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Found 19 results

  1. LittleWhiteMouse

    Premium Ship Review - Maya

    The following is a review of Maya, the tier VII premium Japanese Heavy Cruiser, was sponsored by my patrons on Patreon who helped me afford this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.12.3 Please be aware that her performance may change in the future. When World of Warships was new back in 2015, one of the more frequent subjects of conversation between players was which ships they hoped to see added to the game. There was a short-list of favourites that came up time and again including: Anything German Yudachi (poi!) Insert your favourite Iowa-class ship here While never a top pick, Maya came up in these lists often enough. I think Maya sticks in my memory most because of dseehafer's "Know the Difference" threads from way back when. I was so very excited for all of the future possibilities for tech tree lines and premium ships and I couldn't wait to see them materialize. Taken from this thread by our dearly departed dseehafer. Takao's funnel is pictured on the left with Atago on the right. That funny thingie (dseehafer didn't know what it was and I certainly don't either!) is further forward on Atago. Additionally, as dseehafer points out, there are three pipes running down Takao's funnel while Atago only has two. You can see this difference if you compare Takao's funnel to Maya's in game. So the ship we have in game is Takao, not Atago. Suffice to say, I've been waiting for Maya for a long time. I had largely given up hope after seeing Wargaming clone Atago yet again to make ARP Maya back in November of 2020. I was delighted to see the ship make an appearance finally in April of 2022. Now, I have an unfortunate track record of getting my hopes up too high as of late, so let's see if I can keep my expectations reasonable and my discourse civil. Quick Summary: A down-tiered Takao-class cruiser with Shimakaze's high-speed, short-ranged torpedoes and eight, slow-firing guns instead of ten. She has access to the Main Battery Reload Booster and Repair Party consumables. PROS: Solid hit point pool for a tier VII cruiser of 39,200hp Has anti-torpedo bulges and damage reduction Good firing arcs on guns and torpedoes Quick, hard-hitting torpedoes Very fast with an unmodified top speed of 35.5 knots Access to a Repair Party consumable Access to the Main Battery Reload Booster consumable CONS: High-sitting citadel with weird geometry. Slow main battery reload Poor gun handling with a slow traverse speed for a cruiser Torpedoes have a short, 8km range Wide turning circle radius and slow rudder shift time Terrible AA firepower Large surface detection range Has depth charges instead of an air strike Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme For an inexperienced player, Maya is a good choice. She has a lot of hit points. She has a heal. You don't need to worry about which commander skills you take to make her guns work properly. The biggest strike against her is that she's a cruiser and cruisers are harder to use than battleships (generally speaking) but whatever. The only other areas of concern is micromanaging her consumables and the short range of her torpedoes. The former is more a reflection of her skill ceiling than her floor. If you forget to use her Main Battery Reload Booster, she sill works -- not as well, admittedly, but she still works. Attempting to use her torpedoes, though ... that's going to get some new players killed. They're very short ranged for a Japanese heavy cruiser. Outside of using smoke or island cover to setup ambushes, you need to expose Maya to return fire in order to drop a salvo. And there's also the Atago-trap, where the disparate launchers encourage players to show their flat broadside in order to launch both salvos off a single side. Yeesh. For expert players, Maya rewards careful use of her consumables. Otherwise, she's like most other tier VII heavy cruisers. It's all about map control, awareness and using and abusing whatever vision control mechanics you can. Her carry potential is there with her heals, speed and Hydroacoustic Search, but her low damage output and crappy stealth put a hard limit on the shenanigans she can reliably perform. Options You'll want to build Maya for stealth and speed to play to her strengths. This is an ambush-cruiser, you want to hit things hard and then disappear after putting out a couple of salvos (be those torpedoes or gunfire) and then play the waiting game until the next opportunity to strike. Choosing options that will exemplify this play style will serve you best. Consumables Maya has American Light Cruiser numbers of consumables. There's a LOT to go over. Her Damage Control Party is normal for a cruiser, repairing all critical damage, dousing fires and plugging floods for 5 seconds. She is also immune to such during this time. This has a 60 second reset timer and comes with unlimited charges. In slot two, you have the choice between Defensive AA Fire and Hydroacoustic Search. The former increases your sustained AA DPS by 50% and flak damage by 300% for 40 seconds. It comes with three charges to start and it has an 80 second reset timer. The latter (which is the consumable I recommend taking) is active for 100 seconds and will detect all torpedoes at 3.5km and enemy ships at 5km. It has a 120 second reset timer and starts with three charges as well. Slot three has a Catapult Fighter. She launches 3 aircraft which stay on station, orbiting the ship at a range of 3km for 60 seconds. It comes with three charges and has a 90 second reset timer. Her Repair Party is next. This is a slight downgrade over Atago's version of the consumable, starting with only two charges instead of three. Each charge heals back up to 14% of the ship's hit points over 28 seconds, with 50% of all penetration and citadel damage and 100% of fire, flooding and ramming damage. It has an 80 second reset timer. Finally, she has a Main Battery Reload Booster in slot #5. This increases her main battery reload speed by 50% for 15 seconds (dropping from 16.5 seconds to 8.25 seconds). It has three charges and a 60 second reset timer. Upgrades As a tier VII cruiser, Maya lacks the 5th consumable slot which makes Atago so wonderfully stealthy. Otherwise, her upgrade options should look familiar. Start with Main Armaments Modification 1. In slot two, you'll want the Special Upgrade, Hydroacoustic Search Modification 1. You can buy this for 17,000 in the Armory. Otherwise, default to Engine Room Protection. Aiming System Modification 1 remains optimal in slot 3, sadly. There's no variety here. And finally, take Steering Gears Modification 1 in slot 4. Commander Skills The ARP Maya commander from the crossover. Her voice lines are saccharine-sweet sounding. Is it just me or do her eyes not face the same direction? Nothing surprising here. Build for concealment and improve her consumables. High value skills include: Concealment Expert (4pts) - duh Superintendent (3pts) - An extra charge on all consumables is very nice. Grease the Gears (1pt) - Maya's turret traverse is slow. This helps fix it, upping it from 6º/s to 6.9º/s Priority Target (2pts) OR Incoming Fire Alert (1pt) - Pick one, not both. This will help keep you alive if you find your situational awareness could use a little help. Adrenaline Rush (3pts) - Paired with her Repair Party, you can min-max reload times versus survivability needs. After picking up these, you can go for more "nice to have skills", including (but not necessarily limited to): Last Stand (1pt) - Maya's steering gears are vulnerable to near misses from HE shells. Radio Location (4pts) - More valuable on stealthier ships, but this is still handy, both in late-game scenarios for running down lurking smol-botes and in early game to keep an eye on unseen enemy approach vectors. Heavy AP Shells (3pts) - More damage when broadsides are available. Situational and a minor boost for such a high cost, admittedly. Demolition Expert (2pts) - Bribe RNGeebus into slightly higher chance of setting a fire. It has the added bonus of making your depth charges cover a wider area. Enhanced Torpedo Explosive Charge (3pts) - A good skill for PVE-mains who want to secure kills in the oh-so-common jousts with bots. It's too expensive for PVP modes, generally speaking. Pick and choose what works best for you. I've been playing with a 10 point commander (ARP Maya) so I went with Last Stand > Priority Target > Superintendent > Concealment Expert. Camouflage Maya has two permanent camouflage schemes, her normal Default and Japanese Lacquer. As usual, the default camo comes with a palette swap option if you complete the second part of the Yamamot Isoroku collection under your Profile Tab. There's not much difference between Maya's two palette swaps for her default camouflage. The base is a dark, blue-grey. The alternative is a darker, charcoal grey. I'm of the opinion that her Japanese Lacquer camouflage looks fantastic, but it's pricey for just a cosmetic swap. Firepower Main Battery: Eight 203mm/50 guns in 4x2 turrets in an A-B-X-Y superfiring layout. Secondary Battery: Twelve 127mm/40 guns in 6x2 turrets with three turrets per side. Torpedoes: Sixteen tubes in 4x4 launchers in wing mounts by the funnels, with each launcher's firing arc covering one quarter of the ship with very little overlap directly abeam. Secondary Battery Let's start here, mostly because they're not really relevant and I can cover this quickly. Like most cruisers, Maya's secondaries are largely forgettable. Though they do have a nice range, good fire chance per shell and their rate of fire isn't terrible, with only six guns per side, she just doesn't put out the volume of fire to impress anyone. She will land incidental hits, especially when you're making a close-range torpedo run, so they might start the occasional fire or earn you a Close Quarters Expert badge on the rare occasion. You can pretty much ignore and not worry about these weapons. Main Battery Maya has a miserably slow damage output with her guns. Even with her Main Battery Reload Booster active, she struggles to compete. Her 16.5 second reload speed is the culprit. This is half a second slower than the ten-gun Atago, but with eight guns instead of the usual ten of most of the high-tier Japanese heavies; so that's doubly bad. Add on sluggish gun handling and much of Maya's gameplay boils down to "hurry up and wait" before you can pull the trigger again. This is a ship that takes bites out of the enemy's health but it takes her a long time to chew before she goes another helping. Her smaller broadside also makes her individual salvos much less fearsome; so you don't even have that shock-damage ability that might make an opponent go all squirrelly and prompt mistakes. As such, I didn't enjoy much success in hunting my preferred Atago prey: destroyers. Maya just didn't hit hard enough to make them question their life decisions. It's not all doom and gloom though. Maya has Japanese heavy cruiser accuracy which makes sniping targets at range comfy. Individually, her shells have a good fire chance, though with that slower reload, her average fires per minute is poor. Her 15.28km range is good enough and well outside her surface detection range, so it's quite simple to fire, dodge and go dark if enemies look to make a meal of you. Maya's AP penetration is decent without the need for any gimmicks to make the ship viable. I have no complaints about the hitting power or ballistics of these guns, it's really just down to how many shells she can put down range over time. Her consumable doesn't alleviate this to any significant degree, unfortunately. Like the consumable found on San Diego, it's a band-aid applied to a cracked femur. Maya is crippled by her low damage output. The 15 seconds when the consumable is active brings her closer into line with other heavy cruisers at her tier, but many of those ships have nine or ten guns, not eight. Even if Maya's consumable was active for 30 seconds instead of 15 seconds, she would still be well behind Myoko's HE damage output. Now this disparity in DPM affords her some perks. We've already seen she has a heal, so that's definitely worth something. On top of this, she gets some pretty interesting torpedoes. Guns graphic dump time! Have a DPM graphic that makes Maya look absolutely trash-tier! Yay! Inflammatory graphics! There's lots to keep in mind when looking at a DPM chart. For one, note the scale. We're going up to 250,000 DPM on the AP graph and only 200,000 on the HE & SAP graph. Second thing to note, these are the HEAVY CRUISERS only. The Light cruisers make most of these ships look terrible (seriously, Atlanta spits out 315,000 HE DPM alone). Third, these charts are DPM over a single minute, assuming with the ships labelled as "Boosted" using their consumables for 15 of those 60 seconds. Maya's DPM is terrible, no matter how you slice it. You're