship Mutsu before her, Ashitaka makes use of the 410mm AP/APC Type 88 shell instead of the Type 91 shell found on battleships Nagato, Amagi and Kii. Let's take a look at what differences this entails: The kick in the pants that everyone will focus on are her penetration issues. With her lower Krupp rating, Ashitaka's shells not only lack penetration power, they're also more likely to shatter against thicker armour plate. In practice, Ashitaka's AP shells behave very similarly to the 356mm shells of the King George V-class, keeping comparable penetration power up to about 15km. Beyond that, Ashitaka's performance begins to fall noticeably behind. So let's go back to gloating about kicking the butts of Omaha, Emerald and Konigsberg-class cruisers for a moment. The other side of the coin here is that she'll also be trying to penetrate the armoured belts of Izumo, Iowa and Friedrich der Große-class battleships at range. You can imagine how well that's going to go over. Veterans of the Royal Navy battleship line -- true veterans; the ones that were playing HMS Warpsite and HMS Hood before the rest of the fleet showed up, will well understand the challenges presented here and know the work around. Ashitaka needs to aim for the upper belt and hull of enemy battleships at range to inflict damage. Similarly, she needs to abandon the idea that she can inflict citadel hits on any battleship that's same tier or higher at anything beyond 12km. Going for these upper hull shots can still yield some impressive damage totals, but it takes practice and patience to adjust your gunnery habits. Ashitaka's slower reload time makes any bounces and ricochets feel especially punitive, however, and it can be an exercise in frustration. Even good aim will not always avail you -- these are battleship caliber guns after all, with battleship dispersion and 1.8 sigma. Unlike the tech tree Royal Navy battleships, Ashitaka doesn't have the increased penetration to make spamming HE an attractive counterpoint to trying to bullseye ships with AP. These are issues that have plagued HMS Warspite, Hood, and Mutsu. Players should know what to expect by now. DPM and Penetration values for AP shells. AP penetration values are taken from Wargaming's own Armada videos. Ashitaka, Nelson and Colorado penetration values are a best estimates using available data. Backing up the mixed performance of Ashitaka's main battery guns is a heavy secondary gun battery of equally mixed performance! Hooray! This comes with a 7km range and a 10-gun broadside. However, you're not going to want to specialize too heavily into this armament. The rate of fire on Ashitaka's weapons are on the slow side. What's more, the 140mm casemate guns which form the lion's share of her firepower shoot an AP shell, not HE. Boo-urns. Still, these guns will surprise you. I stuck a secondary-specialized commander into Ashitaka and quickly hoovered up a pair of Close Quarter Expert medals for killing a Farragut and Atlanta. So it's not like they don't have their uses. Summary: Her guns aren't as bad as their penetration values might otherwise indicate. Her slow reload doesn't help matters, though. Her secondaries look more threatening than they actually are. Concealment & Camouflage Base Surface Detection Range: 17.28km Air Detection Range: 13.71km Minimum Surface Detection Range: 14.41km Detection Range When Firing in Smoke: 16.9km Main Battery Firing Range: 19.88km Surface Detection Rank within Tier: Last out of nine battleships Surface Detection Rank within Matchmaking: Tied for 37th out of 39 battleships with Friedrich der Große and Amagi. You're visible from space. Anti-Aircraft Defense AA Battery Calibers: 120mm / 25mmAA Umbrella Ranges: 4.5km / 3.1km AA DPS per Aura: 10 / 74.9 No. Just... just, no. I cry every time. Manoeuvrability Top Speed: 30.0knotsTurning Radius: 870mRudder Shift: 14.9s Maximum Turn Rate: 4.0º/s Tier VII is a fun tier for battleships. This where most of the nations find their running legs (except 'Murica, who shows up late for the war again). The average top speed at this tier is 27.8 knots, buoyed on the high end by Hood and Gneisenau at 32 knots and held back by Colorado at a mere 21 knots. This makes Ashitaka's 30 knot top speed look very attractive. It allows her a great deal of flexibility not often enjoyed by mid tier battleships. She can easily keep up with the flow of battle and redeploy as needed. She is unfortunately cursed with the second largest turning circle at her tier, with only Hood's 910m being worse. The next closest is Gneisenau at 830m. This isn't a ship that answers her rudder quickly. Her rotation rate is on the slow side, though she is better than the slugs Nagato and Nelson which truly drag their heels due to their lower top speed. Still, Ashitaka is going to struggle to dodge incoming fire with anything less than a 7 second aim time. Varying her speed as well as her heading is going to be needed to attempt to avoid long distance volleys and even then she's not going to pull it off easily. DurabilityHit Points: 59,400Maximum Citadel Protection: 254mm +70mm turtleback Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 25% Hull armour protection. There is an absolutely tiny strip of 203mm armour on the bottom of the 254mm belt well beneath the waterline. While Ashitaka's durability isn't good, it's not as bad as it could be. Ashitaka is about 1,000 hit points (or about 2%) shy of the average total at her tier now that Colorado has been propped up to acceptable level, so this isn't terrible. The real concerns are her armour values. Ashitaka is a wet dream for any light cruiser using Inertial Fuse for HE Shells. The whole expanse of the ship from bow to stern, with the exception of her belt and gun turrets, is kerosene soaked HE pr0n, never exceeding 25mm in thickness. She's such a large target with little in the way of superstructure to get in the way of the fall of shells. Cruisers (and even some destroyers) will trip over themselves to be the next in line to shoot you. As guns increase in size, it doesn't get much better. Her belt armour caps out at 254mm at the waterline tapering to a 203mm thickness beneath the surface. Unlike Nagato, she does not have an extended belt stretching to cover her bow, though she does have one towards her stern where the armour thins over her steering gears to a 'mere' 229mm. This makes it difficult for her to angle against incoming battleship shells without risking them overmatching her thin prow and hammering into her magazine. Oh, that's worth mentioning -- Ashitaka's citadel raises up over the waterline beneath her A & B turrets. What's more this raised area is entirely composed of her forward magazine; because reasons. This means that any citadel hits punching into your bow are likely trying to cook off your ammunition. Time will tell if Ashitaka pops more often than other battleships. The only spot of good news is that most of her armour protection against AP dive bombers is too thin to arm the fuse. The exception to this are the 70mm turtleback areas that will arm the bombs and result in Ashitaka taking full out citadel hits from the attack. This should be rare, however. But given her poor anti-aircraft firepower, it's not like the enemy carriers are going to be lacking surviving aircraft to give it another go. Tightening up Amagi's A-Hull The one consolation with Ashitaka -- skills don't make her subsystems a whole lot better. This means you can focus on a survivability build with a clear conscience. Here's your first 10 skill points: Start with Priority Target. Grab Adrenaline Rush to try and hack at that 31s reload time. Take Basics of Survivability. Finish it up with Fire Prevention. For your next nine points, take Concealment Expert so you're only visible from low orbit instead of across the solar system. Grab either Superintendent or Vigilance (your choice). And finally take Expert Marksman to get your guns twirling faster. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Ashitaka doesn't reinvent the wheel. Protect your citadel. Fire pew pews at the enemy. The only real bump in the road is learning to make use of the lower penetration on her AP shells. Skill Ceiling: Low / Moderate / High / Extreme Ashitaka has speed and firepower. That's recipe enough for skilled players to cause a lot of havoc. However, there's only so far skill will take you on Ashitaka. She's too big to hide. She can't effectively angle against most battleship opponents. This leaves you with out-trading your opponents and for that, you're reliant upon your aim and RNGesus. If she had a single universal ammo type, I could drop this down to 'low'. Mouse's Summary: Ten guns really does solve a lot of problems. So does having a good top speed. It's just a shame about all that other stuff... Ashitaka isn't a good battleship. Firepower solves a lot of problems in World of Warships, and Ashitaka has a healthy helping of that. Were her guns firing the Type 91 AP shell found on Nagato, Kii and Amagi, I don't think there would be any real debate on her viability as a battleship. As it is, the Type 88 shells have a reputation -- one I feel is slightly exaggerated and undeserved. While they are obviously somewhat lacking, they are not unserviceable. It's the inconsistency of their performance which causes them to be so demonized. And let's be fair -- battleship reloads are long and each volley already feels like a roll of the dice. A series of shatters at the wrong time will feel downright punitive and that's an understandable deal breaker for some. So while I may wish for better shells, that leaves me to take a frank appraisal of everything else she has to offer. Her range is adequate. Her gun handling isn't terrible. Her accuracy is okay. Her secondaries are fun but forgettable. She's fast -- I like fast ships. Fast ships provide flexibility and flexibility wins games. Her concealment and durability have a lot to be desired though. Are these last two elements combined with her shells enough to condemn her to wallow with the likes of Huanghe, Krasny Krym and Oleg? I honestly don't believe so. Ashitaka isn't a trashbote. She's not good -- I think we can all agree she's not incredibly advantaged. She pays very dearly to have access to ten 410mm guns at tier VII, so dearly I would struggle to recommend her, even though I know she can and will perform in the right hands. Ashitaka's armour and durability need to be weighed against her offensive power. She's fragile for a battleship, admittedly -- but is she so fragile she can't survive long enough to deal reasonable amounts of damage? We've looked at her guns and her armour. Top tier, she can bully with the best. Her armour's proof enough against 356mm guns or smaller. But she does not up tier well. It's funny, but t I think the A-Hull Amagi was better. At least she had 32mm of bow armour. Would I Recommend? Ashitaka "becomes worthwhile" with the Makoto Kobayashi camouflage. Now, I was reluctant to describe it this way as it prompts players to fork out an additional sum in order to prop up an otherwise flagging premium. However, it would not be fair to fail to mention the merits. With this camouflage, she joins the ranks of Kii, Prinz Eugen and Missouri as an incredibly profitable premium ship. Missouri still wins out, but Ashitaka will make bank for those looking for a credit earning ship. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. In the close-range encounters typically found in Co-Op and Operations, Ashitaka thrives. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. I'll give her a pass here. For the money, you could take Kii or Mutsu -- one being cheaper and the other arguably more effective against everything within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. What are you, nuts? No. Go away. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. The Makoto Kobayashi camouflage adds a fun collector's element to this ship. Yeah, I could see people justifiably wanting her for that if they were a fan. For Fun Factor: Bottom line: Is the ship fun to play? No. Go away. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  2. Akatsuki Guide?

    My record in Akatsuki is abysmal so far with only 7(!) out of 23(!!) battles won and is ninth from the bottom in terms of win rate in my profile summary. I don't really want to practice in Co-op because I don't feel that fighting bots in Co-op will give me a "realistic" experience. Links to up to date guides and tips would be appreciated. How my Akatsuki is currently set up below: Modules: B Hull Stock GFCS Type 90 mod.1 torpedoes (the upgraded torps) Captain Skills: Preventive Maintenance Last Stand Superintendent Concealment Expert Upgrades and Camo: Main Armaments Mod 1 Main Battery Mod 2 Steering Gears Mod 1 Steering Gears Mod 2 Type 5 Camo Signals: Equal Speed Charlie London India Bravo Terathree Sierra Mike November Foxtrot Victor Lima Juliet Whisky Unaone Juliet Charlie I also fly The Hard Fought Victory flag, if you must know. My AA is turned off unless Planes fly through my air detection range and I tend to fire all nine torpedoes at once (not a good idea, I know). Have some replays of some of my better/average games to analyze how I play(yes I do like aiming in and out for no reason and hitting other buttons down the left side of my keyboard for no reason) https://www.dropbox.com/s/icfnb2ellhr5wb7/Akat help example 1.wowsreplay?dl=0 https://www.dropbox.com/s/2f15dyqvknw7v5u/Akat help example 2.wowsreplay?dl=0 You may, if you read my earlier thread regarding Pan-Asian DDs, recognize it as the result of the second replay.
  3. One of the latest post on SEA group on yesterday showed some balance change. You could go read there. https://sea-group.org/?p=3703&lang=en and one change come into my eyes Colorado - Hitpoint on B Hull increased from 50100 to 59300, and no change to her Repair Party. - Her main gun accuracy is adjusted to 1.9σ from 1.8σ (Hull A) and 2.0σ(Hull B), respectively. Let just say she got HP buffed but she trade with some accuracy when she fully upgraded. let's discus if this is what she really needed or not?
  4. Funnest Tier 7 Premium?

    Funnest Tier 7 Premium? List reason why
  5. So, having played through KGV and bought the Monarch, here's my review of the King George V, the tier 7 RN tech tree BB. For my review of Queen Elizabeth, the tier 6 RN BB, click here. Note: I am on the high side of average, skill wise, but no unicum. Also, while I did consult numbers and stats, my reviews are primarily based on the feel of the ship and my performance in her. This is of course a limited sample size, and is affected by my playstyle (which is generally fairly aggressive leading to occasional overreaches and a low survival rate.) Your mileage may vary. KGV was a difficult ship to click with at first. Queen Elizabeth was fairly easy to settle into once I realized how strong the AP was despite the good HE being the 'flavor' of the British line, and I played her much like I play my NorCar or Missouri, albeit much slower. King George V is much quirkier, and I had to unlearn what I'd learned from QE. As such, I was wildly inconsistent for the first dozen or so games before I settled into her. She's not armored enough to be terribly tanky, and she's undergunned compared to her peers. Queen Elizabeth is one of two 15" gun-armed researchable BBs at her tier, compared to the 14" rifles of most others at tier 6. So she's punchier than a New Mexi or a Fuso. KGV, on the other hand, drops down to 14" rifles at a tier where everyone else has 15" or 16" guns, with the exception, of course, of Scharnhorst. This meant I really struggled to do consistent damage until I figured out how to use her guns. KGV is stealthier, she's faster, and she reloads quicker than Queen Elizabeth (25 vs 30 seconds.) But because she's facing higher tier ships with thicker armor and has smaller guns, her AP wasn't nearly as effective. I struggled mightily with doing damage early on; I'd bust out a 70 or 80k game and then potato out with a 20 or 25k game. This changed once I equipped IFHE and switched to using HE most of the time,prioritizing cruisers as targets; over my last ten games I found it fairly easy to bust out 60-70k games consistently. IFHE meant I could lolcitadel many cruisers from any angle, and her high fire chance meant I could stack damage even on higher tier BBs with HE where I'd struggled to do any damage with AP. She seems to handle bottom tier better than her peers since she can still be a firestarter and still murder cruisers of any tier. Her guns turn far quicker than QEs, but unlike the QE, KGV's rear turret is very difficult to use while angled. QE's rear firing arcs were fantastic; I could use all 8 guns while staying tightly angled to the target. With KGV, you can still angle decently and use the rear turret, but it's a very narrow window. When dueling an enemy BB 1v1, probably better to just forget about the rear turret until you're very comfortable with your shiphandling of the KGV. I found myself most effective when I could stick with a pack and rain HE on a mass of enemy ships, switching targets as I stacked fires.Her AA is mediocre at best, which is another reason to not get isolated; you're going to need a cruiser or a BB with stronger AA along for help. I struggled to shoot down anything. You won't kill more than 1 or 2 planes out of a squad before they drop bombs or torps, even with your fighter up. How to play her? Play her like a mid-range Scharnhorst. Rain HE, murder cruisers and DDs, push when you can but she's a bit more fragile relative to her tier than QE is. She cannot survive focused fire for long. When top tier, you can play fairly aggressively and brawl; when bottom tier, stick back at midrange most of the time and take advantage of her good stealth to fade away and heal when needed. Note: For captain skills, I used PM, EM, Vigilance, CE, and IFHE. Still figuring out the rest of my captain build. You really need a 14-point captain to play KGV in my opinion; I found that CE and IFHE are both very important. I ran steering gear mod for faster rudder shift and then the typical BB picks for the other three slots. I did skip straight to B hull with free-XP as I hate stock grinds. Pros: Gunnery is accurate. I was wrecking DDs with snap shots consistently out to 10-12 km. Faster turret traverse High fire chance and excellent HE pen make her a cruiser murderer. You can citadel every CL I faced with HE from seemingly any angle and citadel most CAs fairly consistently. Speed enables ability to flex across map as needed. Solid support BB, most comfortable at mid-range but able to mix it up when necessary. Cons: Rear turret much harder to use while angling than QE. Takes damage quick when focused or unable to effectively angle. Rudder and engine especially seem fragile. Torps murder her. AA is borderline atrocious compared to Gneisenau (my other keeper t7 BB.) Final verdict: I loved her after two games, hated her after ten, but after the 32 games it took me to grind through her, she's a keeper. Welcome to my port, KGV.