not burning down anything quickly. Still, DPM isn't the be-all, end-all. You can't appreciate how annoying this graphic was to make. This is what happens when I experiment. Anyway, Maya's not a good fire starter. Unlike the other graphic, here are all of the tier VII cruisers (minus clones). All told, Maya's not that far behind most of the other heavy-cruisers.. Please be aware that this graph assumes some impossibilities, such as 100% accuracy, and always landing hits on unburned sections of ships. It also doesn't account for the innate fire resistance of target vessels which will nearly halve these numbers. So in practice, Maya's going to struggle to light 2 or 3 fires per minute; barely enough to tax a battleship's Damage Control Party by herself. Maya's gun firing arcs are okay and almost good. Generally speaking, I want to see guns being able to fire 30º off the bow and stern and Maya gets pretty darned close. Japanese 203mm AP shells have some of the lowest penetration values among similar sized guns. While on paper they have enough punch to still best most cruiser belts up to 15km, in practice this limits their ability to land citadel hits reliably against other heavy cruisers to around 12km or 13km once you account for angling. Still, there are some pretty thin-skinned cruisers out there, so don't be afraid of huckin' some AP at the sides of an Omaha or Shchors if they flash their sides at any range. Much ado is made about Japanese cruiser dispersion. It's better than "normal" cruiser dispersion, sure, but it's not so much better that it'll drop your jaw. These are two dispersion plots calculated over on the World of Warships ShipBuilder site (URL in the graphic). It's a fun site to poke around -- you should check it out! As with all third party sites, take the info you find there with a pinch of salt; there's always new info being discovered about the game. Torpedoes I got SUPER excited when I saw Maya's torpedo armament at first. The looked like SHIMAKAZE (tier X, Japanese destoyer!) torpedoes! Holy cow! Shimakaze torpedoes! Maya's A M A Z I N G ! Except they're not Shimakaze torpedoes. Well, they are if you combined like the worst aspects of each one of Shimakaze's three torpedo options. So you get the shortest range, the weakest warheads, the largest detectability aura and the worst flooding chance. BUT ER MAH GURD! SHIMAKAZE TORPEDOES AT TIER VII~! WHOOOOOO! MOUSE SAID IT SO IT MUST BE TRUE! Seriously though, these torpedoes are weird momos. I haven't found anything like these fish elsewhere in World of Warships, though admittedly I didn't look too hard (I was too caught up on the Shimakaze comparison, I'm not going to lie). When I first began analyzing this ship, I thought surely this must be Maya's gimmicks: She's a torpedo cruiser! Her guns are crappy so her fish can be amazing! You'll notice past-me was jumping to a whole lot of conclusions without actually sitting down and having a good think about things. Play-testing quickly shook my romantic notions about these fish. They don't suck -- they hit too hard and they're too fast to be a complete write off. She's also got those delicious fire angles from her sister-ship Atago (they're actually even better than Atago's with more overlap directly broadside). But outside of PVE modes, they are very hard to use with any reliability (in co-op, they rock, tho, but torpedo-armed ships rule the roost there, so that's no surprise). The fault here is her poor concealment. If you slapped these same torpedoes on her bigger sister at tier VIII? Not so much of a worry. As a platform, Atago could make these work more readily. There's only 1.33km between Atago's surface detection and the 8km range of these fish. At a speed of 35.5 knots, Atago can cover that in less than 14 seconds. Maya has to contend with more than 3km difference. That's 33 seconds. Your opponent has to be asleep at the wheel for Maya to get away with a suicide rush like that unscathed. Well, unless you pick on something with a horrid reload, like California! (Gotta twist the knife, @SaiIor_Moon! ) Like brawling in a battleship, you need to pick your moment in order to make Maya's fish work. You want an isolated target, preferably one that's distracted and either the cover of smoke or the use of an island to help close the distance so they don't have time to react to what invariably ends up being someone's dramatic end, and it's often Maya being sent to the bottom and not her prey. So yeah, nice fish, shame about the range. Even more of a shame about the surface detection of the ship, tho. Better luck next premium. For a Japanese heavy cruiser, Maya has good torpedo coverage off each side, with each launcher covering a quadrant of the ship. Be careful, though, you still have to give away significant broadside in order to launch torpedoes. I'm not sorry for my colour choices. Summary Maya deals damage slowly, carefully. You don't buy this ship because of her striking power. You buy her for her durability (more on that later). She needs time and opportunity to take out her opponents, which means having a patient hand at the tiller. That's not me. I'm not patient. Maya's firepower drives me nuts. VERDICT: Comfortable guns but they fire too slowly. Powerful torpedoes but they're too short ranged. Durability Hit Points: 39,200 Bow & stern / superstructure / upper-hull / amidships-deck: 16mm / 13mm / 25mm / 29mm Maximum Citadel Protection: 25mm anti-torpedo bulge + 102mm belt Torpedo Damage Reduction: 19% This is a comparison between the tier VII cruisers that have access to a Repair Party consumable plus the Myoko-class cruisers. Myoko has the highest hit point pool of the non-healing cruisers at tier VII with 39,200 hp -- the same value that Maya has incidentally. Maya has some pretty good durability traits for a tier VII cruiser. She starts with a lot of hit points. She has access to a Repair Party consumable. She has anti-torpedo protection, including external anti-torpedo bulges. Her deck plating is reinforced. Let's start with her health and heals. Health and Healing Potential Having access to a Repair Party for any mid-tier cruiser is a big deal, proving extra staying power over the course of a match. There is some reason for caution here. Unlike battleships, cruisers are much more likely to be subject to "rapid unscheduled disassembly", being one-shot by salvos of shells or torpedoes. A Repair Party doesn't do you much good if you can't survive what initially stripped away your health in the first place. That said, cruiser heals, including Maya's, are more capable of recovering citadel damage, queuing up to 50% of all penetration damage instead of just 10% like a battleship's might. So if you do get smacked in places you REALLY don't want to be hit, there is some solace that you can claw back some of the hurt done to you. Just don't make it a habit. Maya pairs this healing benefit with one of the largest hit point pools at her tier, with only Toulon having more and Myoko having just as much. This has the added benefit of making her individual healing charges meatier -- gotta love percentage based mechanics when you have bigger base numbers than the competition. Though this has no impact on fires or flooding, neither of these tend to be a significant threat to cruisers with their faster Damage Control Party. Still, in the age of submarine pings, it's worth keeping an eye on damage-over-time effects. Thus Maya's big hit point pool and heals make her more resistant to damage than many of her tier mates, though she's not the best in that regard. Though Maya has a Repair Party, it's a neutered Repair Party, coming with fewer base charges than her contemporaries. Maya starts with only two charges of her heal instead of the usual three. So instead of being exemplary when it comes to health and healing potential, Maya is merely "very good". Oh noes, how terrible. The are a few remarkable features regardling Maya's armour scheme. First is the presence of her large anti-torpedo bulges. When angled, this provides an extra layer of protection against AP shells of 356mm calibre or smaller. The second is her 29mm deck armour, which provides some protection against light cruiser calibre HE and overmatching from anything smaller than a 419mm AP round. Third, you have to keep that enormous 13mm superstructure in mind. It's an easy, enormous target that gives away a ton of damage. Armour & Citadel Protection Cruisers don't have it very good at tier VII, at least not in terms of being able to shrug off incoming shell fire. Once you hit tier VIII, there's limited opportunities to face tank certain calibres of AP rounds, with most cruisers able to auto-ricochet 356mm AP shells and German and American heavy cruisers can shrug off as high as 381mm AP rounds too which is pretty cool. Down here at tier VII, though, anything 229mm or larger in calibre will overmatch Maya's snoot or butt and slam into her stepped citadel and do unspeakable things to her hit point pool. Unfortunately, every battleship that she might face presently has guns that big. There's even a lot of cruisers throwing shells around at that size. Even Cheshire can do it! Cheshire! I hate saying good things about Cheshire! How dare, Maya!? How dare!? So angling against large calibre rounds in mid-tier cruisers doesn't work so well. You need to dodge those, though it would be preferable if you didn't get shot at by them in the first place. Still, it's not all doom and gloom. Maya has some pretty trollish facets to her armour. First, her amidships deck cannot be overmatched by anything smaller than a 419mm AP shell. Similarly, her deck plating is immune to 152mm HE shells or smaller, provided they come from tier V, VI or VII cruisers not packing the Inertial Fuse for HE Shells commander skill. This includes relative immunity to small-calibre HE rockets and some bomblets off Royal Navy carriers. This really isn't going to result in her shrugging off much in the way of extra damage; her deck is a relatively small target, but every now and then it might save you from incidental hits. Similarly, her anti-torpedo bulges present a void to incoming shell fire. A shell which penetrates the bulges but fails to get through her belt underneath won't do anything. For incoming AP rounds smacking her at an angle, these bulges also present an additional ricochet check which may help keep her alive. For all of this admittedly mixed praise, I wouldn't call Maya's armour and citadel scheme good, though. It's merely 'okay', even for a cruiser. Your best hope here is to not get hit if you can at all help it. Her high-water citadel placement amidships means she gives away citadel damage quite often. In addition, her enormous superstructure is an easy spot to bullseye for bombs, rockets and shellfire. And while she does have some anti-torpedo protection, with a cruiser's hit point pool, even individual torpedo hit can be crippling. Peel the anti-torpedo bulges back and you can see Maya's stepped citadel profile with her 102mm / 127mm belt armour. Maya has weird citadel geometry that's rather common in Japanese ships. This ship doesn't angle well against incoming AP fire, but there are few tier VII cruisers that do. Summary Maya is tougher than the average tier VII cruiser, but this rarely demonstrates itself in any dramatic manner. She's not a battleship. She's not meant to "tank" hits, just sponge up a few and keep coming back. Her heals allow her to stay in the fight a little longer than she otherwise might, so long as you play her cautiously. Don't think you'll come out the other side of a suicidal torpedo run lemon-fresh scented, or be able to trade body blows with another cruiser to make up for her terrible DPM. VERDICT: Good, but not a game changer, I'm sorry to say. It feels like a poor trade for such poor hitting power. Agility Top Speed: 35.5 knots Turning Radius: 780 meters Rudder Shift Time: 10.13 seconds 4/4 Engine Speed Rate of Turn: 5.6/s at 28.3kts Main Battery Traverse Rate: 6º/s Alright, this was an attempt to keep the clutter WAAAY down. In this comparison, I have the most agile tier VII cruisers (Gorizia, Chumphon and Fiji), then all of the Japanese cruisers at tier VII (Omono, Tokachi, Maya and the Myoko-chorus) and then the least agile cruiser at the tier (Lazo). I hope this gives a reasonable indication of comparative agility. Let me know what you think and if I should include more / less. I want to make sure these are readable, but I know that some people look to these graphics for more than just the ship I'm presently covering. Maya's fast. She's not the fastest cruiser out there. The French cruisers, with their Engine Boost consumables are faster. Algérie can push 35.8 knots, Toulon manages over 36. Maya's strength is that speed consistently without worries of cool downs. Speed is life in World of Warships and Maya's long legs give her flexibility to pull off some shenanigans, but only SOME shenanigans. Not all of 'em. This isn't S-tier sprinting, merely a satisfying B-tier speed which facilitates a few tricks, so don't get greedy. Maya can shift from one flank to the other, making sure she's where she needs to be to get her guns to where they will do the most good. She can run down exposed ships, like submarines and destroyers that desperately need killing 1. You can even catch a carrier on occasion, which is good fun when a gap in the enemy lines presents itself 2. She can control engagement distances, ensuring the big bads don't get close and that her guns, torpedoes and concealment work efficiently. Now you'll note that I didn't mention Just Dodging™ here, though I should hasten to specify that I'm talking about avoiding shell fire. Maya's quick, but she's not that quick. An extra three knots over most other cruisers isn't enough to throw off most players' aim unless they're yeeting shells from across the map with close to ten second flight times. So Maya needs to exercise the same cautions most cruisers do when there are bored battleships about. I should add that Maya doesn't turn especially quickly either. Her rudder shift time is definitely on the poor side of the mean (she's the second worst at her tier) but her rate of turn falls beneath the 6º/s rotation threshold that I prefer on my cruisers for that kind of gymnastics. The only plus side with her slower rate of turn is that she doesn't QUITE out turn her turrets, but they're not fast-turning either, so it's a close race. So Maya's fast in a straight line, but she's not an agile ship. Her high speed does lend her some better handling characteristics, but it doesn't make up for a large turning circle radius or sluggish rudder shift time. VERDICT: Fast but not nimble. Anti-Aircraft Defence Flak Bursts: 2 + 1 explosions for 1,330 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8 km): 84dps at 90% accuracy (75.6 dps) Short Ranged (up to 2.5 km): 217 dps at 85% accuracy (184.5 dps) I don't have much to say about Maya's triple-A (heh, rhymin'). It's perfectly average for a tier VII cruiser. In terms of sustained AA DPS, she's putting out comparable numbers to München and Zara; neither of which are particularly impressive specimens, but they're nowhere close to the worst at this tier. Against incoming planes, her sustained damage output is evenly split between her large calibre and small calibre weapons, so losing the latter to HE splash effects will only halve her output instead of outright mauling it to uselessness. Like most ships at this tier, she puts out enough damage to bloody the noses of tier VI carriers, likely shooting down a plane or two unless they oblige you into face-planting into what few flak clouds she puts up. While Defensive AA Fire may help, Maya doesn't put up the numbers to flirt with becoming a credible threat to CV predation. Tier VIII carriers can easily have their way with her without worrying about casualties. You're best served by deploying your Catapult Fighter well in advance of approaching aircraft and Just Dodging™ your way through the worst of it as most cruisers must at this tier.... and at most tiers. Maya's AA defence is perfectly acceptable ... if you're fighting tier VI AI bots that don't know how to dodge flak. VERDICT: Average and forgettable .Vision Control Base/Minimum Surface Detection: 12.4 km / 11.16 km Base/Minimum Air Detection Range: 7.16 km / 6.44 km Detection Range When Firing in Smoke: 7.32 km Maximum Firing Range: 15.28 km Living up to Expectations Maya is a tier VII Atago, right? RIGHT??? WELL! One of Atago's defining features is how stealthy she is! It's really quite frightening that a heavy cruiser packing ten 203mm guns and sixteen torpedoes, has a sub-10km surface detection range. I still have fond memories of the early seasons of Ranked Battles where I would use Atago's stealth to follow a few kilometres behind friendly destroyers towards the caps. When they face-spotted the other DD, my Atago could engage, emerging from seemingly out of nowhere and deciding the fight with a couple of well placed salvos. Maya can't do that. When top tier, Maya's surface detection ranks 52nd out of 80 cruisers. Atago ranks 16th out of 101. When mid tier, Maya ranks 69th (nice) out of 101 cruisers. Atago ranks 11th out of 104 cruisers. When bottom tier, Maya ranks 66th out of 104 cruisers cruisers. Atago ranks 12th out of 100 cruisers. This, more than anything else precludes Maya from playing in a similar manner to Atago. Forget Maya's Main Battery Reload Booster. Forget her shorter ranged torpedoes. Atago has excellent surface detection range for a cruiser, competitive no matter what her matchmaking might be. Maya's never better than on the poor side of average. This might seem so different when put into practice. Indeed, outside of very specific Ranked Battle scenarios like I listed above, the Atago-clones and Maya will play quite similarly; keeping in the second line, taking shots of opportunity where possible and pulling back when the heat starts coming their way. The difference between the two demonstrates itself in the mid-to-late game. Atago can come off her chain and become a super-sized destroyer; taking caps, hunting down destroyers, making torpedo runs against enemies pushing forward and do all of this from stealth. Simply put, Maya can't. She risks being spotted far too soon to make any of this viable unless your opponents are just handing you the win. Where Atago is a dynamic, aggressive ship. Maya is forced to remain more passive without risking suicide. And this all comes down to how stealthy they are. Reality Check Forget Atago. Maya's concealment almost mirrors that of her tier VII contemporary, Myoko. Myoko cannot pull of Atago shenanigans, but she doesn't have to. She's a second-line heavy cruiser that provides good fire support and happens to have torpedoes that can punch people's noses in if they get careless. Maya does the same. The difference is that Maya's torpedoes are easier to use on the attack and hit harder. Like Myoko, in order to use them, she needs set up ambushes in order to make them work from concealment. Otherwise, you'll just have to accept that you'll be spotted while you punch fish up their noses. You're only running down destroyers (and submarines) when the lolibotes make a terrible, terrible mistake. You've got a Hydroacoustic Search consumable, so make good use of it in those scenarios. Maya's game play is perfectly viable, it's just lacking the high-skill ceiling of her higher-tiered sister-ship. You're a support heavy cruiser that can brawl in a pinch. Play like one. Just like our avatars, @Lert pilots Maya, a sleek black cat while I'm a pink weeb in ARP Maya. Somehow the pink atrocity is sneakier. VERDICT: A ship-defining weakness for fans of Atago. Otherwise, she's just a heavy cruiser with below-average concealment. Anti-Submarine Warfare ASW Armament Type: Depth charges Number of Bombs per String: Nine Number of Strings Carried: Two Reload Time per String: 40 seconds Drop Pattern: Rolled off the rear deck on either side of her stern and then directly aft (port / starboard / port / starboard / astern x5 ) Maximum Bomb Damage: 4,600 Fire / Flooding Chance: 19% / 36% Maya drops her nine depth charges over 8 seconds (1 second intervals between each drop after the first). Going flat out at 35.6 knots, there's about 765m between the first depth charge and last. Add in the 800m blast radius and Maya covers a line 2,365m long where her bombs can potentially damage a submarine. You can see (if you squint) Maya's depth charge drop pattern. She lacks depth charge throwers to yeet her bombs to each side, instead rolling them off the ship's stern. So... the bad news: Maya has depth charge throwers instead of an air strike. Depth charges are much harder to use against submarines, especially for a cruiser and ESPECIALLY for a cruiser without a lot of concealment. The good news is that if you do get a chance to use them, Maya's going to brutalize whatever she hits. Depth charge efficiency varies a lot between the nations and Japan comes up with the third-best behind the Americans and British. At tier VII, the best depth charges do 5,100 damage, so Maya's not too far behind. For non-direct hits, this difference is even more minor, with Maya's individual bombs doing 1,518 damage versus 1,683 from the Americans. Still, a full string is only capping out at 13,662 damage, which is usually enough to kill a tier VI submarine if you can land everything. Against tier VIII submarines, you're going to need two strings to sink a full health sub. Of course, even getting yourself into a situation where you can drop depth charges in the first place means that SOMEONE has screwed up and it's usually going to be the sub. I love doing depth charge runs on subs -- it's super satisfying. But like brawling or wiping out a squadron with a flak explosion, depth charge runs aren't common. It's hard to get the practice in against opponents who are fighting back as the opportunities just don't come up often enough. Maya's lack of an airstrike is a weakness, not because her depth charges are bad -- it's just that air strikes can be used so much more frequently in practice and usually without risking your ship which makes it so much better overall. Oh well. Two fun and engaging mechanics at once! VERDICT: For depth charges, it's not a bad armament. But an air strike would be better. Final Evaluation Because Atago exists, Maya looks crappy. It's not a fair comparison at all, really. Atago is just so much better overall as a concept. I'm very much reminded of how Wargaming didn't want me comparing California to Arizona (Arizona is just so much better than California). You give up too much with Maya: You lose two guns, reload time, 2km range on her torpedoes, 1.8km worth of concealment and a healing charge and for what? You get a consumable that band-aids her lower shell output and slightly better (but not good) AA power. All of this to be slotted one tier lower. It's not worth it. It's just not worth it. For Maya to get a fair shake, you have to pretend that Atago doesn't exist and compare her instead to her tier-mate, Myoko. So let's abolish Atago (and all of her clones) from history. Let's pretend they don't exist and never existed. Can THAT make Maya palatable? Can that make her look reasonable? Let's look at her with a fresh pair of eyes and compare her instead to Myoko; a much more reasonable and fair assumption, honestly. Compared to Myoko, Maya gets: + Healing (!) + Much better torpedo angles (!) + Harder hitting, faster torpedoes + 0.5 knots more ship speed + Slightly more stealth + Improved (but not good) AA Defence But she gives up: - Two fewer guns (!) - A much longer main battery reload (!) - Dependency on a consumable to make up for her crappy DPM - 2km less torpedo range - Depth charges instead of an air strike That looks kind of better, I think. It's almost a fair trade? Maybe almost? The healing factor sort of makes up for the lower DPM. When she's analyzed this way, it's her torpedoes that are the stylistic X-factor. If you think you can make them work through guts or reckless zeal, then maybe this ship has some merits for you. And were it just based on that, I could probably shrug my shoulders and leave it at that. I'd rather have Myoko, personally, but I couldn't fault someone that found the heals + living-dangerous torpedo ranges and fire arcs appealing. I wish I could leave Maya's analysis with something cheerful and cautiously optimistic like that. Sadly for Maya, Atago DOES exist. For the price asked Maya doesn't look very good in my estimation, not when Atago is such an easy upsell. The cynic in me sees Maya and she looks like a vehicle to sell more Atagos to those that don't already have her. For those that do, the positive feels that Atago inspires may prove bait enough to make players impetuously pull the trigger hoping for more of the same. It would have worked on me (SHIMAKAZE TORPEDOES, AWMEHGERRR!) Maya's a pass in my book. She's not terrible, but she's far from good -- a solid MEHBOTE. She'd need more stealth to make me sit up and take notice. If they packaged her with something closer to a 10km surface detection range? Yeah, then she'd be very interesting. Then I could engage in some aggressive destroyer hunting. Then I could maybe put her depth charges to a bit more use. Both of those features alone would be pretty fun. They're also stupidly powerful and decide games (I have a type, I can't help it). That failing, then it comes down to the usual suspects of looking for more damage output or maybe better heals to at least make her feel solid and competitive in most matches. As it is, she just doesn't do damage quickly enough nor does the have the staying power to tickle my fancy. Thank you for reading! Mouse out! 1. All lolibotes and submarines desperately need killing. 2.) That gap's gotta be pretty freakin' huge for Maya to sneak her fat butt through without getting spotted.