  6. Premium Ship Review: HMS Nelson

    The following is a review of HMS Nelson, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of August 14th, 2017. The Walking Dead. Quick Summary: A slow Royal Navy battleship with all of her guns mounted forward on her bow. Her repair party consumable can allow her to come back from the dead twice over. Cost: 375,000 free experience. Patch and Date Written: 0.6.9. August 10th through 14th, 2017 Closest in-Game Contemporary Imperator NIkolai I, Tier IV Russian Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Whoa, no one panic! Nelson is not the second coming of the Nikolai. She simply shares a very similar gun layout and achieves a similar state of resilience (though admittedly through different means). They also share the affliction of having a very high citadel which means they both fold like a deck of cards if someone catches their side with battleship AP. Finally, like Nikolai, Nelson's big weak spot is her bow. While the Russian battleship really only has to worry about shells punching through the upper part of her snout, Nelson's entire bow can be easily overmatched by most of her contemporaries, but this is a common affliction to all tier VII Battleships. PROs Powerful Repair Party consumable, restoring up to 40% of the ship's hit points per charge. Good armour protection versus American AP Bombs. Good 1.9 sigma value which helps tighten up her dispersion. Flexible gun layout, able to switch fire from port to starboard very quickly. Short fuse timers on her AP shells, leading to less over penetrations. Ridiculous HE performance, with 101mm of penetration, high alpha strike and a 46% chance of starting fires per shell. CONs She feels blind with no consumables to aid with spotting (plane, radar, hydro) Citadel sits high over the waterline. Lackluster penetration values, comparable to HMS Warspite at tier VI. Slow turret traverse of 4.0º per second Anti-aircraft firepower is concentrated in short range (and excessively fragile) batteries. Nelson is slow with a maximum speed of 24 knots. Large surface detection range of 15.3km. HMS Nelson is the last of the so-called "Big Seven Battleships" to find their way into World of Warships. These were the battleships of the United States, Japan and Great Britain that were allowed to be armed with 16" guns under the Washington Naval Treaty after World War One to put an end to the naval arm's race. They consisted the Nagato-class, represented by Nagato and Mutsu, the Colorado-class of three ships, Colorado, Maryland and West Virginia and Nelson-class with Nelson and her sister ship, HMS Rodney. Of these seven vessels, the Nelson-class are certainly the standouts where design is concerned. There's no denying that their silhouette is very distinctive. When play-testing her, I received many comments about her looks (often derisive, but a few people had the right of it and called her 'awesome looking'). I can say that her play style is as distinctive as her appearance. Let's get into the hows and wherefores of their performance in game. Options Nelson has access to an improved version of the Repair Party consumable. This restores 1,188hp per second for 20 seconds, healing up to 40% of the ship's hit points per charge. However, this only comes with two charges as opposed to the usual three for battleships. Nelson queues damage in the similar manner as other Royal Navy battleships. She uses the same Damage Control Party of other Royal Navy Battleships (except Warspite) with a 15 second active period. Consumables: Damage Control Party Repair Party Module Upgrades: Four slots, standard Battleship options. Premium Camouflage: Type 10, tier VI+ standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For your upgrades, you'll be picking standard battleship options. In your first slot, take Main Armaments Modification 1. You're going to be tanking a lot with your bow and turrets, so your guns take a lot of abuse. In particular, her B turret gets disabled and destroyed frequently. In your second slot, Aiming Systems Modification 1 is your best choice. Nelson's horizontal dispersion is not as good as previous Royal Navy premium battleships, so the extra accuracy is sorely needed. Her anti-aircraft guns and secondaries are not worth upgrading. In your third slot, take Damage Control System Modification 1. This will boost your torpedo damage reduction up to 21%. And in your fourth slot, you have a choice. Steering Gears Modification 2 will reduce your rudder shift down to 11.9s. Alternatively, you can take Damage Control System Modification 2 to reduce fire and flooding damage if that's your preference. Special Upgrades The only special upgrade that has any sort of application on HMS Nelson is Damage Control Party Modification 1. When applied to HMS Nelson, this would increase the active period of her consumable from 15 seconds up to 21 seconds without affecting the reset timer. This competes with Main Armaments Modification 1 in HMS Nelson's first upgrade slot. Given the amount of abuse her main battery takes, this special upgrade isn't worth applying. Firepower Primary Battery: Nine 406mm rifles in 3x3 forward facing turrets in an A-B-C layout on the bow with B superfiring over A. Secondary Battery: Twelve 152mm rifles in 6x2 turrets and six 120mm rifles Nelson's approximate penetration values for her AP shells are 550mm at 5km, 450mm at 10km and 350mm at 15km. Like Dunkerque, Nelson is largely defined by the layout of her primary gun battery. She mounts all nine of her guns ahead of her superstructure. Veterans who have played Izumo and are concerned about her gun handling can rest easy -- Nelson's gunnery is very comfortable; more akin to the Soviet tier IV Battleship, Imperator Nikolai I than the tier IX Japanese vessel. Her A & B turrets have excellent fields of fire with a 300º and 322º firing arc respectively. C is more limited, but still easy to use. It can engage enemies 25º to 137º off its side for a total combined field of fire of 224º. In most engagements, you'll be primarily making use of A & B turret with C being used to take opportunistic shots where possible. Nelson's turret rotation may not be fast at 4º per second (45 seconds for a 180º rotation), but with these guns all being forward facing, it's very easy to shift fire left to right as needed. Overall, Nelson's gun placement makes gunnery enjoyable. Even firing over the shoulder isn't too difficult. Nelson's accuracy, however, is a bit of a mixed bag. Her shell groupings are rather tight with a 1.9 sigma value, however she does not have the vaunted Royal Navy battleship shell dispersion seen previously on HMS Warspite and HMS Hood. Her linear horizontal dispersion appears to be the same as USN Battleships. This is still better than French and German vessels, but it's hardly enviable. As a result, when firing Nelson's guns, you can be blessed by a string of really tight shell groupings and then suffer some really wonky strays. Nelson's AP shells aren't terribly inspiring but her HE shells are phenomenal. The latter does not replace the former, however. Nelson's AP shells have almost identical penetration over distance to HMS Warspite's 381mm guns, while having a shorter- fuse timer as seen on HMS Hood. This is perfectly adequate (and even ideal) for bullying any cruiser within her matchmaking spread, but it's a different story where battleships are concerned. Her 406mm gun caliber ensures she can overmatch the bows of any cruisers she encounters, as well as the bows of battleships at tiers VII and below. Unfortunately, her ability to land citadel hits against enemy battleships has largely fallen away by ranges of 12km except for the softest skinned targets such as Oktyabrskaya Revolutsiya. Landing reliable penetrations becomes questionable outside of 14km. These ranges drop further when Nelson is bottom tier or she's shooting at thick skinned dreadnoughts. Closing the distance isn't always the best option with HMS Nelson. While this does greatly enhance the penetration powers of her 406mm guns, the backup provided by her secondaries is less than inspiring. Nelson's secondary gun complement is divided between 120mm dual-purpose guns in single mounts and six, large twin-gunned 152mm turrets. They are better positioned than those on Dunkerque, but these guns are still poorly laid out to support an attack. The volume of fire they put out is also less than stellar. Her 152mm guns fire a mere five rounds per minute with their AP shells. Her 120mm fire twelve rounds per minute with HE and a great 8% fire chance per hit, but these are largely rear facing and cannot begin engaging an enemy until they're alongside Nelson. Nelson does not appear to use the same dispersion model as Warspite and Hood. Her 1.9 sigma value keeps her groupings tight, however. Nelson's main battery HE shells are something to behold. They boast 6,900 alpha strike per shell, 101mm of penetration, and a 46% fire chance. The list of ships that Nelson can citadel with her HE shells is long -- long enough that a player might be tempted to think that spamming HE shells is an optimal way to play this battleship. While each penetrating hit does land an impressive 2,277 damage, this number quickly falls away as areas become saturated. This leaves her impressive fire starting ability to take over damage dealing which can be hit or miss on focused targets that already have blazes set. Nelson's AP shells should be relied upon as the principle damage dealer for this vessel, with HE used as situational backup. Nelson's HE shells are best used opportunistically, such as when an enemy battleship angles in at a distance, or as a one-off to help support a friendly CV by knocking out masses of AA guns in a single volley. The enormous 39.2m blast area of her shells will cause extensive module damage against any target she strikes, even if they fail to penetrate. These shells have a larger and harder hitting explosion than anything short of the Yamato, Lion and Conqueror. This can leave a formidable AA armament in tatters. It may also force ships to reach for their Damage Control Party consumable to repair disabled engines and steering gears, leaving them vulnerable to follow-up fires. It can even set off the magazines of destroyers and cruisers with the concussive force alone. An Iowa-class battleship can be stripped of all (yes, all) of it's small and medium caliber AA gun mounts in as little as two to three volleys of Nelson's guns. Peppering a few preliminary HE shells around like this in the early stages of a match can go a long way towards helping your CV allies out, especially before closing into more effective AP shell range. Just don't forget to prioritize nailing those cruisers with AP when you see them. Between gun handling, AP and HE performance, Nelson's firepower is incredibly forgiving. A novice player could, in theory, spam HE constantly and still amass some pretty respectable damage totals provided they survived long enough. They would definitely lose out to a Nelson commander who varied their ammunition choices, however. Rivals: Battlecruiser HMS Hood HMS Nelson is the second tier VII premium British battleship in the game, with HMS Hood preceding her by a few months. The two ships are so very different in design and game play as to be almost laughable. Nelson is a slow, enduring and relentless. Hood is fast, flexible and fragile. Nelson is victimized by aircraft and Hood is a nightmare target for enemy carriers. Both struggle when facing tier IX ships. It's HMS Nelson's gunnery which sets her ahead of HMS Hood, in my opinion. Nelson deals damage reliably -- something the British flagship cannot claim, even with its (much) improved accuracy. With the coming of the rest of the Royal Navy line, I wonder if we'll see HMS Hood get some minor tweaks and buffs to bring her into line with the rest of the British ships. Only time will tell. Manoeuvrability Top Speed: 24.0knotsTurning Radius: 750mRudder Shift: 14.9s Maximum Turn Rate: 3.71º/s Nelson is slow. 24.0 knots is almost acceptable. Almost. Nelson is a full knot slower than Nagato which is already a ship that struggles somewhat with agility. This limits Nelson's flexibility and her survivability. She cannot control engagement distances. She cannot escape by outrunning her opponents or the reach of their guns. These problems compound when she faces tier VIII and tier IX opponents where not only are most ships faster than her, the map sizes make her low speed especially punitive. It's only when Nelson is top tier that her low top speed is less of a liability as she faces more of the standard-type American battleships and the distances she needs to cover are further reduced by the smaller maps. Now don't get me wrong -- this isn't Arizona-slow. And while she does have a three knot advantage over Colorado, she does not get Colorado's special speed preservation in a turn. Like most battleships, Nelson bleeds off 25% of her velocity when she's under manoeuvres, slowing down to 18.0 knots with her rudder hard over. If you're applying WASD hax as you should, you'll often see your speed struggling to get over 20 knots and this can feel like a real crawl when you're trying to get into position or you're trying to get away. Nelson is a pig in a turn. Nelson's only saving grace is that she rotates 0.1º/s faster than a Nagato, which isn't saying much. The good news is that she's incapable of out turning her turrets, even with their slow rate of rotation. The bad news is that while she may answer her rudder quickly, the effect of her rudder just isn't substantial enough to throw the ship about. This makes her very vulnerable to torpedo and aircraft attacks. DurabilityHit Points: 59,400Citadel Protection: 32mm anti-torpedo bulge + 356mm belt. Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 19% Armour layout of Nelson's belt, turrets and citadel. The only additional protection is a 32mm outer hull and upper deck not shown. At first glance, Nelson has horrible durability for facing off against enemy battleships. She has a citadel that sits so high over the water line, you would think she was a copy-paste job of the old Iowa and Montana-class battleships. What's worse, she's tier VII so her enormous bow is only 25mm thick. It gets overmatched by all AP shells larger than 356mm which includes the guns of all tier VII+ battleships with the exception of Scharnhorst. While she does boast some decent armour values, with up to 356mm of belt armour and a 305mm transverse bulkhead on her citadel, they are both heavily overtaxed trying to protect her vitals. The sad reality is that it's this 305mm bow plate which is HMS Nelson's achilles heel. Even with perfect angling (approximately 25º to 26º) bow on to the enemy, this plate just cannot stand up to any guns that can overmatch her bows. Bayern, HMS Hood and Queen Elizabeth need to get close to citadel her through the bow like this. They can only do so at ranges of 12.0km or less. Warspite and Mutsu can pull it off at at 13.0km. Things jump up considerably from there. Colorado can do so reliably from 18.0km. Everything else can do so at ranges in excess of 20km. When under fire from enemy super dreadnoughts, angle as best you can, know your ranges and hold your breath. In short: She eats citadels for days and then begs for a second helping when facing enemy battleships with 380mm guns or larger. Things don't get much better in regards to soaking up torpedoes. HMS Nelson has terrible torpedo protection with only a 19% reduction that can be boosted to a mere 21% with Damage Control System Modification 1. While this is better than that of HMS Hood, at least HMS Hood begins her turns faster. I lost this ship more often to torpedoes than any other damage source. Sometimes it was my own dumb fault. In others, the lack of damage mitigation simply overwhelmed the modest hit point pool of this battleship. Finally, there's the issue of her turrets. I have not been able to isolate why it happens so frequently, but HMS Nelson has her main battery guns disabled very often. B-turret seems especially susceptible. This is strange given the thick armour of her turret faces (406mm) and her barbettes (356mm). My guess is that shells are striking her barbettes or catching the softer sides of the turrets and prompting the critical damage rolls. Whatever the reason, you can expect to have one of your guns temporarily disabled at least once in a match. Yet for all of the deficiencies and even her modest hit point total, Nelson is quite easily capable of being the toughest ship afloat at her tier. This is all thanks to her Repair Party consumable. Unlike most battleships that recover up to 14% of their maximum hit points over 28 seconds, Nelson recovers up to 40% over 20 seconds. Yes, you read that right. This works out to 23,760 hit points that Nelson can heal with each charge of her Repair Party consumable. Nelson will, time and again, appear to be on her last legs only to spring back, hale and healthy and itching for a fight. Adding a India Delta increases this value up to 48% (or 28,512hp) per charge. With Superintendent, this provided HMS Nelson with a theoretical maximum damage total of 173,448 hit points needed before she sinks, provided her consumable is used optimally. I cannot stress this enough. Warspite, a ship known to be a tough little monster, would call receiving 80,000 damage before sinking a good match. This works out roughly 1.5 times her starting health. For Nelson, that number sits around 150,000 damage -- in excess of 2.5x her health pool. You can delay the enemy team simply grace of being a damage sponge they cannot sink quickly. This makes Nelson an absolute beast when it comes to facing enemy cruisers. She can soak the bombardment and the resulting fires for days and deny them any progress with a touch of a button. The only thing that keeps this from being disgustingly overpowered is the aforementioned tendency for Nelson to eat citadel hits. Her Repair Party consumable only queues 10% of citadel damage into the healing pool, while 60% of normal penetrations and 100% of flooding, fire, ramming and over penetrations make it into the queue. Her consumable also shares the long reset timer of other battleships. Large alpha strikes or masses of sustained damage can (and will) sink this ship in between cooldowns. Finally, she only gets two base charges of her Repair Party as opposed to the usual three. Overall, Nelson is incredibly resilient to fire damage because of this consumable. She simply laughs it off and heals all of the damage back, undoing the burn stacked by cruisers, destroyers and dive bombers without issue. This makes this vessel particularly well suited to farming up Fireproof and Dreadnought awards. Nelson is a zombie. If you do not put her down properly, she will keep coming back from the dead. Head shots, in the form of citadel hits or mass torpedo strikes, are the only way to ensure she goes down for good. Concealment & Camouflage Base Surface Detection Range: 15.30km Air Detection Range: 12.36km Minimum Surface Detection Range: 12.76km Main Battery Firing Range: 18.21km Min Surface Detection Rank within Tier: 2nd out of 7 Min Surface Detection Rank within Matchmaking: 19th out of 37 Wargaming has hyped that the Royal Navy battleships at tiers VII+ will have great surface detection stats. That's not present here. Within her own tier, when all of the ships are rigged for stealth, she sits 500m behind King George V and ahead of the Scharnhorst-sisters by 300m or so. In a cross-section of all of the battleships she may face, she's decidedly average, sitting right in the middle of the pack. Regardless if she's top tier or bottom, there are potentially battleships that she'll spot first and others that will be more stealthy. Concealment for a slow warship helps keep them alive. When Nelson silences her guns, her surface detection range goes down to 12.8km with a full stealth build. This can allow her to sneak up on unsuspecting targets until she gets within a more optimal firing range or angle. Sadly, she does not have the speed to really allow her to take advantage of this. Short of one-time ambushes or picking on distracted enemies, it will be very difficult to sneak up upon wary targets. It should be noted that Nelson is a terrible ship for doing her own spotting. She's effectively blind without any consumables to help her in detecting enemy ships, aircraft and torpedoes. Skills like Vigilance become increasingly important for her as a result, especially when it comes to navigating around islands or through channels. Nelson's concealment is alright. It's not a real telling strength, but it's not a liability either until she's uptiered. Anti-Aircraft Defense AA Battery Calibers: 120mm / 40mm / 20mmAA Umbrella Ranges: 4.5km / 2.5km / 2.0kmAA DPS per Aura: 36 / 119 / 126 (133 in 0.6.10) Do not let the big DPS numbers fool you. Nelson's anti-aircraft firepower isn't as healthy as it looks. It boils down to two issues. Nelson's AA firepower lacks range. Nelson's AA firepower is concentrated in a small number of fragile mount-clusters. Nelson doesn't boast the best range with