  2. Premium Ship PREVIEW: West Virginia '44 The following is a preview of USS West Virginia '44, specifically a look at the Work-in-Progress stats from the DevBlog here! I have not played this ship; this analysis is based solely upon interpreting the stats as published within that one article. Please keep in mind this ship will change during the course of testing. It's been over four years. Four long years, we've been waiting for this promised ship. Wargaming forgot about their promise at one point. It took a foofaraw from the then soon-to-be ex-Community Contributors back in the Summer of 2021 to get them honour it. But here it is! So while it may have taken nearly five years to get the ship that was promised, their turn around time was technically less than two when they finally got off their butts and committed to it, which isn't completely terrible in my opinion. Good job, team. I'm really looking forward to seeing this ship in game as I have a BIG soft spot for WWI era battleships and the modernized American Standard Types in particular. WeeVee 44 rose as a phoenix from the ashes of WWII and is such an amazing success story of the American Naval Yards and Navy personnel, it's downright inspiring. Here's hoping her release can be similarly poetic for World of Warships, though I think that's just my love of the dramatic speaking. Anyway, seeing as there are now going to be TWO West Virginia premiums and I will be mentioning both in this, it's time for some nomenclature clarity. In this article, if I mention "West Virginia", I'm talking about the tier VI premium that was released way back in 2018. If I'm talking about this new tier VII version, I'll use the term WeeVee 44 to help keep things clear. Quick Summary: A slow brawling standard-type battleship with powerful 406mm artillery backed by quick-firing and accurate (gasp!) 127mm/38 secondaries. WeeVee 44 PROS Good anti-torpedo protection Strong 406mm artillery with good penetration and overmatch potential at her tier Long ranged when properly upgraded. Improved secondaries Her Repair Party heals more per charge than standard consumables Thicc! WeeVee 44 CONS Short base range for a tier VII battleship Below average main battery dispersion Bad main battery firing arcs and gun handling Slow as butts AA isn't as good as it looks. Thicc? Options Consumables We don't know the specifics of a lot of these consumables but a lot of these are fairly standard. Assuming these are standard unless otherwise indicated by the article, then we get the following: Her Damage Control Party will PROBABLY be standard for an American Battleship. These have unlimited charges with a 20 second active period (instead of the normal 15 seconds) with an 80 second reset timer. We know that her Repair Party is special. From the stats quoted, it appears to mirror that of Colorado. This queues up 10% of citadel damage, 50% of penetration damage and 100% of everything else. This will heal up to 18.48% of her health per charge over 28 seconds with four charges base. She has an 80 second reset timer. Again, we can assume her Spotter Aircraft will be standard for a tier VII battleship, increasing her main battery range by 20% for 100 seconds with a 240 second reset timer. This should come with four charges. If she swaps this out for a Catapult Fighter, this launch aircraft that will orbit on station for 60 seconds (again, assuming this is standardized). We should expect to see three charges and a 90 second reset timer. Camouflage We've only seen the 'standard' type 10 camouflage from the preview image, but I think it's a pretty safe bet that given the time frame of her announcement that WeeVee 44 will be released for the week of July 4th, 2023. To this end, you can expect a gruesomely patriotic camo to accompany her release for those who want to splurge on a bigger bundle. I doubt we'll see any tagged on economy bonus over the usual premium for either camo, though. Firepower Main Battery: Eight 406mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring layout. Secondary Battery: Sixteen 127mm/38 guns in 8x2 turrets laid out in superfiring-pairs on each side with two sets firing forward and two aft. West Virginia (Tier VI)'s 1.8 dispersion. This is 180 AP shells fired at 15km at a stationary Fuso bot. Shells are coming in from right to left (Fuso is bow tanking). On Main Battery Performance I don't think we're going to see anything unexpected with WeeVee 44's gunnery. Colorado's gun performance is a known entity. There's even a closer analogue to what we're getting with this new ship in the form of the tier VI version of the premium which has shorter range and reduced sigma over Colorado's own. The drop down to 1.7 sigma will feel noticeably different to Colorado's but almost identical to the tier VI West Virginia premium's, so anyone that's put the original premium through the paces will feel right at home. A difference of only 0.1 sigma between the two premiums will be imperceptible in regular gameplay (it's only something you'd see in accuracy stats over the course of dozens and dozens of matches). I am honestly surprised to see her presented with a 30 second reload, however. If I was going to point to one aspect I think might change with WeeVee 44, it's here. With improved secondaries and improved heals, I'm fully expecting her to get the Yukon treatment and her reload will bump up and up and up if she proves to be too efficient during testing. We'll see. The big thing to talk about is her range, or rather her advertised lack of it. On paper, WeeVee 44's range does look pretty mediocre. Though, I admit, when I first read the "short range" thing, I thought she might get the Yukon treatment and end up with a sub-16km base reach. As a base stat, 17.5km IS really short for a tier VII battleship, putting her just behind Caracciolo and barely ahead of Prinz Heinrich. Only Sinop, Renown '44 and Yukon have less. This looks doubly painful given her advertised concealment woes along with her slow top speed. She's not like the Italian battleship with her speed or Yukon's sneakiness to help close the distance. However, there's one caveat to all of this: she's an American Battleship. She gets access to Artillery Plotting Room Modification 1 (APRM1). Equip her with this upgrade and suddenly her reach jumps to 20.3km. With this, she jumps from 18th of 23 ships to 6th for her tier, behind Hyuga, Nagato and the three other American battleships when they equip APRM1. So yeah, that's not terrible. It's not going to be a crippling flaw the way it is for Yukon as you have an easy out if you don't fancy brawling. But that begs the question: is it worth taking APRM1 over buffing her secondaries? Gun damage output. From left to right: AP DPM, HE & SAP DPM and Fires per Minute. I've also included things like overmatch potential (for AP) and base penetration (HE & SAP). Colorado's guns have always been solid. A sixteen-inch gun at tier VII is hella punchy and it allows her to bully even heavy cruisers with 27mm structural plating. To this end, at least from a hits-landed perspective, WeeVee 44's guns should perform comfortably. Approximate AP penetration values for Colorado's 406mm AP shells. These are good (not amazing, but good). It's likely WeeVee 44 will duplicate these barring any Krupp tomfoolery. Secondary Guns Though WG didn't say specifically, I'm just going to assume WeeVee 44 's secondaries will have the same accuracy parameters as other American premium battleships with souped-up secondaries like Massachusetts, Oklahoma and Georgia. This ticks one of the requirement boxes I have on whether or not secondaries are considered "good" for their tier and worth specializing into. The other aspects are range, penetration and volume of fire. So let's look at those. We know her initial range value for her secondariees. It's 6.3km. With a deep build, you can get that up to 9,526m which is ... well, it's not great. It's okay. It's the same other tier VII secondary specialist ships are stuck with (Scharnhorst, Gneisenau, etc). But it's far worse than those I'm more used to seeing at tier VIII which often exceeds 7.5km base. So WeeVee 44's good company, I suppose. A little extra reach would have been more comfortable, especially given her lack of speed. It would certainly be something I'd keep an eye on during testing. As for rate of fire, there's some uncertainty The article mentions that they have a "fast reload". Like with her accuracy, I'm just going to assume they have the same reload as Massachusetts' secondaries which is 4 seconds instead of the usual 6 seconds for mounts of this type on most other American battleships. The good news is that the layout of the guns will allow all of them to be easily brought to bear, and it should be easy to get all of the secondary gun mounts off one side firing at 30º off the bow. This will help prompt some auto-ricochets from AP rounds in brawling situations, so long as her opponent can't overmatch her (or doesn't just blast her gun turrets / superstructure -- brawling isn't as strong as it used to be). It's important to remember that WeeVee 44 has only eight turrets instead of the ten found on higher tiered ships with the same mounts. So she's only putting out 80% of the potential damage of Massachusetts. It's overall bad news for penetration, but that's nothing new with the 127mm/38s. They have 21mm of HE pen which can be buffed to 26mm with the Inertial Fuse for HE Shells (IFHE) commander skill. In Random Battles, I'd be loathe to take the skill, simply because Matchmaking is unkind to tier VII vessels and she'll end up facing a lot of opponents with 32mm and 27mm plating. The skill points could be better spent elsewhere. However, if you can guarantee she'll be top tier, such as a Ranked Battle season, then IFHE's value increases dramatically. Given what I'm seeing, I think kitting out WeeVee 44 for a brawl in top-tier situations will go well. Otherwise, you'd be better optimizing her for main battery firepower range. We'll see what WG thinks after the testers have got a hold of her. Firepower Feels I think WeeVee 44 has potential here. I think she'll mostly spend her time pew-pewing with her main battery guns. As a long-range (when upgraded) sniper, I think she'll do okay, but only okay. Colorado's not exactly topping the lists as the most efficient of tier VII battleships and WeeVee 44 entering the races with a dispersion nerf certainly isn't going to turn any heads. I fear for her secondaries, though. Brawls are a rarity outside of Co-Op anyway and they're certainly going to be harder to justify with such a slow ship. I REALLY hope that her secondary performance doesn't become a casualty because of the difficulty of getting her into secondary range. If anything, I hope to see secondary range buffed a bit to Massachusetts' 7.5km base (giving her a max reach of 11.34km) to facilitate this if it becomes an issue. The elephant in the room, at least for my biases, is the firing angle on her guns. West Virginia at tier VI has pretty bad firing angles. The refit is going to make it worse. Pair this with her slow 4º/s turret traverse and I can already feel my eye twitch. Bad gun handling is a personal pet-peeve of mine so this may end up a deal-breaker for me, but it won't sink the ship as it were. If I can make Yukon work (she has West Virginia gun arcs / turret traverse rates) I can probably stomach this. These are the gun fire angles on the tier VI premium West Virginia. These are already bad. WeeVee 44's refit is probably going to make them even worse with all of the AA guns and superstructure changes in the way. These are California's gun angles. They're probably the closest proxy to what we're going to see on WeeVee 44. VERDICT: Looks a-okay to me, though I'd like to see more range on the secondaries. I won't be surprised if Wargaming (a) nerfs her main battery reload because they like doing that, or (b) axes her good secondaries because testers couldn't make them work. Durability Hit Points: 59,100 Bow & stern / Superstructure / upper-hull / amidships-deck: : I'm guessing 26mm / 16mm / 26mm / 26mm? Maximum Citadel Protection: I'm guessing 35mm Anti-torpedo bulge + 343mm belt + 45mm citadel wall? Torpedo Damage Reduction: 37% Health We'll start with what we know for certain: WeeVee 44 has a good chunk of hit points. Her 59,100 initial hit point pool is nice and respectable, but on top of this they appear to have given her an identical Repair Party consumable to her sister-ship, Colorado. This is an improved version of the consumable, recovering more health per charge than a standard version of the consumable (up to 18.48% per charge instead of the normal 14%). In theory, this gives her the potential to have one of the largest effective health pools at her tier, outshone only by her sister ship and those two weirdos that carry portable dry-docks. If this survives testing, it will be to a player's advantage to spend at least some commander skill points to pick up the Emergency Repair Expert commander skill and use an India Delta signal to take full advantage of this consumable. Again, forgive the lack of a graph. You'll have to squint at numbers. Armour & Citadel Protection This is a big ol' question mark. It's likely that WeeVee 44's armour scheme will largely carry over from her tier VI equivalent, but with an extended superstructure, deck surface and massive anti-torpedo bulges. We're likely going to see the ship almost entirely covered with 26mm plating on her bow, stern, upper hull and amidships deck area, with no stand-out areas of thicker armour as appeared on