her anti-aircraft firepower. The 4.5km reach on her dual-purpose mounts is disappointing but would workable if they did more damage. Unfortunately, the majority of her strength is located in her small and medium caliber mounts. Nelson's 40mm pom-poms only reach out to a range of 2.5km and her 20mm guns reach out to 2.0km. This largely limits her anti-aircraft firepower to self defense actions only and she cannot provide fleet support, even when specialized with AA Guns Modification 2 and Advanced Fire Training. The small firepower total from her 102mm guns ensures that Manual Fire Control for AA Guns just isn't worthwhile. But it gets worse. Her anti-aircraft defense is easily knocked out by even small amounts of HE fire. Nelson only has six of the octuple pom-pom mounts. Losing one reduces her medium range AA firepower by 19.8dps, and four of these guns are mounted in pairs along the long axis of the ship, making them easy prey for bombs and HE spam. Things don't get any better with her 20mm Oerlikons. She has thirty five scattered across the surface of the ship (with two more being added in 0.6.10). However, they are packed closely together in large groups which reduces their survivability. For example, ten of these reside in a tight cluster on her bow in front of A-turret. Any HE salvos will usually knock out these small caliber mounts in handfuls, quickly decimating Nelson's AA effectiveness. The only real ray of sunshine is that Nelson has fairly decent protection against American AP Bombs. Tests have shown that only a rare drop with all bombs hitting will cause anywhere close to 10,000 damage. More often than not this sat at a considerably lower total. Preliminary tests with Graf Zeppelin's AP bombs were much more damning, however, but these are still in the development phase and very much a work in progress. In summary: Nelson has pretty good raw AA values, but this is only useful for self defense and it will not hold up over the course of a battle. Taking even minor HE damage can quickly gut the potency of her flak. While the ship is pristine, she'll put up a good fight against aircraft, but their short range means that the enemy will still drop their ordnance. With luck, you'll simply make it expensive for them to do so. Dive Bombers do not present Nelson with that much of a threat, even if they're armed with AP Bombs. She's able to heal back any resulting damage with ease. Torpedo bombers are another matter, however. Nelson's anti-aircraft firepower isn't up to the task of keeping her safe. Nevermind the Manoeuvres HMS Nelson is a little weird when it comes to choosing her skills: short of her core skills, she just doesn't care. Optimizing HMS Nelson really doesn't go beyond ensuring she has Superintendent and Concealment Expert. After that, do what you want. There are three general builds which will likely end up popular. Of these three, a Survivability Build is optimal. Next comes a general anti-aircraft build (minus Manual Fire Control for AA Guns which is all but useless for her). This second build will be pretty similar to low-tier (and very high tier) Royal Navy battleship builds. Finally, you can specialize towards spamming HE like a derp cause it's hilarious. The core for all three builds is as follows: At the first tier, Preventative Maintenance is the optimal choice, but only if your own situational awareness is elevated to such a degree that you can track threats when spotted. If not, then Priority Target should be your default choice. At tier two, take Adrenaline Rush. As you take damage, your DPM will increase. Note that with the huge jumps back and forth with Nelson's hit point pool, the gains from this skill vary considerably. Alternatively, you can take Expert Marksman for better gun handling, though Nelson isn't hurting here much. At tier three, take Superintendent. This will increase the number of charges of your Repair Party by one. And finally, at tier four, take Concealment Expert. You're a big ship, but you're not Fuso-Fat. This will help keep you alive and give you more time to use your Repair Party. You can place the next nine points where you wish. Survivability Build This is, in my opinion, the best way to build up Nelson. Reach for skills that will keep you in the fight longer and improve your damage output. High Alert, Basics of Survivability, Vigilance, and Fire Prevention are all great skills for this, so pick and choose your favourites. Make sure you take Preventative Maintenance too if you took Priority Target as your first skill. Your guns are going to get knocked out a lot. Anti-Aircraft Build Be aware that while Nelson has some pretty potent looking AA DPS numbers, her anti-aircraft firepower will only ever be for self-defense purposes and not fleet support. In addition, it's incredibly fragile and easily knocked out by even a small volume of HE fire. While the ship is pristine, she can be a thorny target for carriers but she's never going to be considered a "good" flak platform. If you wish to go this route, take Basic and Advanced Fire Taining for a total of 7pts. High Alert or Expert Marksman (or Adrenaline Rush if you opted for the other) are your best choices for the remaining two points. HE Spammer Now, for the player that wants to derp around with HE shells, let's talk about specific HE-boosting skills. DO NOT take Demolition Expert. The difference between 46% and 48% fire chance just isn't worth the investment. This is too expensive a skill for too little gain. Expert Loader might actually find some use, though, when you need to smarten up and reach for your AP shells. Now let's talk about Inertial Fuse for HE Shells. HMS Nelson is fully capable of damaging any ship within her matchmaking spread with HE without any need for taking this skill. This includes battleships and the armoured deck of carriers like Taiho. Her penetration is so high, she can citadel almost half of the cruisers in her matchmaking spread. Doing so provides a big boost to Nelson's damage totals, but this is a harder shot to land than with AP shells. Here's the list of cruisers HMS Nelson can citadel stock with HE: France: De Grasse, Charles Martel, St.Louis United Kingdom: Emerald, Leander Soviet Union: Kirov, Murmansk, Krasny Krym, Molotov, Shchors, Chapayev, Mikhail Kutuzov United States: Omaha, Marblehead, Pensacola, Atlanta, Flint, Indianapolis Japan: Furutaka, Aoba, Mogami, Ibuki Others: Perth. Taking Inertial Fuse for HE Shells only opens up small sections of battleships to penetration damage and none of them large enough to be worth it (with the exception of HMS Hood and Oktyabrskaya Revolutsiya which each have large sections of their upper hull that becomes vulnerable). It does nothing to help you with aircraft carriers or destroyers. Where it does come into use is against cruisers. Taking the skill adds the following ships that HMS Nelson can now citadel: France: La Galissonniere, Algerie, United Kingdom: Fiji, Belfast, Edinburgh, Neptune Soviet Union: Budyonny United States: Cleveland, New Orleans Japan: Myoko, ARP Myoko, ARP Ashigara, ARP Haguro, ARP Nachi, Eastern Dragon, Atago, ARP Takao You'll note the absence of German cruisers and the Italian premium, Duca d'Aosta. The spaced armour around their citadels prevents HE from penetrating their machine spaces (though the modules themselves can still be damaged by the shockwave). Note that all of the French ships listed above are also largely immune but they were included because of small sections directly beneath their turrets that will allow HE to citadel them. Landing citadel hits with HE is different than landing them with AP shells. HE shells detonate immediately upon contact with any surface. Thus, you need to bulls-eye the outer citadel wall to land these high-damage hits. On some of these vessels, the amount of surface area is painfully small -- sometimes only a sliver over the waterline. The only consolation is that HE shells don't concern themselves with angle at all. Whatever surface upon which they first make contact is the one affected by the attack, so you can do some rather rude things to select ships that might otherwise bounce AP shells. I must stress, however, that as fun as it may sound to citadel cruisers with HE shells no matter how they angle, Nelson can do this with AP shells most of the time anyway. AP shells also do more damage. As hilarious as it is to make Belfasts cry when you not only carve out most of their hit points with an HE volley but also blow apart their modules and set fires, your four skill points could be better spent elsewhere. You don't really need any special skills if you want to be an HE spammer in this ship. Feel free to toss your Belfast Captain in here if you want, though. Jack Dunkirk The Legendary Commander, Jack Dunkirk, makes a rather good Royal Navy Battleship captain. His Smoke Screen Expert bonus is wasted upon these Dreadnoughts, however, but the bonuses he provides to Jack of All Trades and Expert Marksman makes him very appealing for ships like Nelson. Remember, so long as the commander build includes the skills Superintendent and Concealment Expert, Nelson is largely forgiving. So, if Jack has skills specialized for one of your cruisers, he can still train in Nelson with only a small dip in expected performance. Boom, baby! Nelson using HE in the opening stages of a match, bombarding an enemy Scharnhorst at 17km. By her fourth salvo, Nelson had destroyed both of the Scharnhorst's torpedo tubes, set three fires and crippled her anti-aircraft battery. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Nelson is really going to punish novice players. They're going to make mistakes and Nelson is going to slap them around for it. Her armour needs a subtle touch to be angled properly. Spamming HE doesn't generate great damage numbers. Her AP will bounce a lot at long ranges. She's too slow and too big to easily extract herself from trouble situations or to position herself where she's needed most. Skill Ceiling: Low / Moderate / High / Extreme In the hands of an expert, Nelson becomes a different beast altogether. She just will not die. Proper management of her Repair Party will have her coming back from the dead twice over, ensuring that her team can have a near full-health battleship late in the game, even after tanking a ton of damage. Similarly, proper ammunition use can pay enormous dividends. Her carry potential is limited by her slow speed and lack of vision control, however. Mouse's Summary: She's like a zombie. Without a headshot to put her down for good, she keeps rising from the grave. Her HE shells are a hella fun to use, but it's a mistake to rely on them heavily. You'll kick yourself for every time you have HE loaded and some dumb cruiser or battleship suddenly offers up her broadside. She does not up-tier as well as Nagato, Gneisenau or Scharnhorst. This ship is so much fun. So I know the big question on everyone's mind: Can you spam nothing but HE shells and make this thing work? The answer is 'yes'. You won't do as much damage as you would if you fired AP shells, but it's entirely possible for you to just spit out walls of HE shells instead of anything else and rack up some decent damage and kill totals. The catch is always going to be that you could have done more damage if you fired AP instead. In close matches where the outcome is neck and neck, the lost opportunities to land AP citadel hits may well end up costing you the game. The wiki-editors and I challenged one another to try playing some matches where we shot nothing but HE. Topping 120,000 damage was more difficult than a mix of AP and HE, but it was possible, especially with stacking fires. So, go ahead and spit out nothing but flaming death onto your opponents if you want, just be aware that your damage (and win rate) will take a small hit as a result. This ship seems to be designed to farm salt from the enemy. Between the fires she can set and the absolutely trollish heals, she'll make the enemy want to focus you down hard and fast (lewd!). It's absolutely mean what you can do with her HE shells. See that Scharnhorst / Gneisenau / Tirpitz that's trying to brawl your friends? It would be a shame if someone tore off their torpedo tubes, wouldn't it? Or how about that North Carolina that thinks itself immune to air attack from your tier VII Kaga division mate? It would be a shame if someone stripped them of all of their close and medium range AA power. This is the kind of nonsense that Nelson's HE allows you to do better than other battleships at her tier and it's a very fun shakeup of the usual game play. For all of these tricks and hilarity HE can offer, her AP is still just so much better. Why butcher a New Orleans' AA firepower when you can just blow their citadels out of the water instead? While it's fun to congratulate yourself for a 5-shell, 11,385 damage high explosive volley, this is still less than a single AP shell citadel hit (barring fires of course). There are right times to fire HE, do not get me wrong, but AP should really be the staple of your damage totals in this vessel. Nelson is a good ship, but she's not great. She's got three big flaws in my opinion: Her citadel is too high. She's blind. She's too slow. That high water citadel is going to be a deal breaker for some. When you're up against someone that really knows how to aim (or simply in a tier IX battleship), her weak spots are all but impossible to protect. This all but negates the awesomeness of her Repair Party consumable. And speaking of negating her Repair Party, torpedoes have a habit of doing this too. She has no tricks to help her spot these warheads or their source before it's already too late -- destroyers can pester you with impunity. Given the island humping meta that's so essential to master, Nelson really feels the pinch when she can't send up a plane to take a quick peek on what's going on around the corner. Finally, she is slow. And, I think the worst thing about Nelson's slow speed is that she's not slow enough that many players will see it for the flaw that it is. Nelson will get caught out on occasion and it will cost you games -- not a lot of them, but enough to impact her overall performance. Her big gimmick, though, is damage management. I put an India Delta signal on my Nelson and I took no small amount of pleasure announcing in all chat, "Watch my hp," as my poor, battered dreadnought jumped from 1/3rd of her hit points remaining back up to a hale and healthy 5/6th remaining. The outrage was delicious. I even made a Belfast player complain Nelson was OP when I denied him a kill by healing up from 1,200hp to almost 30,000. Pulling this off requires careful management of your concealment and positioning, disengaging from the thick of the fighting to lick your wounds and then returning to the fray as fast as your slow speed will allow. If it weren't for those three aforementioned flaws, Nelson would be overpowered as all get out. As it is, she's an excellent competitor for any veteran player and she will challenge you to find balance between ammunition choices, fighting at the head of the pack and withdrawing to conduct repairs. Rivals: Battleship USS Missouri HMS Nelson is the second premium vessel to be made available for free experience. The first was USS Missouri, the tier IX American battleship. Missouri's price tag weighs in at a hefty 750,000 free experience -- double that of HMS Nelson. So the question becomes: if you had to choose one, which one would you get? Obviously, if a player prefers one nation's game play over another, that will bias them in favour of a given vessel, but in terms of raw utility, it's hard to argue against the American juggernaut. Missouri has an enormous credit-earning coefficient baked into the ship. She trivializes the earning of credits, with even a poor game netting players in excess of 200,000 to 300,000 credits. Players that own Missouri have posted battle results screens showing them earning over 1.5M credits in a single match. No other premium vessel in the game is as profitable. HMS Nelson simply cannot compete with her on that level. Would I Recommend? Nelson can only be acquired (so I'm told) by spending 375,000 free experience. At a 1 doubloon to 25xp conversion rate, this works out to a cost of $63.25 USD for this ship if you had to buy the 15,000 doubloons necessary at full price. Weigh this against the cost of Scharnhorst, another tier VII premium battleship which weighs in at $42.99 including the port slot (which you'll have to pay extra for with Nelson). PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Battleships almost always do well in Co-Op battles. Nelson does alright, though be aware that things can get a bit tight on coin if you run with premium consumables and you don't have a premium account. We haven't seen any tier VII scenarios yet, so it's difficult to say if she'll meet their requirements well or not. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. If you're not going to get USS Missouri, then hells to the yeah. If nothing else, Nelson will print Fireproof and Dreadnought medals like you will not believe. She's not a bad Arsonist and Witherer farmer either if you want to derp around with HE shells. She's a great trainer for your Belfast Captains in this regard (even if there are going to be some wasted skills here and there). She also works well for training your RN Battleship commanders given that she accepts most builds with a shrug of her shoulders. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Nelson will rock people's socks in Ranked Battles. A fire slinging, super-healing, bow-tanking battleship? Unless she's put down quickly, she's just going to keep coming back and driving the enemy team nuts. When she's not on your team, you're going to hate it when your team mates waste ineffective firepower on her. She gets my vote. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I would have preferred HMS Rodney -- Nelson's sister ship has a much more storied history. While HMS Nelson served throughout WWII, her exploits mostly involved catching 4 torpedoes and 3 naval mines through the course of her career. She saw little to no surface action, being too slow to catch the Scharnhorst-sisters and too far away to participate in engaging Bismarck. For Fun Factor: Bottom line: Is the ship fun to play? Depending on your play style and your tolerance for derp, Nelson is either going to be the most fun you can have in a battleship with your pants on or a lackluster mehbote that does nothing for you. I have a high stupid-tolerance, so I say yes. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  7. Premium Ship Review: Blyskawica 0.6.7.1