California's 37mm rear deck plating, for example. It's likely her belt will be the same 343mm thickness for most of it, tapering to a thinner 203mm belt well below the waterline. We don't know how thick they will make the plating of her anti-torpedo bulges. It would be wonderful if they ended up the same 35mm thickness as California as these can cause all sorts of fun ricochet mechanics and absorb stray shells. The article describes them as "thick" but that doesn't necessarily refer to the armour value and may instead simply describe the width of spacing provided. Functionally, aside from whatever shenanigans to bulges present to incoming rounds, WeeVee '44 will be an XP pinata for cruiser-calibre HE and SAP spam, with large, easy-to-shoot areas to farm damage. You can expect a lot of harassment from destroyer gunships too. Against battleship calibre AP shells, it's bit more of question. While the anti-torpedo bulge thickness is one unknown variable, so too is citadel placement. The tier VI West Virginia has a citadel that sits right at the waterline as does Colorado. I can't see it being submerged and will likely mirror their placement. The good news is that the citadel is rather narrow. It doesn't abut against the exterior of the hull the way a lot of British battleships do, which should downgrade potential citadel hits to merely penetrating ones. So she won't be citadel proof, but she's not going to be handing them out for free the way some recent battleship premiums have. Still, I think it likely that WeeVee 44 will give away more penetration damage to incoming AP rounds than players might be used to. I predict she'll have a lot of areas easily overmatched by 380mm+ guns, on top of poor geometry and gun firing angles which will make easy vectors for return fire to take bites out of her health pool. Once again, California is standing in to give an example of how WeeVee 44's layout may appear. In this case, we're looking at her armour. Odds are, WeeVee 44 will have 26mm of structural plate across most of the ship with a massive anti-torpedo bulge. Hopefully this bulge will be up-armoured, providing some overmatch and HE protection for the ship, but we won't know until we see the ship in question. Note that California and West Virginia have similar belt thicknesses. So some of these values may carry over. California again, this time showing her belt layout and giving an indication of the size of her anti-torpedo bulges. I'm very curious to see if this will be a hit-gobbling void on WeeVee 44 or if it will count as penetrating hits if it's punctured. Anti-Torpedo Protection This is worth commenting on, if only for the absurdity of it. WeeVee 44 has 37% torpedo damage reduction from her anti-torpedo bulges. This is an improvement over the original West Virginia's 22% torpedo damage reduction and better than California's 35%. But this is identical to Colorado's and Arizona's (37%) but worse than New Mexico's (40%). I guess I should be happy that it's at least on par with Colorado's but given the geometry and specific reinforcements made to the ship historically, this still makes me raise an eyebrow. Alright, enough grumping about 'muh history'. VERDICT: WeeVee 44 looks like a damage sponge to me. I've got pretty strong hopes that she won't give away citadel hits left, right and centre, but I don't think she'll be functionally immune except at very close ranges. Cruiser-spam will be a pain in the butt for her to handle, but that's not a problem unique to her. We'll see if her awesome heal survives testing. Agility Top Speed: 21 knots Turning Radius: 670 meters Rudder Shift Time: 14.8 seconds 4/4 Engine Speed Rate of Turn: 3.6º/s at 15.8 knots (estimated) Main Battery Traverse Rate: 4º/s There's not a lot of good news here, but I don't think any of us were expecting there to be. With the stats as listed, WeeVee is going to feel slow as dirt and handle like a wheel of cheese under a blowtorch (on fire, gooey and painful to handle). It's likely Wargaming is going to clone West Virginia's performance at tier VI over, though they did change out their rudder shift time, so we'll see. Still, those are some crummy stats. In terms of agility (and as written in the article) WeeVee 44 is definitely a contender for the worst ship at her tier, though California and Nelson provide a bit of challenge to that title. At least her rudder shift time looks somewhat passable. It's not quick, but it's not irredeemable. At least she can't out turn her turrets. I think it's a bit of a pipe dream to hope that they might give her some improved energy retention the way the standards of old once had. At least then she'd be able to keep her top speed up. I'm not holding my breath, though. I've co-opted this graphic from my Hyuga review from back in 2021 to save on time. This doesn't include ships that have been added since then, but I think this gives a pretty good idea of where WeeVee 44 sits. I've added WeeVee 44's curve in yellow. She's third from the top. Her turning circle radius is small but her rate of turn is awful. VERDICT: As bad as you imagined. Anti-Aircraft Defence Flak Bursts: 5? (probably 4+1) explosions for 1,400 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8 km): 140 dps at 75% accuracy (105 dps) Medium Ranged (up to 3.5 km): 263 dps at 75% accuracy (197.3 dps) Short Ranged (up to 2 km): 445 dps at 70% accuracy (311.5 dps) I hate that as much time as I've spent looking at AA firepower last year, I look at these numbers and I can't tell if it's supposed to be "good" or not. Time to break out a calculator. After some quick thumbnail math, WeeVee 44's sustained AA DPS is decent for her tier, but a significant step down from California who leads the pack. Against a simulated UFO with unlimited health, heading directly towards the ship at 186.2 knots (500m/s once you factor in distance compression in World of Warships) and disappearing once they get within 0.1km of the vessel, here's how much damage the top five battleships at tier VII do: California: ~4400 damage Duke of York: ~3900 damage WeeVee 44: ~3800 damage Florida: ~3600 damage Lyon: ~3300 damage AA sustained DPS drops significantly after that with Colorado putting out ~2800 damage and it continues to drop like a stone the further down the list you go. So what's that tell us? Well, it's nothing new, for one. We've already seen this level of AA power before and Duke of York and Florida provide good analogues for how well this ship can defend itself -- which is to say that it's okayish against a tier VI carrier but little more than ceremonial fireworks welcoming in higher tiered attackers. You're hoping that the enemy CV player will oblige you by running into flak; For what it's worth, her flak is strong for her tier, with higher damage and generating more of them than a lot of other battleships. But they're not insurmountable or even a significant challenge to avoid. Early on, while all of your small and medium calibre AA is intact, WeeVee 44 might not have to suffer repeated runs from the same squadron and you may even thin out a Soviet CV strike by a couple of planes. Later on in the match, though, after she's taken some HE damage, her AA is going to be significantly weaker.Just Dodging™ is out of the question with her awful handling. Her AA will undoubtedly be used as an advertisement feature on WG's promotional material. Be warned that without further boosts or gimmicks, it's not worth getting excited over. This is how WeeVee 44's AA would have looked like back in 2018 under the old AA system. This is awesome. California's would have still been better, don't get me wrong, but WeeVee '44 would have been a welcome addition to the fleet. Gone are the days of AA standardization, sadly. There's no reason to ever improve a battleship's AA firepower under the game's current design. VERDICT: Disappointing, but through no fault of her own. She could have been awesome, but the game isn't designed like that. Refrigerator Base/Minimum Surface Detection: 15.2 km / 13.68 km Base/Minimum Air Detection Range: 9.5 km / 8.55 km Detection Range When Firing in Smoke: 15.1km Maximum Firing Range: from 17.5km to 20.3km (GFCSM1) all the way up to 24.36km (GFCSM1 + Spotter Aircraft) WeeVee 44's surface detection is on the bad side of average at her tier (which sits closer to 14.8km) though she's right on the mean. The glut of new British ships over the last couple of years have driven the average down with Yukon, Renown '44 and Rooke all having a sub 13km base surface detection range which is skewing the numbers a bit. WeeVee 44's surface concealment is all but identical to the Scharnhorst sisters and is better than Colorado's by 600m, so that looks okay to me. That said, there's nearly a 4km gap between the max theoretical range of WeeVee 44's upgraded secondaries and her surface detection range, so they're only going off if someone makes a mistake. That's probably going to frustrate a few during her trials. I suspect that with a main battery artillery build, her lack of concealment will be a non-issue. I don't expect to see these values changed at all unless they really try and prop up her brawling design or if her survivability REALLY sucks. VERDICT: Not good, but not a serious flaw by any means. Anti-Submarine Warfare ASW Armament Type: Airstrike from 0.5km to 8km (plus about 200m for part of the bomb drop column which can extend past 8km) Number of Salvos: Two Reload Time: 30 seconds Aircraft: One PBY Catalina with 2,000hp Drop Pattern: 1 bomb Maximum Bomb Damage: 3,400 Fire Chance: 19% Bomb Blast Radius: 300m ASW has been standardized so there's nothing really to write about here with all tier VII battleships spitting out the same drop pattern of a single bomb. WeeVee 44's awful handling will make dodging fish a bit of a pain, but at least she's got good (but not great) anti-torpedo bulgest to help mitigate side-on hits. Mouse's Guesswork On the surface, we have a worse-Colorado. WeeVee 44's gunnery just isn't as strong as the lead of her class, having a deficit in both accuracy and range. In exchange she gets good (?) secondaries, better (but not good) surface detection and better (but not good) AA. Though determining balance is always guesswork until the raw numbers are in, she LOOKS okay? To me she looks like a solid contender when she's top tier and arguably better than Colorado. Like, in Ranked Battles she might even be a bit overtuned as range doesn't matter nearly as much and brawling is much (MUCH) easier to instigate. But when facing higher tiered opponents, Colorado is the better boat. There's still a couple of important questions to be answered about the ship. The armour value of those anti-torpedo bulges and where her citadel is placed are the biggest X-factors to me right now. 26mm anti-torpedo bulges with a waterline citadel and the ship will feel a LOT squishier than California. 35mm anti-torpedo bulges and a citadel dropped below the surface like California will make WeeVee 44 feel a lot more tanky than Colorado. Heck, even a thinning of the citadel wall from the estimated 45mm down to something that can be overmatched by battleship calibre rounds would be enough of a significant difference in her survivability. Without knowing these things, it's really hard to guess at her performance. I'm guessing we'll see at least a few changes over the course of testing. At the top of my list, I'm expecting her reload to be tweaked or she might lose her improved Repair Party. I'm dreading what might happen if they can't get her secondaries to work. We shall see! Thank you all for reading! ♥
  3. LittleWhiteMouse

    Premium Ship Review - Hyuga