    The Defiant. A very special thanks to KillJoy1941 and x2_Weekends for making this review possible. Quick Summary: A large, fast, hard hitting destroyer with a seven gun broadside and 8km torpedoes. Patch and Date Written: 0.6.1 through to 0.6.7.1 March 5th to July 15th, 2017. Cost: 4,800 doubloons. Closest in-Game Contemporary Leningrad & Minsk, Tier VII Soviet Destroyers Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique It wasn't until the Royal Navy (and British Commonwealth) destroyers joined World of Warships that we began to see a match to Blyskawica's pedigree. At best she could previously be compared with some of the Soviet ships, like Leningrad and Minsk, which are fast gunship platforms but still far removed from this Polish beauty. She is the first British-built destroyer in the game after all, with a resemblance that most closely matches the famous Tribal-class destroyers. To this end, I had a want to compare her to HMS Gallant. However,even with Gallant joining the ranks, Blyskawica's play style still resembles the Soviet Destroyers far more than any other ships presently in the game. I fear it won't be until we see the Tribals that we'll have anything close (if even then). PROs Very large hit point pool for a tier VII destroyer at 15,500hp. Her hull and deck are 16mm thick -- capable of auto-bouncing British Cruiser 152mm AP shells when properly angled. Armed with a seven 120mm rifle broadside, providing a powerful alpha strike per volley. Excellent fire starter with the highest fires per minute of any tier VII Destroyer. Long ranged for a destroyer with a 12.0km reach on her main battery with good shell ballistics to these ranges. Can fire her torpedoes from concealment. At a top speed of 39.0 knots, she's quite fast for a mid-tier destroyer. CONs Blyskawica is a very large target for a destroyer with a prominent superstructure and funnel. Her 120mm guns have a 6.5s reload time, hurting their DPM output. Bad firing angles on her #4 turret. Low individual shell damage and poor penetration values on AP shells. Her torpedoes have only modest performance with 14,400 damage and a 57 knot top speed. Terrible anti-aircraft firepower. Sluggish handling for a destroyer with a 5.8s rudder shift time and 610m turning circle. She is one of the least stealthy destroyers in the game. No other Polish ships in the game, limiting her use as a Captain Trainer. I've wanted to come back to revisit Blyskawica and update her review for a long time. When Wargaming let it be known that they intended to change how concealment works and greatly reduce the impact of firing from stealth in open water, I put plans to update this review on hold. I had to wait not only for this game-changing patch to come down but also to wait and see if any buffs would be provided to compensate for its loss. No such gifts and goodies have materialized, so it's probably safe to say that Blyskawica's current self is stable for the time being. Thus, here is the long overdue reprise of this review. Lert will be joining me to provide his take on this iconic destroyer released in World of Warship's first year. The Lertbox When Mouse approached me to write a Lertbox for Blyskawica I jumped at the chance. This little Polish firecracker has been one of my favorite ships in the game ever since she was gifted to me for my birthday in 2016. She is my most played destroyer with two and a half times as many battles as the runner up. I've trained her captain from three points to eighteen, and she has almost a million XP on her. To say I like the ship is like saying that the sun is a wee bit warm. At first I considered writing a "Why Blyskawica is the best ship of its type in tier" style Lertbox like I did for Bogatyr, however I just can't honestly argue that she is the best destroyer in tier. Mahan is a better knife fighter, Shiratsuyu and Akatsuki are better torpedo boats, Leningrad and Minsk are faster - but then I realized: none of those ships are as well-rounded as the Polish cavalrist. Options No surprises here. Poland doesn't appear to have any specialties when it comes to its consumables -- at least among the destroyer variety. Consumables Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard Destroyer options. Premium Camouflage: Tier VI+ Standard (Type 10). This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy You'll want to shell out the extra credits to afford the premium versions of Blyskawica's Damage Control Party and Smoke Generator consumables. These will set you back 22,500 credits each and are well worth the investment. While this destroyer excels at firing from range, you'll be on the receiving end of damage often -- so often, in fact, that you will want to protect yourself with faster repairs of crippled systems and a quicker reload time of smoke. Note, if you're going to use the rare Engine Boost Modification, do invest in the premium version of that consumable too. For your modules, Blyskawica is pretty standard. In your first slot, Magazine Modification 1 is the best choice. She detonates as regularly as other destroyers and this will help mitigate that. If you're using Blyskawica competitively, then equip Main Armaments Modification 1 and don't skimp out on the Juliet Charlie signals to prevent detonations. You can do this latter configuration in Randoms if you prefer, just be aware you could lose your ship to a magazine explosion with some frequency if you are not running the signal. For your second slot, take Aiming System Modification 1. This will tighten her dispersion by 7m at 12km or 9m at her modified maximum range of 14.4km. Honestly, this isn't much but you're dependent on tight shell groupings to really take advantage of Blyskawica's alpha strike ability with her gun volleys. The added bonus of faster traversing torpedo tubes makes it worth while -- especially compared to the other modules you could place in their stead. The third slot for Destroyers is still pretty terrible. The new Engine Boost Modification 1 which provides a 50% increase to the duration of her Engine Boost consumable is probably the most interesting. If you don't have access to that (it only comes from Supercontainers and promotions), take whichever one you want. Their gains are minimal. For your fourth slot, you've a choice. Steering Gears Modification 2 will reduce your rudder shift time from 5.8s down to 4.6s. Alternatively, Propulsion Modification 2 is an excellent option\ (and the one I prefer myself). See the Manoeuvrability section below for the impacts of Steering Gears Modification 2 on ship turning time. Firepower Main Battery: Seven 120mm/50 rifles between four turrets in an A-B-X-Y superfiring arrangement. The forward most turret is a single mount. The other turrets have two guns each. Torpedo Armament: Six tubes between 2x3 dorsal launchers. Main Battery Tier VII Rankings (out of seven) 15,400 AP Alpha Strike: 1st 11,900 HE Alpha Strike: 1st 142.153 AP DPM: 5th (B-Hull Mahan 1st with 157,500) 109,846 HE DPM: 5th (B-Hull Mahan 1st with 135,000) 0.49 Fires per Salvo: 1st 5.17 Fires per Minute: 1st 12.0km Range: 3rd (Sims 1st with 12.9km) I both love and hate Blyskawica's guns. On a per shell basis, Blyskawica has some of the weakest guns at her tier. This should probably be expected given their caliber. Blyskawica fires 120mm shells while everyone else is using 127mm or larger. Their saving grace is that they aren't dual purpose weapons, but dedicated anti-shipping naval rifles. They have great muzzle velocity and shell flight times, but her shells individually do little damage and reload slowly. Range and Ballistics One of the best features of Blyskawica's weapons is their shell flight characteristics. Her 12.0km stock range can be upgraded to 14.4km with the tier 4 skill, Advanced Fire Training. Her range is behind only the American premium Sims and the Soviet Minsk. Unlike Sims, Blyskawica has an excellent 900m/s muzzle velocity, giving her slightly less than a 9s lead time to targets out to 12km. This makes hitting targets at range quite comfortable -- something that only the Soviet destroyers can similarly boast. Other destroyers simply do not have the range or their shells have a lot of "float" at these distances. This makes Blyskawica a bit of a long range specialist among destroyers and she's most comfortable engaging enemies at arm's reach. Fields of Fire and Gun Handling It's a good thing Blyskawica's guns have such good reach and flight characteristics out to range. Up close, her gun handling and fire arcs cause problems. Her gun fire arcs break down as follows: A Turret: 276º front B Turret: 294º front X Turret: 300º rear Y Turret: 270º rear This provides an average field of fire of 285º per turret. When you compare this to similar A-B-X-Y gun mounts on destroyers (ignoring the P mounts between the funnels which area always restricted), you really start to see how often these gun are occluded despite their ideal placement. Here's the average fields of fire for the other tier VII destroyers with these same turrets: Mahan and Sims (4 turrets): 300º Shiratsuyu (2 turrets): 300º Akatsuki (3 turrets): 293.3º Leberecht Maass (4 turrets): 285.5º Leningrad & Minsk (4 turrets): 284.5º Blyskawica's only saving grace is that she concentrates all seven of her guns within these modest sets of firing arcs. The Leningrad-class, Shiratsuyu and Mahan all have an extra turret with heavily restricted fire arcs to add onto this average to bring the number down further. Blyskawica's gun traverse isn't terrible, but it's not good either. Her guns rotate at 10º per second. This is far better than those of the Soviet or Japanese destroyers (which lurch at a paltry 6º per second) but a far cry from the American rotation speeds of 15º and 34º per second off the Mahan and Sims respectively. She won't ever out turn her turrets in the manner that Soviet and Japanese destroyers will, but in an intense knife fight, you'll struggle to keep guns on target. The Tier 2 Captain Skill, Expert Marksman can be used to help ensure her guns are brought back on an opponent quickly while Blyskawica dodges enemy fire, but it's not like she needs the skill to keep her guns fixed while manoeuvring. Damage, Rate of Fire and Shell Penetration Each shell has a 2,200 AP and 1,700 HE alpha strike. This is slightly better and worse than the USN 127mm guns and only slightly behind the IJN 127mm rifles found on Shiratsuyu and Akizuki. Individually these shells don't do a lot of damage. With a 6.5s reload, it's not like she's going to win any DPS races. However, Blyskawica does have her own trump card. Her seven rifles can deal a larger alpha strike in a single volley than any of her contemporaries. A salvo of Blyskawica's guns does a full 25% more damage than Leningrad or Minsk. She puts out 3,927 HE damage per penetrating volley -- enough to strip between a quarter to a third of the hit points of almost any destroyer she faces. So while she may not fire fast, when she does land hits, they are potentially devastating. There's only one fly in the ointment. With 120mm shells, Blyskawica's HE penetration is limited to affecting areas of armour that are 19mm or less. While this is more than sufficient to bully destroyers and harass British Cruisers, it does leave her lacking when it comes to facing Battleships of tier VI or higher. She may also struggle against specific heavy cruisers -- especially those at tier VIII+. When facing these targets, they often have large sections completely immune to her HE shells and short of stacking hits against their superstructure, Blyskawica's damage totals against these ships falls away quickly. There are two solutions, of course. The first is to switch to armour piercing ammunition when confronted with these targets. This can yield some surprising bursts of damage, but only at close range. Blyskawica's penetration values on her AP shells is very lackluster and you can find them bouncing and shattering off of even thinly armoured plate at modest distances. The alternative is to invest four skill points into Inertial Fuse for HE Shells. This allows Blyskawica to penetrate up to 25mm worth of armour, removing the shell immunity from all of her targets short of tier VIII+ Battleships and select cruisers, though it does hurt her chance to start fires. This is a precious asset to hamper. The buffs to the prow of select cruisers, bumping them up to 27mm worth of armour further diminishes the value of this skill for Blyskawica such that it's very difficult to recommend. One of Blyskawica's greatest strengths is her ability to set fires. Taking Inertial Fuse for HE Shells damages this ability significantly -- she never quite recovers primacy among tier VII destroyers, even if you use Demolition Expert to prop her numbers back up. Fire Chance Blyskawica is the best fire starter of the tier VII destroyers. The combination of her large number of guns with a high fire chance per shell gives her the lead in this regard, but this can be padded further with two Captain Skills. Basic Fire Training increases her rate of fire and Demolition Expert to increase the raw chance of starting a blaze. This is one of the most significant ways Blyskawica can pad her damage numbers against targets like Nagato or Iowa that are largely immune to the direct harm of her guns. This has the added benefit of keeping pressure on your target's Damage Control Party, making her more vulnerable to flooding or fires set by your team mates. The question becomes if it's worth trading off the chance of setting fires to open up direct damage opportunities against tier VI and VII battleships with Inertial Fuse for HE Shells. Know that this harms your fire chances significantly., especially given that you may have to give up Basic Fire Training or Demolition Expert to afford it. In my opinion, when it comes to engaging capital ships, destroyers should hit and run and not dabble with illusions of providing sustained bombardment to wear down their foes. It provides too many opportunities for reprisals on a ship that should rely on stealth and speed to stay alive. To this end, I prefer Blyskawica specialized to set blazes rather than deal direct damage. Torpedoes In contrast to her guns, Blyskawica's torpedoes are a bit of a let down. They're not terrible, per se, but they certainly aren't anywhere close to good. Heck, they're not even interesting. There are three major flaws with Blyskawica's torpedoes that make them so lackluster. They are slow. They are not long ranged. She cannot do a lot of damage. Her fish travel at 57 knots which is shy of the minimum of 60+ knots you want to see on any ship that relies on their torpedoes to do a significant portion of their damage. It takes her torpedoes in excess of 53 seconds to reach the end of their running distance. A torpedo traveling 62 knots would cover this five seconds faster. This disparity in speed over running distance makes landing those long range hits difficult. The more time goes by, the more likely your target will dramatically change course, reducing the use of the aiming predictor to land hits reliably on target. At 8.0km, Blyskawica's torpedoes do allow this large destroyer to launch her fish from concealment, but only just. At best, Blyskawica can count on a 1.3km stealth firing window to engage her targets. This limits the use of her torpedoes to direct attacks only rather than having any use as an area denial weapon. This 8.0km range makes the risks of being spotted so close to potential prey items near catastrophic. This is easily inside radar range of even tier VII ships and well within the reach of terrifying German secondary gun batteries. Individually, her torpedoes don't hit especially hard either. At 14,400 damage, Blyskawica's torpedoes sit on the low side of average at tier VII. However, she only mounts six torpedo tubes versus the minimum of eight found on every other contemporary destroyer. So while salvos from other tin cans (short of a Sims) are likely to be catastrophic against all target types, Blyskawica has to often make due with simply mauling a hale and healthy target with her strikes. This limits Blyskawica's ability to outright delete select targets and usually necessitates falling back on her guns to try and finish off what she started. Summary Blyskawica should be thought of as a gunship that has workable torpedoes. She isn't a knife fighting destroyer like the Sims or Mahan and she needs to open up the range and use her better ballistic arcs to out trade the Americans. She doesn't have the DPM of the Soviet destroyers so she needs to force a knife fight where the Soviets will struggle to bring their guns to bear. This makes any gun fights with Blyskawica interesting and rewarding when you can use your ship's advantages and out play your opponents or infinitely frustrating to forever be caught out of your element. Her torpedoes are functional but not exciting by any means and make a good backup weapon to prey upon larger ships when their little friends have been thinned out. Versus Mahan You have the speed advantage over the American and more comfortable gunnery at range. The Mahan has better DPM, turns better and arguably has better torpedoes. However, when properly played this duel should be a gunnery duel from beginning to end. Keep the Mahan at range and wiggle, but keep a wary eye out for stray torpedoes. As long as you keep the battle at around 9 ~ 11 km, his torpedoes shouldn't be a threat and your comfortable gunnery should beat out his DPM. It won't be easy landing reliable hits if he's waggling his aft like he should, but with his gunnery hitting you will be even more problematic. With your speed you should be able to dictate the engagement and keep him right where you want him. In this engagement it's probably in the Mahan's best interest to go dark and try to escape. Manoeuvrability Top Speed: 39.0 knots Turning Radius: 610m Rudder Shift Time: 5.8s Maximum Rate of Turn: 8.2º per second. Blyskawica feels like a big destroyer -- she's sloppy in a turn. Though she answers her rudder quickly enough, she feels like she slides a lot,owing to her large, 610m turning circle and the 5.8s rudder shift she possesses. There's not much that can be done to alleviate this bloated feeling when it comes to Blyskawica's handling. Adding Steering Gears Modification 2 provides only a 0.15s gain on a 90º turn, improving her rotation rate by a mere 0.06º/s to 7.56º/s over this turning angle. The closest analogue to Blyskawica's rate of turn is found in the Soviet Minsk and Leningrad. It's not until Blyskawica decelerates to her optimal turning speed of 32.8 knots that she really bites into the water. Blyskawica will reach this speed under full power in about 19 seconds of hard manoeuvres, though it can be reached faster by adjusting her engines. Overall, Blyskawica responds poorly to sudden threats, yet she comes into her own over the course of a protracted series of wiggles and dodges. This creates a frustrating duality: enemy torpedo salvos are incredibly dangerous to Blyskawica while incoming fire from larger vessels can seem just as easy to avoid in this Polish ship as other destroyers. Part of the reason enemy torpedoes are so dangerous is her good speed. At 39.0 knots, Blyskawica doesn't win any awards for being the fastest ship out there (that is firmly held by the Soviets for now), but she's no sluggard. She can easily control engagement distances, closing the range or kiting as needed. However, this great speed can get her into trouble quickly -- such as finding herself with torpedoes ahead and being unable to manoeuvre into the gaps or tripping over the scouting elements of the enemy fleet. Vigilance is a very valuable skill for players who like to contest cap circles early in their Polish destroyer to provide more reaction time to this threat. Versus Leningrad & Minsk And now the trickiest theoretical duel. These Russian ships have a slight DPM advantage and a less-than-slight speed advantage. Their turning circle is greater but their additional speed means that they're almost as fast through a turn as you are. Their gunnery is as comfortable at range as yours is, and their concealment is near identical to yours when neither is firing. One minor advantage you have is that their DPM relies on fast ROF rather than large volleys, meaning that they have less time between volleys to concentrate on steering. With their superior speed they can close the distance quickly or disengage when the duel is going sour. I have to be honest here, dueling Leningrads (and since 6.2, Minsks) has always been a problem for me in Blyskawica. You have the gunnery to beat them up, but only if they allow it, and hitting such a speedy target isn't easy. Meanwhile, they can give just as hard as they can receive. Blyskawica's saving grace in this theoretical duel is her faster turret traverse, allowing you to keep your guns on the Russian boat while throwing your ship around more. Still, this isn't a duel where you can press your advantages and force your strengths on their weaknesses, this is a duel where the superior driver wins. Not the superior boat. Blyskawica may be a large destroyer, but she's so very small compared to proper cruisers, like Cleveland. Ideally, she should be working closely alongside support gunships like Cleveland, Shchors and Yorck, providing second-line artillery fire to supplement the heavy hitters once the enemy destroyer threat is neutralized. When needed, she can redeploy as a scout or to drop smoke for her team mates to help control vision. Durability Hit Points: 15,500 Min Bow & Deck Armour: 16mm Blyskawica is a large destroyer with a lot of health to match. At 15,500hp, she has the second highest hit point pool at her tier, outdone only by the enormous Leberecht Maass. Given her DPM disparity with her guns, this advantage in hit point should be put to good use when knife fighting with enemy destroyers. It also doesn't hurt to play to this advantage by padding it further with Survivability Expert. Taking this skill adds another 2,450hp to Blyskawica's total, bringing it up to 17,950hp which makes trading with American and Soviet destroyers much more tenable. Players should be aware that Blyskawica has a very large forward powder magazine, meaning almost any HE hits taken from behind her A turret right to her bridge are likely going to be damaging the magazine and prompting those dreaded detonation rolls. Her rear magazine is long and slender but slightly less exposed. Unfortunately, both lockers reside well over the waterline and catastrophic explosions in this ship should not be unexpected, especially if someone is boneheaded enough not to run with Magazine Modification 1 in their destroyer. Concealment & Camouflage Surface Detection Range: 7.7 km Air Detection Range: 3.8 km Minimum Surface Detection Range: 6.8km Within her matchmaking spread Blyskawica is one of the least stealthy tin cans available This problem is further compounded by her tier. Destroyers at tier VIII have access to Concealment Modification 1 which further reduces their surface detection range, putting Blyskawica at a further spotting disadvantage when facing stronger opponents. You can almost always count on being seen first when engaging enemy lolibotes with a mere 3 exceptions (Mahan, Kiev, and Tashkent) . It cannot be understated how much of a drawback this is for tier VII destroyers and Blyskawica specifically. Given Blyskawica's long range gunnery, players should pay close attention to their minimap and mind which ships will be able to spot her when she fires. Dealing the killing blow on an enemy destroyer may keep