    The following is a review of Hyuga, the tier VII Japanese premium battleship. This ship was provided to me by Wargaming for review purposes at no cost to myself; I did not have to pay money to get access to her. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.3. Please be aware that her statistics may change in the future. I always start these reviews with the above disclaimer. I do it for a couple of reasons. The first is to let you all know that there is some intrinsic bias in this review. I am only human (beep-boop ♪) and it's possible I will make some reporting errors on stats and numbers. It's also to let you know that I have a relationship with Wargaming through the Community Contributor program. After all, I get these assets for free to review them and that's absolutely going to colour how I feel about a ship and my readers absolutely need to know about that partnership. However, what I wanted to draw your attention to was this: 'Please be aware that her statistics may change in the future.' I originally wrote this to to warn players of meta shifts. While the core stats of a given ship might not change, the game most assuredly does. Mechanics get tweaked, new ships get introduced and before you know it, your once S-tier Blyskawica is unable to keep up. This past month, this warning has taken on new meaning: The newer premiums may have their performance stats directly nerfed by Wargaming. This is a change from their old policy and it only applies to these newer ships. I had originally wanted to discuss this with my Flandre review but I totally brain-farted on that. Since Flandre, Hyuga and HSF Harekaze II have also been affected by this so it's time to make sure I cover this info. You can see Wargaming's notice of such in the detailed description they provide of an individual premium. I've highlighted the pertinent part: What this means: Hyuga and newer premium vessels do not have protection from being directly nerfed in the future. Changes are not guaranteed, but they are possible. Please, please, PLEASE take this into consideration before pulling the trigger on any purchase. Got it? Good. There's lots of room to discuss this change in policy and how it affects your personal buying decisions. Please feel free to discuss it in this thread or quote back this section in a new post if you prefer. For now, let's get back to my review of Hyuga. Quick Summary: A modernized WWI-era Japanese battleship with twelve, quick-firing 356mm guns, a dispersed armour scheme and access to the Main Battery Reload Booster consumable. PROS Trollish armour scheme for resisting SAP and HE hits, including thick upper hull, deck armour and voids. Good reach on her main battery guns. Very comfortable dispersion for such a large main battery. Excellent main battery DPM between her quick, 28 second reload and her twelve guns. The bulk of her secondary battery has increased accuracy. Has access to the Main Battery Reload Booster. CONS Wonky and weird citadel geometry. Seriously, it looks like a Picasso painting. Overmatch issues with her smaller gun calibre. Horrible gun handling and awkward fire angles. Only a modest top speed and not especially agile. Horrible anti-aircraft defences. Enormous surface detection range. Overview In the long-long ago, in the before-time, back when there was only three tier VI battleships in this game, a debate raged on which was the best. The answer is obvious now (it's bae-bote, always and forever) but it was a very eye-opening discussion. You see, back then it was Fuso that appealed to most. It's not hard to see why with her trollish armour and phenomenal firepower for her tier. She was faster than her two competitors and this was also back before sigma was understood. Some had a grasp of what overmatch was but others did not. It's not hard to see why Fuso was a long-standing favourite and her successor, Nagato, was often seen as a step down in terms of performance. It's surprising to me we've had to wait this long for a premium based around her game play. There are plenty of options with Fuso and Yamashiro from the Fuso-class and then Ise and Hyuga of the subsequent Ise-class. Well, the wait's over. We finally get what we've always wanted, however it is at the wrong tier. Up-tiering Fuso's gameplay begs the question if any gimmicks could make her worth playing. That's the Hyuga quandary in a nutshell: Is it worth paying money for an up-tiered Fuso with weird gimmicks? Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Hyuga's pretty new-player friendly. Keep back. Keep AP loaded. Pull the trigger. You can forget about nuances of angling properly; her gun arcs don't allow for that. She's not so fast that she'll get you into trouble nor is she so slow that she cannot keep up with the pace of battle as it progresses. So green light all around. She's an easy battleship to play and she'll deliver reasonable results to anyone of any particular skill level. For veterans, well there's lots to like here. Her consumables alone open up all kinds of opportunity for optimization, to say nothing of her fast-reload guns and her massive broadside. Hyuga's alpha strike potential is downright cataclysmic, reigned in only by modest penetration values which is yet another bit of info to out-skill. Still, as good as her armour profile appears, this is a difficult battleship to effectively tank damage, limiting her appeal as a front-line vessel for pushing and progressing the battle. Overall? Good marks for skill-potential and growth, but certainly not the best out there for that. Options Aside from her Main Battery Reload Booster, there's not a whole lot out of the ordinary for Hyuga when it comes to outfitting her. Consumables Hyuga's Damage Control Party is standard for a Japanese battleship, meaning that it's only active for 10 seconds as opposed to 15 seconds for most other battleships (and 20 seconds for Americans). It has unlimited charges and an 80 second reset timer. Her Repair Party is also standard. It queues up to 10% of citadel damage, 50% of penetration damage and 100% of everything else. From this queue, it will heal back up to 14% of the ship's starting hit points per charge over 28 seconds. It starts with four charges and has an 80 second reset timer. Her Main Battery Reload Booster is weird (not the least of which is seeing a MBRB on a battleship at all). It is active for 15 seconds, doubling the rate at which shells are reloaded during that time (each second spent reloading counts as two). It starts with three charges and it has a 60 second reset timer. Finally she has a Fighter. This launches three (3) aircraft which orbit on station for 60 seconds. It comes with three charges and a 90 second reset timer. Upgrades There's three builds to consider here: Optimal, comfort and PVE-shenani-nani-gans. Start with Main Armaments Modification 1. Begin your anti-fire regimen with Damage Control System Modification 1. So all of the fun happens in slot three. Aiming Systems Modification 1 is your best choice here. However, you can take the slight dispersion hit for Main Battery Modification 2 to increase her admittedly horribad turret traverse rate. For you PVE-nutters out there, you can also consider electing for a secondary build here with Secondary Battery Modification 1 if you like. Whatever your choice, follow that up with Damage Control System Modification 2 in slot four. Commander Skills Until Dead Eye (4pts) is dead and buried, it's going to remain optimal for all battleship builds. That's going to be the first priority on any PVP battleship build. From there, your next priority is to mitigate fire damage through Basics of Survivability (3pts) and Fire Prevention Expert (4pts). Next up comes buffs to gun performance, namely in the form of Adrenaline Rush (3pts) and Grease the Gears (2pts). That leaves you 5pts to play with (including a 1pt skill compulsory). Recommended skills include: 1 point skills: Gun Feeder, Emergency Repair Specialist 2 point skills: Priority Target 3 point skills: Super Heavy AP Shells 4 point skills: Emergency Repair Expert, Concealment Expert If you're a PVE main and want to dabble in a brawling build (because bots love to brawl), then you can skip the fire prevention stuff and just load up on secondary buffing skills instead, dropping Dead Eye and avoiding Concealment Expert because neither are ever going to do you any good. Camouflage Hyuga has access to two camouflage options. She comes with Type 10 Camouflage regardless of how you acquire her, but when she was first sold, the higher tiered bundle came with the Japanese Lacquer camouflage as well. This alternative camo is merely a cosmetic swap, providing the same identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains.  Hyuga's Type 10 Camouflage is the usual browns and greens you've come to expect from Japanese premiums. If you've finished the appropriate section of the Isoroku Yamamoto collection then you can palette swap to the blue instead. I really like Hyuga's lacquer camo. We've seen it before on Hayate. Firepower Main Battery: Twelve 356mm guns in 6x2 turrets in an A-B-P-Q-X-Y in superfiring pairs. Secondary Battery: Sixteen 140mm guns in 16x1 hull-mounted casemates with eight to a side and eight 127mm guns in 4x2 turrets with a pair on either side of the main superstructure. I'ma take a quick moment and start with Hyuga's secondaries. Outside of PVE modes, don't worry about them. If you prefer Co-Op, you can buff her secondaries and get some nice results. Hyuga's 140mm casemates have improved gunnery dispersion, akin to that found on other large-calibre casemates of ships like Nagato, Amagi, Iron Duke and Warspite. Her 127mm have normal ol' (bad) dispersion, though. Fully buffed, you can get their reach out to 8.47km which is pretty respectable and more than worthwhile when bots come rushing blindly at you. Their smaller calibre will prevent them from dealing direct damage to all but the softest skinned targets, but you'll undoubtedly start a fire or two in every match if you get stuck in. Don't bother with them in PVP, however. Twelve 356mm guns with a 28 second reload with 1.8 sigma and a Main Battery Reload Booster at tier VII. For those experienced with the game, that's all of the information you really need to know to appreciate Hyuga's strengths and weaknesses. There's minutia, of course; other details that matter, but the lion's share of the information you need comes right there. Let's break it down: Twelve guns: This is a lot, no matter how you slice it. Most battleships in the game sit with between eight and ten guns with twelve tending to be towards the upper limit (laughs in Lyon). Regardless of gun calibre, this promises a large broadside and huge alpha strike potential. 356mm gun calibre: By tier VII, this gun calibre is a bit long in the tooth as more and more vessels drift upwards towards 380mm and 406mm guns. It is below average for its tier despite the glut of ships still using it (Poltava, California, Florida, Duke of York, King George V and Hyuga). 356mm guns obviously don't hit as hard as the larger gun calibres, but they are also incapable of overmatching structural plate that's 25mm or thicker. 25mm and 26mm structural plates become increasingly commonplace at mid-to-higher tiers, preventing ships armed with 356mm guns from being able to bully these vessels at any angle they take. 28 second reload: Go back even a year, and the perceived "normal" reload time for a battleship was 30 seconds. However, between the new American and Italian tech-tree battleships released this past year, Wargaming seems increasingly weary of keeping to this standard. A glut of newer vessels have greater-than-30-second reloads to their name, which makes Hyuga's 28 seconds all the more remarkable. Again, I stress that this is with a large main battery of twelve guns. Even with their smaller gun calibre, Hyuga's damage potential is some of the best at her tier. 1.8 sigma: This is the "workhorse" value Wargaming typically assigns to most battleships. The average sigma among the seventeen unique tier VII battleships is 1.79 just to give you an idea. The trend tends to be for ships with a large number of guns to have lower sigma; usually in the 1.5 to 1.6 range. This afflicts the tier VI battleships with twelve guns with Fuso and New Mexico both stricken with 1.5 sigma while Arizona feels decidedly over-performing with her 1.8 at the same tier. To see Hyuga with 1.8 sigma speaks to the comfort of her long-range gunnery. Aim well and she'll reward you with multiple hits. Main Battery Reload Booster: This consumable is a game changer. Hyuga already fires very quickly. She is more likely to have shells at the ready when a target of opportunity presents itself. The faster a battleship fires, the more forgiving the vessel is for poorly aimed shots. This consumable turns everything on its head, providing Hyuga with shells on demand. With a touch of a button, you all but guaranteed to be able to put shells down range to capitalize on an opponent's mistake. This stacks with the strengths of her larger battery (twelve guns) and decent sigma (1.8) to make these shots count. With the short reload on the consumable, it's again likely to be ready when the next opportunity arises. The only thing arresting the overpowered nature of this combination is Hyuga's gun calibre. If she was capable of overmatching any target she faced, this would simply be a raw DPM increase. As it is, she still needs to look for the best shots possible. Give Hyuga your broadside at your peril. Hyuga's 1.8 sigma makes for comfortable shell groupings. It's not S-tier by any means, but it's a far cry better than Fuso's 1.5 sigma shotgun blasts. This is largely the means by which Wargaming justifies Hyuga being a tier VII. This is what Fuso's 1.5 sigma shotgun blasts look like. Both ships are using Aiming Systems Modification 1 (but not Dead Eye), firing 180 AP shells at 15km against a stationary Fuso bot without camo. Shells are coming in from right to left (the Fuso is bow-tanking). Twelve guns with a 28 second reload means that Hyuga very comfortably sits near the top of the potential damage charts, even with her smaller gun calibre. It doesn't hurt that Japanese HE shells deal more damage than most of the contemporaries of the same calibre, with only the Royal Navy HE being beefier on a per-hit basis (6,100 damage from a KGV-class HE shell versus 5,700 for Hyuga). I swore I'd never do one of these graphics again and YET, here I am... Twelve 356mm guns with a 28 second reload with 1.8 sigma and a Main Battery Reload Booster glosses over a lot of problems. Hyuga's gun handling isn't particularly good nor are her fire angles comfortable (more on these in the Durability section below). Her range is good, but it could be better. Without access to a Spotter Aircraft, there's no temporary flexibility to chase targets just beyond her nominal reach. Next, her HE shells aren't good fire starters. Finally, her penetration just isn't up to scratch to compete with battleship belt armours outside of 14km. There is also the added problem that with such fast firing guns, Hyuga remains spotted longer than other battleships, revealing herself with every blast of her weapons. All of these problems are easy to forget with just how many shells she puts downrange and how often the land hits. Yes, ricochets are annoying. Yes, it sucks when a salvo of multiple hits from HE fails to start a fire. These issues help reign Hyuga in from over-performing, because there's a little too much good going on here. A lot of the premium battleships at tier VII use 356mm guns for some reason. Ashitaka uses 410mm, to be clear, and is present here because she's the other Japanese premium. Despite her increased HE shell damage, she's only a modest fire starter and only because she has so many guns and fires so quickly. Her individual shell hits have some of the lowest fire setting at her tier. SUMMARY: Very comfortable gunnery platform. Maybe a little too comfortable. Durability Hit Points: 60,700 Bow & stern/superstructure/upper-hull/deck: 26mm / 16mm / 149mm / 35 to 44mm Maximum Citadel Protection: 32mm anti-torpedo bulge + 299mm belt + 32mm turtleback + up to a 230mm citadel wall. Torpedo Damage Reduction: 26% I'm going to start with this graphic. It may seem a little out of place, but hear me out. "It could be worse" sums up Hyuga's fire angles. Between these and her poor gun handling, she gets poor marks here. 'If you can shoot them, they can penetrate you,' sums up Hyuga's firing angles. Assuming you can set things up absolutely 100% perfect, there's still around a one in three chance of their AP shells doing unspeakably ugly things to your ship. Get sloppy by as little as 3º and their chances jump up to half with the enusing reduction of relative armour as an additional kick in the teeth (her 299mm belt drops from approximately 520mm of effective armour down to 485mm). Hyuga's firing angles aren't well designed for trading fire. She's not meant to tank damage in gun duels like this. She's much better suited at shooting things that aren't shooting back. You're pretty much forced to choose between damage out put and tanking effectively. She's not really agile enough to pull off both without making some serious compromises to one or the other. It's not all doom and gloom, though. The Ise-class is a WWI era super-dreadnought and this is reflected in her dispersed armour scheme. This means that other than her extremities and (admittedly sizeable) superstructure, Hyuga has thicker armour than expected. Combine this with her enormous anti-torpedo bulges (which don't work very efficiently against torpedoes for some reason), Hyuga's armour profile is downright troll for resisting AP, SAP and HE shells. The latter two especially struggle to deal reliable damage if they miss her snoot, booty or hat. Against AP shells, it's a bit more of a mixed-blessing. Her dispersed armour does make it more likely to AP shells to ricochet if she's angled correctly. However, the thicker armour plate also has the effect of guaranteeing to arm the fuses of large calibre AP rounds, all but negating the chance for reduced damage over-penetrations when shells do bite into these places. Overall, her dispersed armour scheme is more of a blessing than a bane. Before moving on, it's worth mentioning that her turrets have about 300mm worth of usable armour between their turret faces and barbettes. These are an admitted weak point when face-tanking if an opponent can't simply overmatch her 26mm bows with 380mm+ calibre AP rounds. Hyuga's guns break often when forced into this role. Hyuga's huge 32mm anti-torpedo bulge acts as a void. Any HE or SAP attacks that strike here will deal zero damage to the ship. Peel back that anti-torpedo protection and there's a mess of different armour values for AP shells to contend with. None of these values are especially high, so maintaining correct angling is paramount to resisting battleship-calibre AP fire. When it comes to citadel protection ... it's complicated. Around Hyuga's rear magazines, her protection is pretty damn good with a combination of up to 593mm worth of steel at funny angles aimed to keep shells out. But depending on where she's hit, this value can be as low as just 288mm. Add onto this the wonky (janky!) geometry, especially around the P and Q turret magazines and the rear machine spaces and Hyuga's presents shell trap after shell trap after shell trap for penetration AP rounds to catch upon and deal big damage. It's worth mentioning that her turtleback isn't angled steeply enough to resist flat-trajectory fire, to say nothing of long-range fire and it's from the latter that you need to worry about big damaging hit the most. The reason I have made such a big deal out of Hyuga's poor firing angles and gun handling has a lot to do with how badly this ship resists citadel hits from the incidental attacks that come from long range duels. Look, I was going to show the armour values for this but ... it's like Jackson Pollock painting. It's a total mess. There are so many different armour values and weird geometries going on. I want to rate Hyuga's overall durability more highly than it deserves. In truth, her protection scheme could be really troll if she had better firing angles to capitalize on it. Furthermore, being a tier VII battleship, that leaves those huge vulnerable overmatching holes in the form of her bow and stern for easy back-doors into big damage against this ship. And if those aren't available, you can always smack her in the barbettes and get some nice damaging hits that way -- the changes made to penetrating hits against guns has greatly hurt the durability of mid-tier battleships, especially in brawls. I suppose the best that could be said about her is that she's pretty good at resisting poorly aimed cruiser HE and SAP spam. However, her superstructure and extremities are large targets so you cannot expect any experienced player to ignore those soft spots. Furthermore, Hyuga burns just as well as any other Japanese battleship. Hyuga's health pool is only average. VERDICT: Pretty good if you can stay angled or your opponents are n00bs. I wouldn't count on either one of those, though. It'll work well against bots, though. Agility Top Speed: 25.3 knots Turning Radius: 750m Rudder Shift Time: 15 seconds 4/4 Engine Speed Rate of Turn: 3.9º/s at 18.9 knots Tier VII is a transition-tier for battleship agility. This is where we start to see some really fast battleships appearing however there are still some 20-knot holdovers in the form of the American standards. This combines with a mix of different handling characteristics, with some retaining the early-battleship tight turning radii while others begin to have their turning circles balloon out to the massive sizes we see at higher tiers. Thus there's a lot of variety between the best and worst performers and everything in between. Hyuga is definitely one of those in between. Her speed is slightly below average for her tier and her turning radius is alright. At 25 knots, it's just about enough to keep up with the pace of battle or to disengage during the opening stages of a fight. As the battle progresses, however, Hyuga's pedestrian top speed is more of a liability where the threat of allied support begins to dry up and enemies can push more aggressively if she's exposed. Similarly, her modest top speed leads to a cumbersome rate of turn. The good news is that she doesn't quite out-turn her turrets. The bad news is that you're still going to be tempted to use your rudder to bring guns to bear and that's going to open up your sides for penetrating AP hits. To this end, taking traverse-improving skills and upgrades helps improve this ship's durability, if only to keep your fingers away from the WASD keys when switching targets. Think of Hyuga as a slightly-faster Nelson. VERDICT: Nothing terrible but nothing good. Anti-Aircraft Defence Flak Bursts: 2 explosions for 1,330 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 63dps at 75% accuracy (47dps) Short Ranged (up to 2.5km): 75.5dps at 85% accuracy (62dps) Yeah.... no. The only reason Hyuga isn't at the bottom of the pile for AA defence at this tier is because Ashitaka is a stock, interwar-era Amagi. VERDICT: Yeah... no. Vision Control Base/Minimum Surface Detection: 16.84km / 14.7km Base/Minimum Air Detection Range: 10.46km / 9.41km Detection Range When Firing in Smoke: 14.84km Maximum Firing Range: 20.31km Have some raw data. Hyuga's surface detection is pretty bad. Hyuga's surface deteciton is pretty terrible. Stock, it's 2km better than Fuso (a little bit less if they're both fully upgraded), so that's something I guess. But that's like saying your tier V battleship has more health than Viribus Unitis. Even with a full concealment build (which should still do, by the way), until the enemy destroyers have been thinned out, you have to count on being permanently lit if you're anywhere close to the front. Being so easily spotted means that Hyuga spends more time being the only target available than her contemporaries. I'm sure Wargaming has some metric out there to illustrate this that would justify my suspicions, but between Hyuga's enormous surface detection and rapid fire guns, she ends up making herself a target more often than most. This means more incidental fire comes her way, especially from other battleships. While not all of this will connect, it's just that little bit of extra chip-damage that will eat at her health or tax your Damage Control Party that makes Hyuga and Fuso feel squishier than their armour profiles would otherwise suggest. It's just something to keep in mind. Having Priority Target is recommended if only to let you know when you need to silence your guns and think about rotating towards the back of the line to ease off some of the pressure. Hyuga's lack of a Spotter Aircraft tends to keep Hyuga closer to the action than Fuso, even with the two ships having comparable ranges. For the sake of her gun performance, this is generally a good thing though I found myself missing that extra bit of reach-on-demand in higher tiered engagements. Still, I have no real complaints about her engagement distances. Hyuga has nothing else really to speak of when it comes to her Vision Control. She's a fat battleship, possibly visible from space. This gets her shot a lot, though often it's more incidental fire than anything concentrated. Still, you can't count on being able to properly disengage unless you keep her in the second line. VERDICT: Just plain bad. Final Evaluation This isn't the first time Wargaming has taken an existing design and up-tiered it by making some small changes. While Hyuga is not a Fuso-class, their design looks superficially analogous from a game play perspective, what with both ships being large, twelve-356mm gun armed Japanese battleships. However, the differences between them is extensive. While describing Hyuga has a Tier VII Fuso is a good shorthand for setting expectations, it's far from accurate. This isn't a complete list of differences (you could write a book on their armour and hull geometry differences alone), but here's the important bits that separate the two vessels: The Basics Hyuga is an Ise-class, with overall larger dimensions than the Fuso-class and, most notably, different P & Q gun turret layouts. Hyuga is tier VII, facing a maximum of tier IX opponents and Fuso is tier VI facing a maximum of tier VIII opponents. Hyuga is a premium with all that this entails and comes with permanent camouflage. Firepower Hyuga has access to a Main Battery Reload Booster. Hyuga has improved sigma (1.8 vs 1.5) Hyuga has longer ranged secondaries (5.6km vs 4.96km) Hyuga has sixteen 140mm casemate secondaries, Fuso has fourteen 152mm casemate secondaries. Fuso is longer ranged (21.81km vs 20.31km) and she has access to a Spotter Aircraft. Durability Very different armour layouts and hull geometries. No, I'm not going into detail. Hyuga has better overall citadel defence. Hyuga has more hit points (60,700 vs 57,100) Hyuga has better built in fire resistance from her tier (30% vs 23.5% approximately). Fuso has better anti-torpedo defence (34% reduction versus 26%) Agility Hyuga is faster (25.3kts vs 24.5kts) Fuso has a tighter turning radius (730m vs 750m) Fuso has a faster rudder shift time (14.9s vs 15s) Anti-Aircraft Defence Fuso has better AA DPS at close range (150.5dps vs 75.5dps) Hyuga has a Fighter consumable. Vision Control Hyuga has a better surface detection range (16.89km vs 18.9km) Fuso has a better aerial detection range (9.74km vs 10.46km) So Hyuga's not a Fuso clone, but really, the three big differences between the two vessels are her consumables, her range and her dispersion. Hyuga is a much better gun platform than Fuso, even with her deficit of reach. Her gunnery is more reliable than the tier VI vessel. She puts more shells on target from accuracy and more shells down range grace of her Main Battery Reload Booster consumable. In fact, Hyuga's gunnery is so much better that it feels downright comfortable; and that, to me, is always a warning sign that a ship is perhaps a little too good. If I find myself feeling cozy in a given vessel, that's a sure sign that something about it is overtuned in my hands. Whether or not this translates to being similarly good in the hands of the masses is another thing entirely, but a lot of the ships I like end up getting pulled by Wargaming -- just saying. In Hyuga's case, Wargaming's new policy on adjusting premiums should keep this ship from ever getting withdrawn from sale barring her becoming way too popular. But as it stands, I think Hyuga is a fantastic Japanese premium. She's right up there with some of the other top-tier Japanese premium battleships including Ashitaka, Musashi and Shikishima.
  4. 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 Atlanta Atlanta 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: 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: 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: 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.