Blyskawica imperiled by vessels further afield that are still within her gunnery range. This goes doubly so if a player elects to use Advanced Fire Training. The good news is that unlike many of the large Soviet Destroyers, Blyskawica is capable of launching her torpedoes from concealment without issue. Once the enemy scouts are taken care of, she can make use of her modest concealment to make attack runs on larger ships. Just be wary of spotter aircraft. Versus Shiratsuyu You have the speed and the gunnery advantage, he has his imposing walls of skill. Remember though that Blyskawica is a big boat, especially compared to Japanese torpedo boats, and thus he'll probably spot you before you spot him. Often times the first sign that a Shiratsuyu is in the area is the torpedo wall approaching your ship at speed, forcing you to put on your best torpedo beats to survive. If the situation allows, turn to hunt him down with your significantly superior speed. When he's lit, give him that biblical beating that he deserves with your far superior gunnery. Be aware however that he might have another set of torpedoes ready for you when you do find him, with his torpedo reload boost consumable he can have a second set of eight torpedoes ready a mere five seconds after firing the first. This duel comes down to your skill in avoiding torpedo walls. In a gunnery duel Shiratsuyu doesn't stand a chance unless Blyskawica is near death already. Press that advantage. This graph shows the lowest possible surface detection range of the respective ships using commander skills, upgrades and camouflage of all of the ships in Blyskawica's matchmaking spread. Notice the upward trend in spotting distance from tier V through to VII and the sudden drop at tier VIII and IX. This really damages the competitiveness of tier VII.Minekaze Group includes: Minekaze, Fujin, Kamikaze, Kamikaze R, MutsukiFubuki Group includes: Fubuki, Shinonome, GnevnyBlyskawica Group includes: Blyskawica, Leberecth Maass, Minsk Anti-Aircraft DefenseAA Battery Calibers: 40mm / 13.2mmAA Umbrella Ranges: 3.5km / 1.2kmAA DPS per Aura: 22 / 14 For a ship that was historically renown for having the best AA firepower for a destroyer at the time of her construction, Blyskawica's anti-aircraft firepower in World of Warships is pretty terrible. To be fair, the anti-aircraft defense she famously provided for a British town was done with a more modernized armament than what we see in World of Warships. She has no large-caliber anti-aircraft artillery (her main battery is not dual purpose) and thus she struggles to fight back against enemy planes. How to Bring the Thunder! Wait, no, that one sank... Blyskawica has her own dedicated Captain with no other Polish ships (yet) added to the game. This means there's no excuse not to optimize your build to maximize her efficiency. Your core skills should be the following: Take Priority Target as your first skill. Next, take the good ol' destroyer standby: Last Stand. After that, you have your choice of two skills: Demolition Expert or Basic Fire Training. I'm of the opinion that the former is preferable to the latter on your first pass but you will want both eventually. Take one and move on. Finally, take the second destroyer must-have: Concealment Expert. After you've doubled back to grab the other third tier skill, it's time to look at other options. Here are the most common skills associated with Blyskawica and the merits and flaws of each: Tier 1: Preventative Maintenance. A lot of players prefer taking this skill over Priority Target, but the gains aren't what they appear to be. The incapacitations described in the skill refer to the temporary disabling of modules, or the "critical hits" that can affect main battery, torpedoes, steering gears and engines. As the hit point pool of these modules depletes, the odds of a critical hit increase. Preventative Maintenance tweaks those odds. So if, a shell has a 20% chance to knock out your ship's steering gears when struck, this skill would reduce that down to 14%. The exact numbers for the critical hit chance per module is not known at this time. Tier 2: Expert Marksman. This is a handy skill for Blyskawica, especially for players that like to wiggle and dodge while returning fire. This increases her turret rotation rate up to 12.5º per second, a full 4º per second faster than her maximum ship rotation rate, making it much easier to keep your guns fixed on target during evasive manoeuvres. Tier 2: Adrenaline Rush. It's hard to argue with a soft boost to the reload rate of your guns and torpedoes as you take damage. This can make all of the difference in a close fight. However, on some games, you just won't get a return on your investment. Tier 3: Survivability Expert. This skill is worth its weight in gold in competitive environments, boosting Blyskawica's hit point total up to a massive 17,950hp. If you're planning to take her into Ranked Battles, this is a solid investment. Tier 3: Torpedo Armament Expertise. I'm not convinced Blyskawica's torpedoes are good enough to warrant this investment. Some may, and that's up to their play style choice. Tier 3: Vigilance. If you fancy contesting capture circles and bullying lesser gunships with Blyskawica but (like me), you find yourself quite embarrassingly getting your bow blown off by enemy fish, this can help make you look less like a scrub (like me). Note, the get-gudders out there won't need this one. Tier 4: Inertial Fuse for HE Shells. This is the oh-so controversial skill. This increases the armour that Blyskawica can damage with HE shells from 19mm to 25mm, which effectively allows her to directly bombard all tier VII and lower battleships and most (but not all) heavy cruisers she encounters. This comes at the expense of what is an excellent chance to set fires. It's really up to the player to decide how they want to stack their damage. Tier 4: Advanced Fire Training. This will boost Blyskawica's gunnery range from 12km to 14.4km. She has the shell ballistics to make landing hits at this range comfortable, especially against large capital ships. The increased surface detection range may make contesting cap circles early on more risky, but the advantages of a larger stand-off range while engaging enemy ships is a definite plus. Tier 4: Radio Location. If you fancy yourself a nightmare for all things IJN, this is a fun (if expensive) skill to have. My own suggestion would be the following builds. Long Range Fire Starter: Core skills (including both Basic Fire Training and Demolition Expert). Advanced Fire Training and Adrenaline Rush. Cap Circle Duelist: Core skills (Basic Fire Training but no Demolition Expert). Vigilance, Survivability Expert, Expert Marksman, Preventative Maintenance. Blyskawica has the second largest surface detection range at tier VII behind only Mahan. Out of all of the ships she faces in her matchmaking tier, she is only more stealthy than three other vessels: Mahan, Tashkent and Kiev. Out of all destroyers from tiers V through X, she is tied for 37th place with four other ships among 45 vessels. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Destroyers are one of the more challenging classes to play effectively in World of Warships, particularly as you climb into the higher tiers where the threats keep multiplying. Radar ships being appearing at tier VII with premiums like Belfast, Atlanta and Indianapolis and are outright commonplace by tier VIII. Radio Location becomes a common skill among IJN destroyers. And to top it all off, you're playing at a tier that has the highest average of improved detection rate of any of the destroyers in the game, with Blyskawica being one of the largest overall. Good luck! Skill Ceiling: Low / Moderate / High / ExtremeBlyskawica will reward you with all of the usual tricks and plays expert Destroyers have crafted and honed, yet her unforgiving surface detection range makes the knowledge of these skills all the more important. She can perform beautifully, especially with long range gunnery harassing larger ships, but the risks are great and only experience will let you know when they outstrip the rewards. The Lertbox I love this ship. It speaks to the quality of the ship that she has an answer for almost every situation, be it long range bombardment of battleships, outrunning cruisers, laying down some decent torpedoes or bullying destroyers on at least equal footing. Only against planes does she have a weakness, and Leningrads / Minsks are the bane of her existence. That said though, when I was play-testing Minsk and Leningrad, I always reached back to Blyskawica when the testing was done. In my opinion she's just a more well-rounded ship than either Russian offering. Make no mistake: other Tier VII destroyers are better at some things. Shiratsuyu and Akatsuki are better torpedo boats, but Blyskawica is good enough. Mahan is a better gun boat, especially up close, but Blyskawica is good enough. Leningrad and Minsk are faster and more flexible in a tactical sense, but Blyskawica is good enough. While each of the other offerings might be better in certain situations, I'm hard pressed to think of one where Blyskawica can't compete. And that flexibility, that ability to handle almost any situation and make a strong showing makes this Polish Winged Hussar my favorite tin can in the game. Mouse's Summary: Surface Detection range for tier VII Destroyers sucks. Blyskawica has super fun guns and only "meh" torpedoes. I cannot, for the life of me, pull my win rate out of the gutter on this ship. Blyskawica, more so than almost any other destroyer in the game, was adversely affected by the removal of stealth-firing in 0.6.0. She could boast upwards of a 4km stealth-firing window -- one that was exceeded by ships like Sims, but with a difference. Blyskawica had the ballistic arcs to make firing from this range rather elementary. She used to be able to rain shells down with impunity on larger targets once the escort screen of enemy destroyers were clear. Only enemy aircraft could foul this up, and then only just. Radar ships, even the vaunted super-reaching radar of the Soviet Cruisers, couldn't unmask a Blyskawica with Advanced Fire Training, intent on pummeling larger surface ships to death. While she didn't have the shell caliber sufficient to land direct damaging hits to many parts of the capital ships she faced, she could light fires aplenty and that worked beautifully... well, beautifully for Blyskawica. It was annoying as Hell for the person on the receiving end. Since the changeover, she's done alright. She's not a dominant force within her tier. The changes to stealth firing really made her large surface detection range matter more. Advanced Fire Training, has become a double-edged sword rather than a play-style choice. She still provides excellent harassing gunnery support -- perfect for chasing off IJN Destroyers that get too close or lending firepower to help punish capital ships that find themselves out of position. However, Blyskawica's star has dimmed somewhat with the loss of her gimmick. This should be expected of a generalist, especially one that has lost the one thing that made her special. As Lert is fond of pointing out, Blyskawica's specialty is that she doesn't overspecialize in any one thing. She's fast, but she's not the fastest ship. She's a gunship but she's not a DPM or knife fighting monster. She has decent torpedoes but not a good torpedo armament. I love Blyskawica, I really do. She's a "cursed" ship for me -- one that I don't play often enough and when I do, I end up losing. A combination of (really) stupid mistakes with the usual small-sample size of games played means that I haven't (yet) rescued my win rate from the dregs on this boat. I still recognize her as a good ship, but it would be a lie if I said she was still very competitive in Random Battles. I think this may be more symptomatic of the problems with tier VII destroyers on the whole, however. They sit right at the crossroads -- destroyers get larger as they climb in tiers, thus increasing their overall surface detection range. At tier VIII, this reaches a critical point and Wargaming have opted to provide the Concealment Module to bring their surface detection range back down to competitive levels. While I don't think Blyskawica needs buffs to be viable, I wouldn't mind seeing some small tweak here or there. I think that says a lot about the state of this ship currently. Would I Recommend? PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Mouse: Like all destroyers in PVE Battles, Blyskawica does have to contend with bots that always know where she is (even when she's not spotted). If you can get over this hurdle and adjust your play appropriately, she's a great contender. We have not seen any scenarios where Blyskawica can be used. I was personally hoping to see her eligible for the Dunkirk mission (she was there, after all!). Otherwise, I would keep clear. Lert: With the bots target prioritization being what it is, driving any destroyer is difficult. However, Blywkawica's lack of stealth compounds the problem. Be aware of these factors when considering her for PvE. If this didn't scare you away, she can be a rewarding drive. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: Honestly? I kinda have to give Blyskawica a bit of a pass here. She can do well, don't get me wrong, but tier VII destroyers have it rough. She's alright when top tier, but she's been hurting as mid and bottom tier far more so than she once did. The lack of stealth firing really hurts, but not as much as being one of the easiest destroyers in the game to detect and with only medium range torpedoes. Lert: Yep! In case Mouse and me haven't made it clear yet there aren't many situations where Blyskawica falls short and at the tier she makes a decent amount of credits too. The only fly in the ointment is that she's the only Polish ship in the game so she isn't really suitable for captain training. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Blyskawica has always stood out as a great Ranked Battle ship. She's right up there with Sims as one of the go-to vessels at tier VII to run amok. The removal of stealth firing has knocked some of the wind out of her sails, but she's still a strong ship in this environment. Lert: Oh yes. That same flexibility counts here as well, but it's her speed and comfortable gunnery that sets her apart and makes her an ideal choice for competitive play. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Mouse: All Canadians should own this ship. She's the official sister ship to HMCS Haida for good reason. The two ships served alongside each other in multiple operations. Blyskawica has an amazing amount of history to her. Lert: Yes. She's a beautiful and storied ship that survives as museum. She's a legend in her own country and helped save a British town from German air attack during the war. For Fun Factor: Bottom line: Is the ship fun to play? Mouse: If nothing else, Blyskawica is a very fun ship to play. She has unique gunnery not seen on other ships. She's got better gun handling than the Soviets while offering a similar style of play which just makes her all around more comfortable. Lert: She's my favorite destroyer in the game, by far. Do you really expect me to answer anything but a resounding 'yes' here? What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. I wish the same could be said about tier VII as a whole for destroyers. Tier VII is GARBAGE tier for destroyers.
  8. Benson 8 DD USA 65 46.15% 44,914 1,764 2.6 1.3 0.0 51% 37% 8% 1,487 Sims 7 DD USA 21 71.43% 41,500 1,612 2.8 1.0 1.0 62% 40% 7% 1,705 Mahan 7 DD USA 36 72.22% 35,438 1,566 2.4 0.9 0.0 61% 34% 5% 1,589 Assuming the table pasted correctly on your screen, what you should be seeing is the jump from Tier VII USN DD to Tier VIII USN DD. A point of order - at 21 games, my Mahan performance was near identical to my Sims performance. I have played Mahan since 0.6.0 and the stealth fire nerf dropped, I have not played Sims since then. I attribute the difference in damage to that. However, my WR actually increased slightly after a short drop. Over the 57 games played between them, Sims and Mahan maintained a strong WR - each features about 1 kill per match, which is low-ish, and a 2.5-ish K/D. Benson features a middle of the road, same ball park, K/D, 1.3 kills per match - BUT, distinctly less survivability. Now, this is not to debate radar and CVs and all the other things that might be getting me killed in Benson. It is what it is, part of the game. Comparing Benson to Mahan, since both are 0.6.0, the damage bump is 10k or so...roughly 13-14% increase. I play the Benson in the same style I played the Mahan. OK - so...after all that, can someone help me to understand the change in USN DD play between Tier VII and Tier VIII? It's pretty clear that my play style isn't suited to Benson at all. The trouble is, my play style for USN DD hasn't changed. I don't know if it's a combination of high tier play AND 0.6.0 or what. I just know that I cannot win consistently in Benson. The payoff just isn't there and I am not sure how to change my tactics to suit higher tier USN DD play. I'm hoping to use the weekend event to research Fletcher...but, I need to get this ironed out before I go flailing around at Tier IX...if, indeed, I do at all.
  9. Premium Ship Review: Kaga

    The following is a review of Kaga, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 1st, 2017.The awkward teenager. Quick Summary: An enormous carrier with specialized dive bomber and torpedo bomber squadron attack modes. Her fighters are not up to snuff.Cost: $43.99 USD including a port slot.Patch and Date Written: May 17th to May 30th, 2017. Patch 0.6.5 to 0.6.5.1. Closest in-Game Contemporary Hiryu, Tier VII Japanese Aircraft CarrierDegree of Similarity:Clone / Sister-Ship / Related Class / Similar Role / Unique Kaga is only superficially similar to a stock Hiryu. At least then Kaga shares Hiryu's fighters, torpedo planes and dive bombers. However, all of Kaga's strike aircraft have unique ordnance, strike patterns and squadron sizes. The physical ship itself shares very little with the other carriers, with her hull based on that of a battleship. PROs Large hit point pool. Well protected citadel, including anti-torpedo bulges. Specialized large dive bomber squadrons with super-accurate drops. Specialized, large torpedo plane squadrons with a special drop pattern. Enormous carrier capacity of 85 planes. Excellent (and optimized) Flight Control Group of 2-2-1, allowing her to use and abuse two torpedo squadrons at the same time. CONs Huge target with large, soft areas that are easy for any HE shell to penetrate. Her impressive looking secondary compliment is more for show. Fighter groups are only tier VI, making them the underdog in almost any match-up. Poor damage potential from her aerial bombs. Her larger flight groups lead to longer reload times for her strike aircraft. Only modest AA power. She turns as like a one legged cow. She's about as fast too. Very easy to spot. Enormous aerial detection range and a large surface detection range too. Kaga is a beast and she looks the part. This carrier is absolutely enormous and she looks armed to the teeth with huge aircraft squadrons cluttering her decks and massive, heavy-cruiser sized defensive batteries. Tack on all of the history behind the vessel and what's not to love? In World of Warships, she's a very interesting aircraft carrier and worth taking a closer look, even if you're not a fan of the ship type. OptionsKaga has the option of using two different Flight Control groups, divided between 1-1-3 squadrons and 2-2-1 squadrons between fighters, torpedo planes and dive bombers respectively. For the first Flight Control group, the hangar capacity is divided between 11 fighters, 21 torpedo planes and 53 dive bombers. The second splits the hangar capacity with 28 fighters, 43 torpedo planes and 14 dive bombers. Consumables:Damage Control Party Module Upgrades: Four slots, standard aircraft carrier upgrades. Premium Camouflage: Tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For upgrades, I would select the following: In your first slot, take Air Groups Modification 1. Your secondaries and AA guns aren't good enough to be worth hurting your fighters any further. In your second slot, you have a choice. Flight Control Modification 1 is probably considered optimal. Kaga's larger strike air groups have almost a 30s reload time between waves and this will reduce them down by about four seconds. Alternatively, you can try and make your fighters a credible threat by using Air Groups Modiifcation 2. Understand that if you go this route, it's an uphill battle. Your fighters alone aren't likely to win you air supremacy that wasn't already gift wrapped for you by your opponent selecting a Strike-Ranger. In your third slot, take Damage Control System Modification 1. This will get your anti-torpedo protection up to 24% which is quite nice for a carrier. And in your final slot, take Damage Control System Modification 2. You will come under attack and you will suffer fires and floods. It's possible this last module will be the difference between surviving or not. Besides, nothing can really help Kaga pretend to be nimble, so don't kid yourself that the other mods will do you any service. Air Groups Aircraft Types: Mitsubishi A6M2 fighter, Nakajima B5N2 torpedo plane, Aichi D3A1 dive bomber Flight Control Groups: One fighter, one torpedo plane and three dive bombers (1-1-3) or two fighter, two torpedo plane, one dive bomber (2-2-1) Base Squadron Sizes: Four fighters, Six Torpedo Planes, Six Dive Bombers Hangar Capacity: 85 Like Saipan before her, Kaga has some unique features where her air groups are concerned. Fighters Kaga uses tier VI A6M2 "Zero" fighters. These are the exact same fighters you first unlock on the tier VI Ryujo and use again with the stock tier VII Hiryu. They even come in the same squadron size of four fighters which can be upgraded to five if you take the Air Supremacy skill. With mirrored matchmaking between carriers, these fighters have an immediate disadvantage over most other fighters you will encounter. Proper use of the strafe mechanics is key to doing the most damage possible. This will buy your strike aircraft time to do their job. You'll hemorrhage fighters quickly in most cases and eat through even Kaga's substantial reserves. So long as this is used to make strikes to the betterment of your team, the losses are acceptable. It can be worthwhile to freely offer up your fighters to lock down those of your enemy to give your bombers a clear attack run -- with Kaga, this is often all that's needed. More than any other carrier, Kaga benefits from the skill, Dogfighting Expert. It's rare that she will ever face same-tier fighter squadrons, and this provides a ready boost to their (in)efficiency. While this won't give her close to parity in performance with A6M5s or Hellcats (never mind Corsairs), it will give them a bit more attack power to help draw out fights. A6M2 Zeroes hound a Ranger's TBF Avengers. Dive Bombers There are several odd points about Kaga's dive bombers. Superficially, they share the same baseline stats as Ryujo's tier VI D3A1s. This includes hit point total and speed, but the similarities end there. Kaga organizes her dive bombers in squadrons of six planes instead of the usual four found on standard IJN Carriers. Their turn around time in the hangar is 31 seconds up from 19 seconds for Hiryu's dive bombers. In addition, they use a different armament. Kaga's D3A1s are armed with the Type 99 N6 Mod 1 bomb. Compared to those found on Hiryu, they have less armour penetration, a smaller blast-size, reduced fire chance and, most crucial of all, they do less damage. All of these drawbacks are compensated by having an dispersion radius nearly half that of normal IJN dive bomber squadrons and could be closely compared to that from Saipan's. Unlike the American premium, Kaga can tighten this further with a manual drop, landing nearly all of her bombs with pin point accuracy. Properly aimed, you can guarantee all of her bombs will strike a target. This is very necessary as her bombs only do 858 damage per hit (or less on saturated targets). An upgraded squadron with seven planes is only going to put out a maximum of 6006 damage with their strikes which is a far cry from the destroyer-busting salvos from Saipan. With a manual drop, it's unlikely that more than a single fire will be lit as they will all cluster on a single section and most ships will laugh off this kind of damage. It's only through the use of multiple dive bomber squadrons that Kaga can stack any substantial amount of damage and it's not easy going. Moreover, it's often not worth the effort of trying to land these pinpoint strikes and this, in turn, diminishes the value of the 1-1-3 control group. I've found that it's not really necessary to manually drop Kaga's dive bombers. I will spend little more time with them than to align their approach vector along the long-axis of the ship and let them auto drop. This will not result in as many hits overall, but it is more likely to spread fires across multiple sections of the ship. This in turn taxes the Damage Control Party of my target and sets up follow up attacks with torpedo planes quite nicely Overall, Kaga's dive bombers are interesting but they're not the weapon of choice for maximizing damage with this vessel and they largely play a secondary or follow up role. Blast radius of the dive-bombers from tier VII carriers with a reference-Mahan for scale. Kaga is the least likely to detonate targets she strikes with bombs as hits must be grouped quite precisely over top of the magazines to set them off. Other carriers need only land them within the same postal code to have a chance at damaging a whole number of modules. Torpedo Planes Once more, Kaga borrows from Ryujo with the B5N2 torpedo plane. In this case this isn't acting at a disadvantage to Hiryu as both carriers use this aircraft. Immediately players will notice that Kaga's squadron size for her torpedo planes is enormous, comparable to the six-plane squadrons of USN carriers. Their reload time is 29 seconds compared to 21 seconds for Hiryu's squadron of four, but is far in advance of Ranger's 41 seconds. This even compares well to Saipan's 22 second rearmament with her Skyraiders. Taken in isolation, Kaga can turn around more torpedo bombers faster than any of the other tier VII carriers. The large squadron size also comes with the option with the 2-2-1 load-out to operate two squadrons simultaneously (with 31 reserve bombers!), opening up all sorts of brutal meta play. Kaga's torpedoes travel at 48 knots compared to the 35 knots of Hiryu's torpedoes with only a minor sacrifice of 400m worth of range, bringing their reach down to a 3km. This all comes without sacrificing damage which is obscene. Kaga's torpedo drop takes a unique pattern. Rather than dropping line abreast, the formation of six planes drops in two lines, one in front of the other. Each line has three fish. The torpedoes released closest to the target are spread further apart. The second line is more tightly packed -- akin to the initial spacing of USN aerial dropped torpedoes. Casualties taken from Kaga's torpedo planes removes aircraft from this second line first, diminishing the tighter cluster. Like all IJN torpedo aircraft, their torpedoes take a convergent path on a manual drop. The net of this drop is quite different from the usual pattern players are used to evading. By playing with the range of the attack and overlapping salvos, different combinations can be used depending on the target. The wide spread of advanced torpedoes can be ignored in favour of focusing on emphasizing the narrow spread that drops behind. These drops at near point blank range can see players panic to avoid the wide-spread fish only to expose themselves to the cluster coming in behind. The variations are many, especially when doubled up with a second squadron for a cross drop, bullet-hell nightmare that will make for some great YouTube montages. Kaga's torpedo planes allow her to assassinate most surface vessels outright through either a combination of overwhelming damage or a mix of direct assault and damage over time effects. She can afford to attack targets that other carriers might not brave grace of her deep plane reserves. Approximate size of manual torpedo drop spreads at minimum arming range for Ranger (left) and Kaga (right). Both carriers have comparable widths at this range, but Kaga's will converge the further her torpedoes run while Ranger's will diverge over distance. Reference-Mahan used for scale. Load Outs Given the ridiculous strengths of Kaga's torpedo bombers, her 2-2-1 build is optimal. A single torpedo hit against most targets will do more damage than an entire squadron of dive bombers. This build also gives her more fighters to work with to help unstick her attack planes from enemy bandits. The carrier-snipe potential from this build is very real and anyone facing a Kaga should be wary of misplacing Kaga's torpedo plane squadrons lest they find themselves ambushed. So while air superiority is difficult for this carrier to achieve, she can wrest it away by going for the source of enemy aircraft with alarming ease. Firepower Secondary Battery: Ten 200mm guns in single casemate mounts, sixteen 127mm 8x2 turrets. On paper, Kaga appears to carry more firepower than the mid tier IJN Heavy Cruisers. It would be a mistake to expect too much out of these weapons. First of all, they are divided into port and port and starboard batteries, giving her a maximum broadside of five 200mm guns and eight 127mm guns. Second, their fire angles preclude all of the guns from engaging a target in her forward aspect until they're 45º off her bow (or 30º off her stern). Third, their range is limited to 4.5km. And finally, Kaga is an aircraft carrier. She's not built to trade fire with surface ships. While it may be tempting to toss a secondary-specialized Captain in her, it's your funeral. Short of a low health, Soviet destroyer being stupid enough to stray into gun range, your secondaries aren't going to get a whole lot of exercise. Attempts to do so often end hilariously and with a sad trombone sound effect. Manoeuvrability Top Speed: 28.0 knotsTurning Radius: 1080mRudder Shift: 14.4s Maximum Turn Rate: 2.69º per second. Kaga doesn't do anything particularly fast. Her top speed isn't impressive and this leaves her dangerously vulnerable if one flank collapses. When it comes to agility, whole generations live and die before she can manage to turn herself 90º, never mind coming full about. DurabilityHit Points: 51,000Maximum Protection: 19mm + 76mm + 152mm Min Bow & Deck Armour: 19mm extremities, 21mm flight deckTorpedo Damage Reduction: 22% Kaga has an enormous hit point pool for a tier VII carrier, which she deserves given the size of her. Being built on a battleship hull, her layers of protection around her citadel are quite formidable. Her citadel itself has 76mm of protection and is almost entirely submerged. At medium to close ranges, one must also punch through 152mm armoured belt and 19mm anti-torpedo bulges. While this won't turn away battleship shells, it does provide a reasonable obstacle for cruisers and destroyers, giving Kaga some survivability in such encounters, so long as they're kept brief. The downside is that all of this armour around her citadel is made largely irrelevant when it comes to high explosive attacks. Kaga is enormous and most of that upper structure right to her deck is easily penetrated by any high explosive shells she's likely to face. It's almost impossible to miss her once you start shooting and her tall silhouette makes a tempting target. Her torpedo damage reduction isn't great, but at least she has some. Not every carrier can boast that. This can save her from flooding damage and frustrate would-be carrier snipers. Secondary batteries exchange between Kaga and Dunkerque. Don't try this at home. Concealment & Camouflage Base Surface Detection Range: 12.6km Air Detection Range: 13.6 km Minimum Surface Detection Range: 10.3km Minimum Aerial Detection Range: 11.4km Kaga makes Großer Kurfurst look like a modest design. This ship be huge. Specifically, Kaga is very tall. Her flight deck is almost at the same height as the top of Yamato's rangefinders. Yeah. She's that big. This comes with some understandable complications. Aside from just being easier to hit, she's also very easy to spot. Kaga has a larger aerial detection range than she does a surface detection range. Stray float planes and wandering enemy fighters are likely to uncover her at inopportune times. This makes taking an aggressive position filled with more risk than it might in a Hiryu or Saipan, for example, especially given her less than exemplary speed and agility. Once Kaga is detected by surface vessels, disengaging is all but impossible. She doesn't have the speed or stealth to open up the distance and, short of sinking her pursuers, she can only hope to make use of island cover to make her escape. Anti-Aircraft Defense AA Battery Calibers: 127mm / 25mmAA Umbrella Ranges: 5.0km / 3.1kmAA DPS per Aura: 81 / 70 Kaga's anti-aircraft armament isn't up to the task of keeping her safe. To be fair, it's only slightly behind that of Hiryu, but even being up to par with that CV wouldn't be anything worth bragging about. Kaga's fighter cover is really necessary to keep her safe from enemy attack, taxing her already over burdened (and up tiered) fighters even more. This makes Air Groups Modification 2 look even more appealing to provide her fighters with improved endurance to continue to harass and shoot down approaching attack planes. Given her large aerial detection range, you can expect to be sniffed out early and for many opponents to try their luck at taking you out with a snipe. Worse, her large aerial detection range far exceeds even the maximum upgraded range of her AA batteries, necessitating the use of fighters to search for and clear out spotters to keep enemy surface ships from trying their luck with a long ranged pot shot or two. How to Increase your Joy The commander skills needed to optimize Kaga aren't anything special. Her AA power and secondaries aren't really worth spending skill points into to try and emphasize. This leaves us with a focus of skills to improve her aircraft performance and rearmament times -- skills that mesh well with most of the other IJN carriers, making Kaga a decent training ship once the minimums have been selected. As usual, we'll be racing to select a top tier skill first before doubling back. To this end, we'll be selecting one skill from each tier for our first 10pts spent. Start with Aircraft Servicing Expert -- Kaga's reload timer with her strike aircraft is quite long compared to other IJN Carriers. Follow this up with Torpedo Acceleration at the next tier. This will drop your effective range of your torpedo planes to 2.4km but it will increase the speed of your torpedoes to 53 knots which is hilarious. Next, take Torpedo Armaments Expertise. Finally, take Air Supremacy. Now we can double back through the lines. For your 11th point, take Dogfighting Expert. Few carriers benefit from this skill as enormously as Kaga does with her tier VI fighters. With that, your fighter squadrons are now a credible threat to a stock Hiryu and a mismanaged Saipan. From this point, you can take skills to taste. I would strongly recommend taking Concealment Expert with your next 4 skill points -- Kaga gets spotted often and this can really help mitigate that. If you choose to live dangerously (or decide that being spotted is a forgone conclusion), you can elect to take Basic and Advanced Fire Training to prop up her modest levels of flak and pretend that her secondaries are a serious threat -- which they aren't. Skills like Expert Rear Gunner and High Alert are great follow up choices for the more serious minded. She's hyooj. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Carrier game play is largely unforgiving as a rule. That said, Kaga is about as suitable for a new player as any aircraft carrier is likely to be outside of tier IV. She's very auto-drop friendly and she can land a large number of bomb and torpedo hits, even if you don't know how to manually aim. In the hands of an expert, Kaga is easy-mode on a whole new level. I dread seeing the damage totals this thing will spit out when the veterans get a hold of her. She offers so much control of damage-over-time effects and high alpha strikes. The biggest hurdle will be proper management of her under-performing fighters while ensuring that her own strike craft deliver their payloads quickly and efficiently. Mouse's Summary: How did this get past testing in this form? The 2-2-1 load out is disgusting. The only real challenge with her is managing her under-strength fighter squadrons. The rest is easy mode. I'm sorry, Ranger. I am so sorry. Kaga is very powerful. Maybe too powerful. I get how Wargaming might considered her balanced. Her fighters, even when fully specialized, will never be match for her contemporaries. Kaga's strike squadrons take a long time to reload. Her dive bombers don't hit especially hard and, when manual dropped, aren't likely to set more than a single fire. She is awkward and she is slow to respond. She is clumsy. She's easily spotted even when she thinks she's being subtle and sneaky. And, of course, Kaga has really big guns that will only get her into trouble if she tries to flaunt them. I am getting high school flashbacks. This all goes towards making her 2-2-1 build acceptable at a cursory glance, which it really shouldn't be. I am not expecting the population at large to dominate with Kaga. Her performance is locked behind a skill wall. However, I do think attention needs to be justly placed on her potential. Facing off against a competently captained Kaga will be a nightmare. I had some serious open-Beta Midway flashbacks during my play-test sessions. It felt cruel how easy it was to stack floods, set up cross drops and largely abuse surface ships. I cringe to think why Wargaming decided this game play was unacceptable for Midway, yet perfectly cromulent for Kaga, especially when under performing ships like Ranger go without. Yet, Kaga won't paint any potatoes purple. She doesn't come with training wheels. Waste time setting up attacks and your team will melt around you. Botch a carrier snipe and you'll pay for it. Choose the wrong target and your planes will evaporate before placing their drop. Mishandle your fighters against a Saipan or HIryu and you'll be on your back foot from the word go. Kaga is easily a contender for the best carrier at her tier. She's hands down better than Ranger. On the attack, she's better than Saipan or Hiryu, but she's weaker than both defensively in terms of her fighters and also the vulnerability of the carrier herself. Is she overpowered? She definitely has facets -- or rather, one facet, that smacks of such. Would I Recommend? I should preface this with the following: Kaga isn't likely to convert any new carrier players to the fold. If you haven't enjoyed playing carriers before, I don't think she'll win you over. While the attack patterns of her dive bombers and torpedo planes are interesting, they are not some miracle fix to the disparate game play between carriers and surface vessels. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Kaga can carry a PVE-match. Her damage output with the proper build is ridiculous. Snipe the enemy Kaga then farm damage at will. Her repair costs are just shy of a 34,000 credits while she'll gross between 75,000 to 100,000 easily on a decent match. For Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. I could easily recommend Kaga to grind up through Random Battles, with the one provision that she only makes a suitable trainer for commanders with at least 10pts invested in aircraft carrier skills. Without these, she really struggles against anything short of a Strike Ranger. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. In competitive environments, a well commanded Kaga is a potential nightmare for the enemy team and a strong contender for one of the best carriers at her tier. In the hands of an expert, she can delete enemy ships at will. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Kaga has an extensive history, including her famous end at the Battle of Midway. For World of Warships players, she also represents the first IJN carrier premium, which is something in of itself. She's also the second carrier premium ever. For Fun Factor:Bottom line: Is the ship fun to play? I generally dislike carrier game play so it was hard for me to enjoy my time with Kaga. Take that with the necessary pinch of salt. I didn't find anything particularly compelling about playing her. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  10. Maass - Why?

    I got the Maass this morning and am asking myself "Why?" Leningrad, Blyskawica and Shiratsuyu all have better win rates (past 2 weeks, solo). Same 3 lead the Maass in average damage, XP, kill/death and kills per battle. The eastern Europeans are faster & better gun boats with workable torps. Shira is, well, a torp monster. The Sims is more maneuverable with MUCH faster turret traverse & reloads, making it a better "jack of all trades, master of none." Is the Z-23 worth grinding the Maass? Hmmmm, Benson and Akizuki are 2 of my favorite DDs. Tier 9? Fletcher is really hard to beat. Tier 10? Maybe the Z-52 is worth the grind to Tier 10, but Khabarovsk still dominates there (even if it isn't really a DD). I'm not trying to be obnoxious here. Really want to know if I should keep going. The French cruiser line isn't working all that well for me - I have similar problems looking at Algerie vs. other T7 cruisers and looking up to T8-10. However, I like to be working on something...
  11. Best Tier 7's

    Post your reasoning below, NO PREMIUMS INCLUDED, part of another poll. I get ships are good in their own respects but I'm looking for both competitive and flexibility. Yes I know IJN CV's are better period but I have to give an option for unbiased poll.
  12. Premium Ship Review: Atlanta 3.0

    Poopin' rainbows. Quick Summary: A fragile anti-aircraft cruiser with radar and armed with sixteen 127mm rifles and short-ranged torpedoes. Patch and Date Written: 0.6.1. February 3rd, 2017 Cost: 9,000 doubloons. Closest in-Game Contemporary Flint, Tier 7 USN Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Flint is an Oakland-subclass of the Atlanta-class cruiser, so it stands to reason that the two ships would be very similar. Flint has an upgraded medium-range anti-aircraft suite. She loses out on the two wing turrets found on Atlanta giving her a maximum of a twelve-gun broadside. Flint's superiority is very firmly set by her torpedoes which have a reach out to 9.2km. Lastly, the two ships trade out their third consumable, with Flint having a USN Smoke Generator instead of Atlanta's Radar. PROs Armed with sixteen, rapid fire 127mm rifles in eight turrets dispensing up to168 rounds per minute from a fourteen gun broadside. Turret traverse is blinding-quick at 25º per second. Able to fire over intervening terrain quite easily. Her main battery customizes incredibly with the 0.6.0 Captain Skills. Her torpedoes are very fast and very hard hitting for a cruiser of her tier. Powerful anti-aircraft armament, with unlimited charges of her Defensive Fire consumable. With a full AA-upgrade build, she has some of the best AA-power in the game, tier for tier. She has access to the USN Radar consumable. CONs Tiny hit point pool of 27,500hp. Her machine-spaces citadel sits over the waterline and has a maximum of 89mm of protection. Her bows are overmatched by 203mm guns or larger. Her turrets get temporarily disabled easily. Painfully short ranged at 11.1km stock. Very poor ballistics, with shells being launched into low orbit even at modest ranges. Poor penetration values on her AP and HE shells. She struggles to do damage to tier 8+ Battleships. Torpedoes are pathetically short ranged at 4.5km. Large surface detection range of 11.0km. My last review of Atlanta was over a year ago and there have been some rather significant changes to the game in that time. Atlanta has been graced by some better fortunes, including one direct buff and many smaller, indirect buffs caused by differences in new mechanics and systems. This time last year, she was an overspecialized oddity, unable to perform in the manner players wanted and expected her to perform. She remained a favourite to eccentrics and experts and downright punitive to novice players. Atlanta's fame (or infamy) has waned considerably over the year. She is no longer commonly available, having been removed as a permanent fixture from the online store. She is also gone from the in-game tech-tree where she could be bought with doubloons. Though far from rare, it is likely that as the game matures she may become a more uncommon sight. This said, her game play style has been diluted somewhat by the inclusion of USS Flint, an Oakland-subclass of the Atlanta-class cruiser. Flint shares many characteristics with Atlanta but with the benefits of better torpedoes and a smoke generator -- two fixes for the Atlanta-class many fans of her were clamouring for. We received different fixes for Atlanta instead of questionable effectiveness. This does raise the question if Atlanta is now worth purchasing for those who do not have her, especially given her limited availability. Hopefully this review will address said concerns. Atlanta subscribes to the original Wargaming design for premium vessels in World of Warships, where candidates were to be selected from ships that didn't fit in the tech tree. These "weird" vessels included ships like Kitakami and Tone. Options Atlanta's Defensive Fire is special. Unlike other ships, she has unlimited charges of this consumable. Its other characteristics, including reset timer, duration and intensity remain the same. Atlanta is also one of the few tier 7 ships with Radar. This has an 8.49km range, 25s duration and two or three minute reset timer depending if you took the premium version or not. Consumables: Damage Control Party Defensive Fire or Hydroacoustic Search Radar Module Upgrades: Four slots, standard USN Cruiser options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy Firepower Main Battery: Sixteen 127mm rifles in 8x2 turrets with an A-B-C-P-Q-X-Y-Z arrangement. A-B-C and X-Y-Z are superfiring, with all three turrets capable of shooting unobstructed directly forward or aft respectively. P and Q are wing turrets mounted just ahead of X-turret and behind the torpedo launchers. This gives the ship a fourteen gun broadside. Torpedo Armament: Eight tubes between 2x4 launchers. One is mounted to each side of the ship behind the rear funnel. Let's start with Atlanta's torpedoes; they are terrible. While individually hard hitting at 16,663 damage per and fast at 65 knots they are pathetically short ranged at 4.5km. This limits their utility to ambush scenarios and acts of desperation. In order to properly make use of Atlanta's torpedoes, your opponent has to have made a serious mistake. In such scenarios, a broadside of all four fish will be catastrophic and your opponent deserves the punishment these can dish out for being so horribly out of position. In close range brawls with enemy cruisers, a broadside of her AP shells is often more reliably devastating than her torpedoes. That's really all that needs to be said about these weapons. Main Battery Atlanta has arguably the most entertaining main battery armament in the game. There are few guns as interesting as the USN 127mm/38 rifles in World of Warships. They are not without their controversies either. With 0.6.0 they received a significant buff in regards to how they interact with select Captain Skills and the variety of builds centered around improving these weapons is diverse. But let's start with looking at their raw performance before we worry about how we can modify them. Common Captain Skills taken by Atlanta players to buff their Main Battery. Few ships benefit so greatly from Captain Skills as the Atlanta. From left to right: Basic Fire Training, Advanced Fire Training, Demolition Expert, Inertia Fuse for HE Shells, Adrenaline Rush and Expert Marksman. Not all of these skills should be considered optimal or even necessary. The 127mm/38 rifles found on Atlanta are similar to, but not an exact match to the weapons found on the USN Destroyers. They fire the same shells, with the same relative range, ballistic qualities, alpha strike, penetration values and fire chance to her line's destroyers. However, Atlanta doesn't enjoy the same rate of fire found on vessels like Mahan, Farragut or Sims. Farragut, at tier 6, fires 15 rounds per minute -- a value matched by Mahan at tier 7. Sims gets this volume of fire as high as 18.2 rounds per minute while Atlanta has to make do with 12. For those wondering, this isn't historical and has been reduced for balance reasons. Atlanta may appear to have the equivalent broadside to three USN Destroyers combined, once you factor in her reload time, this works out closer to two. And this brings us to our first two Captain Skills. Rate of Fire Atlanta reloads every 5s giving her fourteen gun broadside a potential rate of fire of 168 rounds per minute. There are two ways to increase this. As a destroyer-caliber weapon, Atlanta enjoys full benefits of Basic Fire Training which drops her reload down to 4.5s and increases her rate of fire up to just over 186rpm. As if that weren't enough, you can also take Adrenaline Rush which increases her rate of fire as your ship takes damage. At half health, this drops Atlanta's reload by another half second, increasing it to 210rpm. Let's look at some real-world examples. Assuming penetrating hits from her HE shells (594 damage per), a full 14 gun volley (8,316 damage per) yields the following. Against saturated areas, the damage will be half this. At 168rpm: 99,792 damage. At 186rpm: 110,494 damage. At 210rpm: 124,740 damage. This is contingent on being able to land hits with that level of accuracy and penetrate vulnerable areas. Like all guns, Atlanta's rifles are exceedingly dangerous up close. Landing with ten or more shells per volley is easy enough inside of 7km ranges. However, even veteran Atlanta players only land between 29% and 35% of their hits overall which much of the accuracy disparity coming from her poor ballistic qualities at range. Range and Ballistics One of Atlanta's biggest weaknesses is her lack of reach relative to her surface detection. Stock, Atlanta's guns can theoretically hit targets up to 11.1km away while she's detected from the surface from 11.0km. This 100m buffer for such a fragile ship forces her to be placed in harms way anytime she pulls the trigger. Taking the skill, Advanced Fire Training extends her reach up to 13.3km. Between camouflage and skills, it's possible to get her surface detection down to 9.4km. In theory, this opens the tiniest of stealth fire windows (less than 100m) but in all practical sense, Atlanta cannot engage targets and stay hidden without the use of cover. This is further compounded by the appalling ballistic qualities of her shells. At her maximum range, her shells are taking a full second per kilometer of distance traveled. This leads to horrible lead times. Depending on game resolution, some players may be prevented from using the maximum zoom when ranging their shells as their targets will be well off screen. This can make targeting specific sections of ships very difficult This is a necessary skill when facing off against heavily armored targets which her HE shells can struggle to damage.Penetration and Fire Atlanta has one of the lowest average damage per game values of any tier 7 cruiser. Stock, Atlanta's high explosive shells can penetrate a maximum of 20mm of armour. Aside from destroyers and some light cruisers, her shells just don't have the penetration power to directly affect vessels short of their superstructures. So while her guns may murder a destroyer with some alacrity, when facing against cruisers and battleships, Atlanta was often on her back foot. Atlanta's AP shells can be truly monstrous when properly applied. However, their penetration values due to their low muzzle velocity and poor ballistics arcs prevents them from being used efficiently outside of 7km ranges. Inside this distance, Atlanta is more than capable of blowing out the citadel of heavy cruisers or hammering the upper hull or extremities of a Battleship with her AP shells and wracking up enormous damage totals quickly. It's not uncommon for Atlanta to deliver seven to ten citadel hits against a broadside cruiser inside of knife fighting range. This can deal a whopping 29,400 AP damage if you can land 14 out of 14 shells as citadel hits. For this reason, Atlanta's torpedoes are often forgotten in the heat of a brawl as her AP can be more than sufficient to put down an enemy cruiser. Outside of this range or against even slightly angled targets, her AP performance becomes quite anemic. For this reason, the ship has often lived and died by her high explosive shells. In the past, this forced Atlanta Captains to rely on the fire potential of her weapons to inflict damage against larger capital ships. As a flamethrower, she was quite good at this in theory but in practice, this was never sufficient. Her individual shells have a poor base fire chance at 5% per hit. Demolition Expert can nudge this number up to 7%. However, this plugs into a larger formula: [Fire Resistance Coefficient x ( 1 - [Damage Control Modification 1 - [Fire Prevention ) x ( [Projectile Base Fire Chance + [Demolition Expert + [signals - [inertial Fuse for HE Shells) = Fire Chance Fire Resistance Coefficients vary, from 0.8668 for a stock tier 5 to 0.5671 for a fully upgraded tier 9 vessel. This makes the chances of stacking fires much easier against lower tiered targets than higher tiered, which is ironic given that Atlanta can often deal more damage directly to lower tiered targets than needing fires to prop up her damage totals. Here are some real world examples: Atlanta with Demolition Expert facing an upgraded Kongo with Damage Control Modification 1 (0.8335) x [1-(0.05) - (0) x [(0.05) + (0.02) + (0) - (0) = 5.54% per shell Atlanta with Demolition Expert facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0) = 3.37% per shell Combine this with Basic Fire Training on the Atlanta (186rpm) and a 30% accuracy and you're looking at 3.1 fires per minute against the Kongo and 1.9 fires per minute against the Iowa. Based on these numbers, an Atlanta should be able to easily stack a fire or two past Kongo's Damage Control Party and disengage. Against an Iowa or similar tier 9 Battleship, it's questionable whether any fires will stick at all if the target Captain manages their consumable properly. Dueling with either Battleship for longer than a minute greatly increases the changes of reprisals from the now-annoyed battleship from which Atlanta is unlikely to survive, so it's important to stack fires in a limited time frame and disappear. Without the ability to do damage quickly to larger targets and her own poor survivability when such ships elect to shoot back, it's perhaps no wonder that Atlanta's average damage has been so low. There is a ray of sunshine, however. Inertial Fuse for HE Shells All light cruisers have benefited massively from this skill and it has been a real game changer. For Atlanta, this increases her HE penetration from 20mm to 27mm allowing her to now damage the extremities of tier 6 and 7 battleships and all cruisers within her matchmaking spread. With this skill, now Atlanta can drop those theoretical 8,314 damage, 14 penetrating hit HE volleys against most of her opponents. Only tier 8+ Battleships retain an immunity to her shells with the exception of their superstructures. This skill isn't without its trade-offs, however. It's an expensive investment for one, requiring the sacrifice of one or more beneficial Captain Skills. In addition, it damages her already poor base fire chance by a whole 3%. It's this latter trade off which can really hurt as her (in)effectiveness against tier 8+ Battleships plummets even further. Let's look at our Iowa example again. Atlanta with Demolition Expert and Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0.03) = 1.92% per shell And if you can no longer afford Demolition Expert: Atlanta with Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0) + (0) - (0.03) = 0.96% per shell Once again, assuming Atlanta is using Basic Fire Training and attaining 30% accuracy, this works out to 1.1 fires per minute with Demolition Expert and 0.5 fires per minute without. So it becomes a question of a trade off. Inertial Fuse for HE Shells greatly increases Atlanta's lethality against same tier or lower tiered battleships but worsens her performance against those found at tiers 8 and 9. Conclusions: Few ships have their performance defined so significantly by Captain Skills as Atlanta. With her torpedoes being a mere afterthought, how a player customizes and elects to use Atlanta's main batteries will largely define their level of success with this ship. There is no build that is optimal against all targets and some that are superfluous or even damaging to Atlanta's damage output depending on the ship type engaged. A player must decide well in advance what kinds of ships she wishes to specialize against and build her Atlanta accordingly. One of Atlanta's more infamous traits is the awful shell flight times. At maximum range (13.3km) it's possible to begin firing a fourth volley volley before the first has hit the target. This makes lead times downright punitive and adjusting fire difficult. Maneuverability Top Speed: 32.5 knots Turning Radius: 610m Rudder Shift Time: 8.4s Atlanta's top speed of 32.5 knots isn't particularly exciting. It's sufficient for her task as an escort cruiser, but she doesn't have the speed necessary to challenge evasive destroyers. Perhaps more pressingly, she is also lacking in sufficient speed to outrun fast Battleships that may seek to engage her, such as Bismarck, Tirpitz, Scharnhorst, Gneisenau or Iowa and she has no chance of outpacing Soviet and Japanese cruisers. So while not slow or inflexible, some care needs to be taken when planning Atlanta's course lest she find herself out of position or over extended. This is a problem common to all USN Cruisers. Ship rotation times from starting at maximum speed and rudder hard over. Each ship was run through the course five times (except Flint and Atlanta which were run for ten to confirm their similarities) and the average taken. Deceleration is the time taken for a ship to reach it's lowest speed in a turn. The two most important factors for determining ship rotation speed is the radius of her turn combined with the average speed while turning. Smaller turning circles and higher average speed will result in faster rotation rates. The tier 7 and tier 8 American cruisers are all very similar to one another in their performance, but Atlanta and her sister, Flint, are hands down the most agile of all of the mid tier USN Cruisers with between a 0.5s and 1.0s advantage in turning 90º. Atlanta's handling is almost identical to other vessels found in the American cruiser line. This similarity between mid-tier USN Cruisers makes for easy skill transference from one ship to the next. If you can torpedo beat in a New Orleans, you'll find Atlanta answer similarly to her rudder. Atlanta's turrets have no difficulties tracking targets, even with her rudder hard over. They traverse at a rate of 25º per second compared to the 6.3º per second she turns at full speed, allowing Atlanta to quickly acquire targets and engage new threats from one side of the ship to the other even while under heavy maneuvers. This makes the Captain Skill, Expert Marksman, much less valuable for Atlanta than on other USN Cruisers. Atlanta is rather agile and can be a real bothersome target for destroyers. Durability Hit Points: 27,500 Citadel Protection: 89mm of belt armour Min Bow & Deck Armour: 13mm Torpedo Damage Reduction: None. Over the last year, Atlanta has enjoyed a considerable buff to her turret durability. Patch 5.5 from April 26th, 2016, all small caliber weapons had their hit points increased as much as 2.6 times what they had been. Prior to this, Atlanta's turrets had 1,500 hit points each while she now enjoys 4,000 hit points per. Previously, it was a rare occurrence for Atlanta to survive a battle without losing some of her main battery. Now it's rather uncommon for Atlanta to permanently lose any of her weapons. However, much of what was previously said about Atlanta's durability still holds true.Atlanta is one of the worst protected cruisers in the game, making her truly a glass cannon. She has a pittance when it comes to her hit point total. Her armour layout is laughable with 89mm of belt armour. Her large citadel has a section that sits above the surface running beneath the twin superstructures, from the bridge to the wing turrets. Her bow has only 13mm worth of protection, making it possible to overmatch it with 180mm guns found on the Kirov, Molotov and Dmitri Donskoi, never mind the larger caliber guns found on heavy cruisers and battleships. There are few HE shells not capable of landing penetrating damage on Atlanta, no matter where they strike her. In short, an exposed Atlanta is very likely to become a dead Atlanta. It's imperative to make use of her concealment and agility to stay alive. Hug islands and use them to block incoming fire. Concealment & Camouflage Surface Detection Range: 11.0 km Air Detection Range: 6.4 km Minimum Surface Detection Range: 9.4km Concealment Penalty while Firing: +3.8km (vs 11.1km gun range) For such a fragile and short ranged vessel, Atlanta is shackled with an enormous surface detection range. She is utterly incapable of engaging enemy targets with her torpedoes without giving her position away. It's only when either her main battery range or her concealment is upgraded that she can ambush surface targets with her guns. Even with a full investment into concealment and range modifiers, Atlanta cannot stealth-fire from open water and remains dependent upon friendly smoke or island cover to stay concealed. At best, Atlanta can get her surface detection range down to 9.4km which is still punitive for a ship of her size and range. She's unable to sneak up on destroyers and, unlike HMS Belfast, her surface detection range exceeds that of her radar, giving destroyers time enough to begin evading before Atlanta can light them up with her consumable. It is worth mentioning that Atlanta, with her radar consumable, can make better use of borrowed smoke clouds than some other ships. When divisioned with smoke-laying vessels, Atlanta can help provide eyes for herself and allies while remaining obscured within the smoke clouds. Though her radar has a very short duration, this can tip the balance in some engagements to let this fragile vessel exploit concealment mechanics within the game to her advantage and decide the local fight. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 28mm / 20mmAA Umbrella Ranges: 5.0km / 3.1km / 2.0kmAA DPS per Aura: 121 / 27 / 29 Atlanta used to have the best anti-aircraft armament at tier 7 without contest She has been partially eclipsed by her sister ship, Flint, which has a modernized suite of weapons which replaces Atlanta's 28mm 'Chicago Piano' mounts with the famous (and more reliable and powerful) 40mm Bofors. This gives Flint a better punch at medium to close range while Atlanta dominates at a distance. When combined with Captain Skills and module upgrades, Atlanta competes very well with her sister. The image below breaks down how Atlanta's anti-aircraft power can be modified. * Bonuses are multiplicative, not additive. Note that all DPS values are approximate with some weird rounding occurring (which is why the tool-tip in port is weird when you begin stacking bonuses). This table can be used to calculate partial bonus stacks. For example, a 127mm mount (121dps) with Basic Fire Training (x1.2) Priority Target (x1.1) and Defensive Fire (x3) bonuses would generate an average of 479dps. The maximum output of Atlanta in an optimal situation would be a combined total of 1,215dps. Fully specialized and in an optimal situation, Atlanta puts out 1054 / 118 / 42 dps (a combined total of 1,215 dps) at ranges of 7.2km / 5.0km / 2.9km. Flint manages a combined total of 793 / 392 / 62 dps (a total of 1,247dps) at the same range intervals. No other ships at her tier come close to Atlanta as her sister-ship. With Atlanta's anti-aircraft firepower focused on her 127mm rifles and their 7.2km range, she makes a much better anti-aircraft escort over Flint and bests just about any other cruiser in the game, tier for tier. Atlanta's anti-aircraft advantages do not stop with just raw damage. Her aerial detection range is only 6.4km. If she keeps gun silent and switches off her AA guns, she can ambush incoming aircraft squadrons by sailing into their path to intercept them. By keeping her AA guns silent up until they're all in range, she gives the CV player no warning of her presence and can devastate a concentrated attack wave before the CV player can react. In addition, her and her sister Flint are the only ships in the game with unlimited charges of their Defensive Fire consumable. Specialized in this role, Atlanta becomes a 7.2km no-fly zone which any CV player is fool to test, no matter what their tier. But don't kid yourself. Without this specialization, without Defensive Fire specifically, you're only going to damage attack craft waves, not rout them. Any carrier wishing to delete you will be more than capable of doing so. In her element and unconcerned. Overall ImpressionsSkill Floor: Simple / Casual / Challenging / DifficultSkill Ceiling: Low / Moderate / High / Extreme Atlanta is not a friendly ship for beginners. Her weapons are too short ranged with a very temperamental damage output. Her surface detection range is too large and she has no easy-escape tools. She is far too fragile to account for any mistakes. While it's terribly fun to hold down your left mouse button and poop out rainbows of 127mm high explosive rounds, the efficacy of doing so is highly suspect at best. You can't deal damage quickly with Atlanta unless you get in close and without proper forethought, that will simply get you killed before accomplishing anything of note. The influence a well played Atlanta can have on a game is telling, but it depends entirely upon her Captain / Consumable / Module build. She's a good support ship, however the decision on how to support your team will largely dictate the spheres of influence you can perform. When Atlanta is caught out of position (which, let's admit, occurs almost continually in this ship), her ability to affect the outcome of the match falls away to nothing. Mouse's Summary: One of the oldest premiums in the game. She's also one of the most unforgiving ships in the game. The recent buffs were nice... sort of. I wanted Atlanta to get what Flint has. Despite all of her troubles, Atlanta is a riot to play. What a difference a year makes. Here's the long list of changes that occurred directly or indirectly to Atlanta between February 2016 and 2017. Her main battery durability was buffed, increasing her hit points 2.6 times. She no longer loses her turrets constantly (HOORAY!). The Situational Awareness skill was given out for free. Her AP shell normalization was changed from 8º to 10º. This means that if her shells strike at a 10º angle to the flat broadside of a ship, her shells will treat it as 0º and calculate as if they had struck flush. She received Radar. The new Matchmaker system places her at top tier very frequently. The Captain Skill changes have benefited Atlanta greatly, with easier access to quality of life improving skills like Concealment Expert and the introduction of Inertial Fuse for HE Shells. In addition, many players can't easily afford fire-mitigation skills like they used to. Atlanta has seen both feast and famine. During Closed Beta, when AP shells were dominant, she was as powerful as she has ever been. The changes to AP and HE shells nerfed her considerably, but she still had a lot of functionality with asymmetrical carrier Matchmaking and how common carriers were during Open Beta. There was almost always need for an AA escort and Atlanta filled that role nicely. Once deployment symmetry became a thing when the game was released in September of 2015, Atlanta's popularity began to severely wane. Now in 2017, it's the increase in smoke generators, specifically those of the British Cruisers, that have breathed new life into USS Atlanta. She has a purpose now -- an ability that's always welcome when there's an enemy that needs digging out. It's sad to say, but she gets more use out of that than she does her Defensive Fire consumable. Inertia Fuse for HE Shells has restored some of the bite Atlanta once enjoyed back in Closed Beta. While her upgraded HE shells don't have quite the same ubiquity as AP did back in the day, the average damage that Atlanta is dealing out has been on the rise in the last six months. Looking at a two-week snapshot of her performance ranks her 6th overall for damage output among tier 7 cruisers. It's still not a good performance, but it's definitely better than has been for the last year. Atlanta isn't back to her glory days from Closed Beta. Would I Recommend?Atlanta is a weird ship. She's not something you invest in because you think she's good. You do it because you want something unique. While it is possible to earn an equivalent through Ranked Battles in the form of USS Flint, Atlanta's analogue is likely to be out of reach for much of the player base. For Random Battle Grinding Atlanta isn't going to make it easy on you to earn rewards like High Caliber, Confederate or Kraken Unleashed. While she or any premium will earn a fair amount of experience and credits, Atlanta is difficult to make perform to make such numbers consistent. There are definitely better investments. So no. For Competitive Gaming No. There are much better ships to bring in a competitive environment than Atlanta. She's too fragile and if caught out of position, she has no get-out-of-jail cards to play. For Collectors Yes. They saw lots of action early in WWII and enjoyed success and tragedy (Google the Sullivan brothers and have tissues handy). For Fun Factor Very yes on toast. Her guns are hilarious. Staying near islands is imperative for the longevity of your Atlanta. Use it to set up attacks and cover your escape. Atlanta is not an easy ship to play. She's not like the British Cruisers or premiums like Mikhail Kutuzov or Flint where you can pop an easy smoke consumable and trump any attempts to engage you. Outfitting AtlantaAtlanta can be one of the most complicated premium ships to equip in the game presently. It's important to decide on a role for your Atlanta first. From there you may select Captain Skills and equip consumables which best support the role that you've decided upon. Modules: All of my builds for Atlanta include the same module choices. Main Armaments Modification 1, AA Guns Modification 2, Damage Control Modification 1, Steering Gears Modification 2. There's some pretty simple reasons for this. In slot 1, you can take Magazine Modification 1 if you're really paranoid about detonations. If you're intending to take Atlanta into a competitive environment, this choice should be moot as you should be using Juliet Charlie signals instead to mitigate detonations. Personally, detonations don't bother me. Atlanta does pop a little bit more than other cruisers, so keep that in mind. In slot 2, you may be wondering about the viability of Aiming Systems Modification 1. Skip it. At maximum range, and by that I mean 13.3km from Advanced Fire Training, ASM1 provides an eight meter dispersion reduction. Yep. That's it. Eight whole meters. It's 6.9m at 11.1km. Whoo. Exciting! Take the AA mod. You'll get more use out of it. All of the choices in slot 3 are terrible for the Atlanta. Take what you want. In slot 4, Propulsion Modification 2 is also a fair choice. However, Steering Gears Modification 2 will shave almost half a second off of a 90º turn going at full speed. Core Skills: Despite the 0.6.0 Captain Skill overhaul making several builds viable, there remain some skills that are optimal for Atlanta. They re included in all of the builds below. Your tier 1 skill for Atlanta should be Priority Target. Knowing when you're targeted and when you're not will save your ship and allow you to pull off some rather audacious feats. None of the other tier 1 skills is as useful. At tier 3, Basic Fire Training is the second essential. This increases your main battery rate of fire by 10% and your AA dps by 20%. Few ships gain so much as Atlanta from this skill. Bombardment Build This build focuses upon doing damage to larger ships -- specifically cruisers and tier 6 and 7 battleships. The idea is to keep her guns singing as often as possible and to use intervening terrain to keep safe. Because you're expected to be shooting almost non-stop, stealth abilities are less of priority. This build, grace of taking skills which improve her gunnery, also makes a passable anti-aircraft cruiser but this isn't our focus. Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II Captain Skills: http://shipcomrade.com/captcalc/1000000000000011000010100010100019 This build is all about maximizing the performance of your guns against these targets. Basic Fire Training and Adrenaline Rush increase your rate of fire. Inertia Fuse for HE Shells allows you to land damaging hits against the plethora of 25mm armoured sections found on ships of your chosen targets. Demolition Expert helps mitigate some of the lost fire-potential. Variant: Swap Inertia Fuse for HE Shells for Concealment Expert. This changes the build from doing direct damage to relying on fire damage to affect your targets. This will generally result in increased survivability but you'll pay for it with lower damage totals. Destroyer Hunter The idea here is to sneak up as close as possible to destroyers and annihilate them at close range. She's built for stealth. This ship is rather vanilla when it comes to the performance of her weapons against larger targets, but such is the price you pay for being a specialized hunter. Keep your anti-aircraft guns disabled until you absolutely need them. Consumables: Damage Control Party II, Hydroacoustic Search II, Surveillance Radar II Captain Skills: http://shipcomrade.com/captcalc/1000000000000011000011000000001119 The first thing that should stand out is that this will keep your Atlanta shorter ranged than other builds. This will also impair her anti-aircraft power somewhat. Radio Location is used to assist with finding the little blighters. Concealment Expert is used to reduce the range at which you're spotted to give destroyers less time to react. In addition, you will have to go gun silent to evade return fire from larger capital ships. Superintendent provides an additional charge of your Radar and Hydroacoustic Search consumables. You'll use Radio Location to home in on the destroyers until you're spotted. If haven't uncovered the destroyer within 20 seconds of being lit, activate your Radar to light the destroyer and be ready to evade any return fire. Last Stand is there to help keep you alive when your rudder gets shot out as you try to evade. The destroyers will shoot back and they always seem to hit your rudder and set you repeatedly on fire. The last thing you want to be doing is spinning in circles. Anti-Aircraft Escort As the name suggests, this build focuses on protecting friendly ships from air attack. This is hardly an optimal build in the current Random Battle meta -- carriers are not as commonplace as they once were. However, few can argue against Atlanta's efficiency as an AA-platform with this build. Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II Captain Skills: http://shipcomrade.com/captcalc/1100000001000000000010000000110119 Everything pushes towards increasing Atlanta's AA range and DPS. Basic Fire Training and Manual Fire Control for AA Armament boost your DPS directly while Advanced Fire Training provides the range. Concealment Expert provides some survivability while also helping prevent you from being spotted early by surface ships. This can allow you to better intercept an inbound bomber stream and ambush them. Jack of All Trades is used to reduce the reset timer of your Defensive Fire consumable so that it will always be ready when the next attack wave comes in.
  13. I decided to take a look at World of Warships from a scientific perspective, hopefully to bring some real quantitative data to the table. There is plenty of qualitative data, but very little in numbers backing it up. Observation: There is a large amount of talk regarding the strength of tier 7 due to it's matchmaking spread, but is it true? Is tier 7 one of the strongest tiers in the game? If so, where is the strength coming from? Hypothesis: Tier 7 is one of the strongest tiers in the game. Ships that benefit the most, are ships that gain the greatest yield when top tier. First some basic data: I decided not to include the Flint due to it's precarious nature of being driven by highly skilled players. I also did not include any clone Myoko (ARP, Southern Dragon.) Constructing a Frequency table: Finding the range (highest value - lowest value) Belfast 55.67 - Ranger 47.25 = 8.42 rounded off to 8.4 (range/ # of classes) will determine the class width. Class number chosen 10. 8.4/10 = .84 Ranger will be the first lower class limit. .84 is the class width. Note: 1 additional class was added to account for the Belfast with a total of 11 classes. Classes Win rate #of occ. Additional info class 1: 47.25%---48.08% 1 CV Ranger class 2: 48.09%----48.92% 4 DD,DD,BB,CL Akatsuki Mahan Colorado Pensacola class 3: 48.93%----49.76% 4 CL,DD,DD,CL Yorck Sims Hatsuharu Atlanta class 4: 49.77%----50.60% 2 CL,BB Indianapolis Nagato class 5: 50.61%----51.44% 3 CL,CL,BB Shchors Myoko Gneisenau class 6: 51.45%---52.28% 1 DD Kiev class 7: 52.29%---53.12% 4 DD,DD,BB,CV Leningrad Leberecht Maass Scharnhorst Hiryu class 8: 53.13%---53.96% 2 CL,DD Fiji Blyskawica class 9: 53.97%---54.80% 2 DD,CV Shiratsuyu Saipan class 10: 54.81%---55.64% 0 N/A N/A class 11: 55.65%---56.48% 1 CL belfast As presented by the data, the mean is 51.86% The ship spread is also interesting, it shows that the majority of cruisers are between classes 1-5, making them fairly weak at this tier. Only the Fiji and Belfast are in the upper classes of 8 and 11. Destroyers are heavily polarized, with the American and most of the Japanese dds occupying classes 2 and 3. This puts them close to the bottom. Their russian counterparts, along with the german Leberecht mass and the japanese Shiratsuyu however, occupy classes 6-9, showing a much stronger performance. Here is a Histogram to better visualize how the data is spread out. 4 | |- -- --|-- - --| |- -- --| | | | | | | 3 | | | | |- -- --| | | | | | | | | | | 2 | | | |-- -- -| | | |- -- --|- -- --| | | | | | | | | | | 1 |-- - --| | | | |-- - --| | | | |- -- --| | | | | | | | | | | | | 0 |____|____|____|____|____|____|____|____|____|____|____| C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 As you can see, the data on this histogram is skewed to the left and not uniform. This means there are only a few ships at the top of the pile that perform far above average to compensate for the vast majority on the bottom. Conclusion: does the information support the hypothesis? Somewhat, but it would not be enough to put this into a working theory. More testing will be needed. The two most heavily armored ships at this tier, the german BBs, are high performing. It also shows that Cruisers, the class that arguably gains the least when top tier, is lagging behind at tier 7, with only the Fiji and Belfast on top. This is important, because it shows through the scientific law of subtraction, that chances are, if the ship isn't a cruiser, it will perform better, with only a few exceptions. Thanks for reading! (Source: na.warships.today 02/08/2017) Edit: Data was collected from all-time ship performance. Any further articles I will post will feature data that is 3 months or newer, to assure better accuracy while maintaining good sample size.
  14. Hi everyone, this is another element to the show that we are adding to give a brief summary and chance to discuss the topics we talked about per episodic cast. Episode 23: Special Guest Aerroon joined us in this episode and we talked primarily about the next Ranked Season and gave our thoughts about which ships we think will be strong, poor, and expanded upon certain captain skills for Ranked. We also began the show talking about personal experiences meeting with Developers and other Wargaming Personnel and our shared passion for the game and community. Kelorns gets us into Ranked discussion with a breakdown of all the new ships that have been added to the game since the last Tier 7 Ranked Season. However we begin our group discussion with possible options for Tier 6 (Which we feel will be the starting Tier for Ranked) Kami and Aerroon talked about Fuso, while I gave a surprising mention for the Perth. Moving into the heart of the new Ranked Season we started with Tier 7 Destroyers, and among the candidates discussed Shiratsuyu, Lennongrad, Blyskawica, Sims, Leberecht Maass, and Mahan. We talked about the Destroyers ability to defend itself and the likelihood of seeing a repeat of the last Tier 7 Ranked Season. Changes to the Meta with regard to Epicenter game mode and how that will impact Destroyers on the match. On the subject of Cruisers we discussed all the new entrants and how smoke/radar/sonar will play out giving the proliferation of these abilities. What will this mean for Epicenter matches and team play, as we discussed the pros and cons of Cruiser life. Should cruisers bring defensive fire, and should they have skills like RPF, and IFHE (HEAP). Cruisers which we discussed were Belfast, Flint, Atlanta, Fiji, Shchors, Indianapolis, Myoko, and the Pensacola... < . < Touching briefly on Carriers, we talked about Saipan and Hiryu. What loads you might see and with the changes to captain skills. How Air Supremacy might be a common thing seen in this coming Ranked Season. With regard to Battleships we debated the Pros and Cons of the old Tier 7 Battleships (Colorado & Nagato) compared to the new apparent Meta shift towards aggressive and more forgiving Battleship play with German Battleships. How much of an impact will the Scharnhorst and Gneisenau have on Meta going forward this Ranked Season, and our hopes for a better Ranked Season, then our last go around. Rounding out our show we gave some parting advice and wisdom for players going in. We talk about how every ship, every player is important to the team. Furthermore we strongly feel that Detonation Flags, Camo, Flags, and Premium consumables are a MUST! Aerroon imparts his ideal team member game play style and advice for players going into this season, as well as our picks for what we feel is our best ships going into Ranked: Kelorn: Scharnhorst w/ Blyskawica as a backup Kami: Belfast w/ Scharnhorst as a backup Aerroon: Shiratsuyu w/ Gneisenau as a backup Me: Scharnhorst w/ Gneisenau as backup Thank you for listening / participating! We look forward to your comments and continued discussion. Warships Podcast
  15. Premium Ship

    I would love to see WarGaming introduce a new US battleship. The USS West Virginia. The USS West Virginia is a Colorado class BB. I would like to see it at Tier 7. The West Virginia will make a great addition to the tier 7 BB line.
  16. Belfast EU - I has anxiety

    Not sure if I should be worried or excited. I can already hear the crackling of the velcro on my wallet. The numbers appear to be statistically meaningful... but I'm not sure if conclusions can be drawn so early. I guess we'll know soon enough, eh?
  17. Favorite Tier 7 Cruiser?

    As the title suggests, what is your favorite tier 7 cruiser and why? Personally, the only two I haven't played are the Shchors and the Indanapolis. The Atlanta is a lot of fun, although it can be difficult to carry a team in it. Both the Pensacola and the Myoko I enjoyed immensely, but they both felt incomplete in some respect. I recently started playing the Yorck and have a special fondness for it. There's rarely a situation in which I feel helpless. After 15 games, the following strengths stand out to me: -It can fire spam battleships and cruisers quite effectively at range -It can duel with other cruisers due to its amazing AP at shorter ranges -4x3 6km torpedoes have amazing arcs which makes CQB extremely viable -Hydro makes you nearly immune to DDs -AA is modest enough to protect yourself against CVs -Turtleback armor and good maneuverability makes you much more survivable than the Myoko, Pensacola and Atlanta (I can't comment on the Shchors since I don't have one) Note: I omitted the Flint from the poll since it's a reward ship.
  18. Economy in co-op tier 7+

    So I recently got the tier 7 American BB the Colorado. Since I'm not very good in PvP, I just play against bots. Thing is though, it's really hard for me to make money in it because the penalty for playing co-op is too low, in fact Im regularly loosing money with it. In a recent game, I did 116545 damage and got 2 kills. The reward, 74046 credits. Thing is though, I died in the battle. The repair and ammo restock cost was 74600 credits. I ended up losing 554 credits and that was a great game for me. On average, I loose between 2K-4K in credits on victories and 9K to 17K on defeats, so it's hard to enjoy the game when I lose money regularly. Please reduce the co-op penalty so that even in a defeat I can at least make some money
  19. Sims... OFFICIALLY a good ship

    Yes, I'm a broken record... I've posted more about the Sims than I have any other ship. But it so often gets thrown under the bus due to old perceptions that are no longer relevant. This little gunboat is (tier for tier) one of the best you can get. Now we have the numbers to back it up. I originally purchased this ship as the "ugly duckling" as it had the lowest overall win rate of ANY ship. But that was going back to WoWS infancy. Now that the ship has been buffed and is in the hands of more people, it's officially a good ship. When using recent WR% as our metric, we can see that it's no longer in the 47% range that we remember. It's holding steady at 52.6% right behind the Blys. Admittedly, all T7 ships are experiencing better statistics due to the wonky MM which now screws over T5 and T6... but let's not focus on the negative here. For those that still have their doubts, please refer to my previous thread about this little beauty. http://forum.worldofwarships.com/index.php?/topic/93609-opinion-sims-is-better-than-mahan/page__p__2288583#entry2288583
  20. My Sim's Maiden Voyage...

    Extra tips are appreciated. Also, I think the 9.2km range torps are better because of it's spam-ability.
  21. Episode 10 live now How to play the Myoko! Hope you guys enjoy and please let me know what you think!
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