  5. Dunkerque overtaking Strasbourg. The following is a review of Dunkerque & Strasbourg, the tier VI & VII French battleships. They were both provided to me by Wargaming for review purposes at no cost to me. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.12. Please be aware that their performance may change in the future. I couldn't help myself. I saw an opportunity to not only review a new ship but to update an older one too. Maybe I'll make this a regular thing going into the future whenever Wargaming releases a comparable sister-ship -- review the new addition and touch base on an older one. It seems a bit ambitious to declare it as the new norm, but we'll see what happens. At any rate, this is a review of both Dunkerque-class battleships: Dunkerque at tier VI and her new sister-ship, Strasbourg at tier VII. The two ships are almost identical which raises concerns on balance. Strasbourg is Dunkerque in almost every metric that matters short of tiering and access to the Main Battery Reload Consumable. One can't help but ask the following questions: Is Dunkerque so good at tier VI that she can be effectively cloned and placed at tier VII with little issue? Just how influential are the small changes made between the two ships? Is Main Battery Reload Booster that powerful on a 330m armed platform? Is Strasbourg worth the grind or should you just stick with Dunkerque? Let's find some answers! Quick Summary: Fast, lightly armoured battlecruisers with all eight of it's quick-firing 330mm guns mounted in two quad-turrets on their bows. Strasbourg has access to the Main Battery Reload Booster consumable. PROS All forward gun arrangement simplifies maximizing firepower. Fast reload (26s Dunkerque, 25s Strasbourg) Good HE shell performance and fire setting. Comfortable gun handling. Long ranged with good ballistics over distance. Solid agility with a good top speed and rate of turn. Strasbourg Specific: Has access to the Main Battery Reload Booster consumable. CONS Unable to fire her main battery guns directly rearward (for some inexplicable reason!) Lightly armoured, highly vulnerable to AP overmatch and HE shells. Exposed, high-water citadel with thin belt armour. Terrible anti-aircraft firepower. Large surface detection range. Strasbourg Specific: Small hit point pool for a tier VII battleship. Summary of Differences If you're a crusty ol' veteran with playing Dunkerque, so experienced in Marine Nationale ways battlecruiser ways that you serenade baguettes, you don't need me to tell you what she's like. To expedite things for these players, here's a list of all of the differences between the two battleships, from the significant to the inane. These are listed Dunkerque vs Strasbourg: Tier: VI vs VII (duh) Economy: VI vs VII (higher tiered ships earn more credits and experience for the same actions) Fire Resistance Coefficient: 23.31% vs 29.97% Superstructure HP: 1,800 vs 1,700 Belt Armour: 225mm vs 283mm Rear Upper Athwartship: 198mm vs 210mm Turtleback: 40mm vs 50mm Turret Faces: 330mm vs 360mm Turret Backs: 335mm vs 352mm Turret Floor: 150mm vs 160mm Sigma: 1.7 vs 1.8 Main Battery Reload: 26s vs 25s Main Battery Range: 18.21km vs 19.1km A-Turret's Fire Arcs: 310º vs 294º Number of 37mm twin AA mounts: 5 (18dps) vs 4 (16dps) Flak Explosion Damage: 1,330 vs 1,400 Main Battery Reload Booster: no vs yes Tonnage: 35,500 vs 36,308 Permanent Camos: 4 vs 2 Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Difficult Both ships are wonderfully uncomplicated to use. The all-forward gun arrangement helps keep new-players safe, mitigating the need to expose the ship's broadside in order to maximize firepower. Their long range also helps keep new players safe. The ship's speed is also a blessing -- fast enough to get the ship where it needs to go but not being so fast that she can easily out-strip support as new players are wont to do. Were the ship easier to hide or if it had a better protection scheme, it might have warranted a "Simple" rating. There's a lot of strong carry potential with these ships. The combination of good speed and a relatively fast reload allows these ships to wreak all kinds of mayhem. Strasbourg's Main Battery Reload Booster is particularly delicious for punishing exposed enemies, be they a briefly lit lolibote or a high-tier battleship that needs to be burned. Unfortunately, they are painfully soft-skinned and very difficult to hide which are both strong limiting factors. The lack of overmatch potential on their 330mm guns is also a bit frustrating, though proper ammunition use can help mitigate this drawback. Options Both ships share similar customization principles. The marked difference between the two is in their consumables (naturally), but otherwise they can be built the same. Consumables Both ships have the same, standard Damage Control Party for French battleships. This has a 15 second active period, an 80 second reset timer and unlimited charges. Similarly, they share the same Repair Party which heals back up to 14% of the ship's starting hit points per charge. It queues 50% of all penetration damage, 10% of citadel damage and 100% of everything else. It has an 80 second reset timer. Their last shared consumables are the option between a Catapult Fighter and Spotter Aircraft. Dunkerque mounts these in her third slot and Strasbourg her fourth. The latter consumable increases their range by 20% for 100 seconds with a 240 second reset timer. Both ships begin with 4 charges. The former consumable starts with only three charges, deploying a pair of fighters which orbit the ship for 60 seconds. It has a 90 second reset timer. What sets Strasbourg apart is her access to Main Battery Reload Booster in her third slot. This reduces the reload time of her main battery guns by half for 20 seconds. She comes with four charges to start and it has an 180 second reset timer. Upgrades Both ships use the same build. In your first slot, Main Armaments Modification 1 is arguably optimal given the relative fragility of the Dunkerque-class's main weapons. Nothing sucks more than losing one of only two turrets! Otherwise, the two special upgrades, Spotter Aircraft Modification 1 and Damage Control Party Modification 1 may be used instead. They can be purchased for 17,000 from the Armory . Damage Control System Modification 1 is the only upgrade worth considering in slot 2. In slot three, Aiming System Modification 1 is optimal. But if you want, you can trade that out for faster turret traverse with Main Battery Modification 2 but this has much less benefit than decreasing the dispersion area. There are interesting choices for these ships in the fourth slot. Damage Control System Modification 2 is the most straight-forward and optimal, reducing fire and flooding damage. You can naturally opt to improve their handling by taking Steering Gears Modification 1 -- their high rate of turn and long range does lend them well to active dodging. However, given the disposition of these ships and their love of hugging islands, there's some worth in taking Propulsion Modification 1 for better acceleration from a dead stop. It's up to you based on your preferred style of play. When in doubt, though, default to Damage Control System Modification 2. Commander Skills Both ships can easily make use of the same commander. The ideal build differs somewhat from the default boring ol' battleship build in that Dunkerque and Strasbourg both benefit considerably from the Expert Loader skill. Making room for it can leave you with a skill point leftover which isn't as optimal as other builds. Oh well. Start with choosing between Priority Target and Incoming Fire Alert. I much prefer the former, but it's up to you. Grab the skills circled in green next to complete your 10pt build: Adrenaline Rush, Basics of Survivability and Fire Prevention. Next double-back and grab the skills in the red squares: Concealment Expert, Superintendent and Expert Loader. The skills in blue squares are nice to have but you may struggle to fit them in with the above recommendations. Mix and match to your tastes. Camouflage There are multiple camouflage options between the two ships. Dunkerque has Type 10, Fleur d'Acier (Steel Flower), Azur Lane and Mid-Autumn Festival camouflage patterns. Strasbourg has Type 10 and Winter Holiday camouflage patterns. All of the differences are cosmetic, providing the identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. As an older (and popular) ship, Dunkerque has had a large number of premium camouflage types -- which is hella fun. I really like her Azur Lane camo. It's nice and sharp with the red and white contrast. Strasbourg's camo options are much more subdued. I'm not a fan of her Holiday camo. Firepower Main Battery: Eight 330mm/52 guns in 2x4 turrets mounted on the bow in a A-B superfiring configuration. Secondary Battery: Twenty 130mm guns in 5x4 turrets with two turrets per side and one mounted on the centre line facing the stern. Lemme preface this by saying that I'm not going to talk about the secondaries off the Dunkerque-class. They're not worth specializing into at the moment with their limited fire arcs, to say nothing of how poorly these ships fare in a brawl. Onto the main event! Big Guns, Bad Habits & Bae Bote I admit I have a bit of a bias against smaller-caliber battleship guns at the mid-tiers. This stems from my early days in World of Warships, having fallen in love with the overmatch potential of Warspite's 381mm guns tier VI. Bae bote's artillery, while not idiot proof, certainly lent itself well to firing nothing but a homogeneous loadout of AP shells. With all of the heavy lifting those Royal Navy 15" guns could do, I still remember being disdainful of Dunkerque's paltry 330mm guns when I first reviewed her back in late summer of 2016. They had no overmatch potential so they were OBVIOUSLY garbage, right? I'm somewhat less naive than I was way back when. Only somewhat, mind you. I still have a bit of a blind spot with bae-bote and battleship caliber guns with large-swathes of overmatch potential. That's something these guns lack but that doesn't make them bad by any means. There's a lot of good things about the combat performance of these weapons. They have excellent ballistics over range. They have a fast reload. They're decent fire starters. They have good AP penetration. AP penetration values drawn from Wargaming's Armada 2 video on Dunkerque from August 2016. Dunkerque and Strasbourg have some very respectable AP penetration values for guns of their caliber. There are two drawbacks with these weapons to keep in mind: They have French (and Italian) gunnery dispersion. They lack overmatch potential with their AP rounds. There's not much to be said about the first flaw. French battleship dispersion is the worst in the game currently, being slightly worse than that of American, British and German battleships. This leads to wonky shell groupings from these guns, especially at the long ranges Strasbourg is so often forced to engage. Having both guns on the bow in quad mounts does make them feel a little more accurate, at least in terms of the initial outbound shell clusters. However, this is more of an illusion than a practical advantage. Still, they have average sigma values, so within their dispersion elipse (larger as it is) their shell fall is pretty standard, though the difference between the two ships in this regard is largely indistinguishable. The best players in the game struggle to discern the difference between 0.2 sigma in standard game play, to say nothing of the 0.1 sigma difference between Strasbourg (1.8 sigma) and Dunkerque (1.7 sigma). Overall, the guns feel reasonable with their accuracy though they will troll you. Thankfully, their rate of fire helps alieviate the feeling of being cheated. One of the best fixes for bad dispersion is to reload often. When individual salvos don't feel like they matter as much, it's easier to forgive a few stray shells. Dunkerque's 26 second reload feels very comfortable -- more than making up for low individual shell damage. The extra second shaved off Strasbourg's guns is nicer still, though like her dispersion you might not feel the difference. Short reload times on battleships is a hella powerful advantage, even with the slightly lower alpha-strike from their hits. Battleship gunnery is incredibly opportunist, with citadel hit "money shots" making or breaking their play experience. Dunkerque's guns are more likely to be reloaded (or almost reloaded) when an opportunity presents itself. Strasbourg's are all but guaranteed. Like Jean Bart before her, Strasbourg's access to the Main Battery Reload Booster consumable is a game-changer. She will have her guns reloaded when it matters most, ensuring she can put shells downrange at vulnerable targets and best capitalize on the opportunities presented -- whether this be blowing out the citadel of a Christmas-Makarov or stacking fires back onto a Hizen that just blew its Damage Control Party. If Strasbourg's guns had better overmatch potential, they'd be downright oveprowered. The lack of overmatch potential is a problem shared by all battleship rounds between 283mm and 356mm in caliber. While the Dunkerque-class can overmatch 23mm of armour with their AP rounds, in practical terms, 19mm plate is the last effective armour value they can best at any angle. This makes most tier V, VI and VII cruisers vulnerable to being overmatched by these AP shells, but only the very-light cruisers at tiers VIII+. Like with dispersion, this is more of an issue for Strasbourg as a consequence of her higher tiering. It's only the extremities of tier V battleships that these AP rounds can overmatch and only then if the ships in question don't have dispersed armour schemes which gets a little more common at lower tiers. Against any other target, both Dunkerque and Strasbourg will want to reach for the HE rounds instead. To this end, I've found having the Expert Loader skill very handy if you can spare the single skill point for it. Outside of issues where they might ricochet from striking a plate they cannot overmatch at too steep an angle, Dunkerque and Strasbourg's AP shells perform well, with very respectable AP penetration values across all engagement ranges, with even better penetration than New Mexico's 356mm AP rounds. It's not quite high enough to contest higher-tiered battleship citadels at ranges of 15km or beyond, but it's good enough. Dunkerque may not appear to have impressive DPM, but she is more likely to be able to fire all of her guns than most other battleships -- especially while under fire herself. Her all-forward gun arrangement allows her to maximize her firepower while still maintaining a defensive nose-in aspect. Strasbourg is listed twice. The one with the asterix denotes her using her Main Battery Reload Booster for 20s. Strasbourg's faster rate of fire gives her comparable DPM placement to Dunkerque, tier-for-tier. However, her Main Battery Reload Booster takes things to a whole other level, allowing her to punish opponents when they give her an opportunistic shot. Both ships are decent fire starters. Strasbourg flirts with Royal Navy levels when she activates her consumable (again, denoted by an asterix). Gun Layout Dunkerque's A-turret fire arcs are gorgeous. Her B-turret are much less so. This makes her B-turret a good indicator for over-angling with Dunkerque when firing to the rear. So long as A-turret can engage but B-turret cannot, she's still in auto-ricochet territory -- you know, provided that the incoming AP shells don't simply overmatch her hull. The all-bow mounted gun arrangement of the Dunkerque-class is their most striking feature. In World of Warships, this has more advantages than drawbacks. Dunkerque was not the first battleship in the game with this layout. However she was the first battleship in the game to have all of her guns capable of firing directly forward. Thus she was the first battleship in the game that could "bow tank" while still maximizing her firepower. At the time of her release, it was easy to underestimate just how effective this was and how effective it remains in World of Warships. It is very easy to maximize firepower with Dunkerque and Strasbourg. Barring kiting situations, it is easier to bring all of their guns to bear than on any other battleship. This is further facilitated by their fast (for a battleship) traverse rate of 5º/s (36s for 180º). Even in situations where Dunkerque is being chased, her "over the shoulder" firing arcs are respectable with her A-turret being capable of hucking shells 25º off her stern, still maintaining a perfect auto-ricochet target with her belt. Obviously the drawback here is that she cannot engage enemies directly to her rear. What's more, this all-forward gun arrangement makes her slow to switch sides when firing backwards as her guns have to come all of the way around. Still, the all-forward gun arrangement greatly facilitates bringing all guns on targets for much of the battle. It's this ease of bringing guns on target -- all of their guns on target -- which makes these ships dangerous and it's one of their many strengths. Strasbourg doesn't have Dunkerque's delicious A-turret's fire arcs. Summary "Always ready" -- this defines the gunnery on Dunkerque and Strasbourg, and Strasbourg more than her sister. When facing off against these ships, their faster rate of fire, good fire arcs and gun handling is what makes them dangerous. As gunnery platforms, they're super comfy and fun to play. Their individual salvos may not hit as big as other ships; a consequence of both shell size and trollish dispersion, but they don't feel at a deficit in either regard. VERDICT: Their guns perform better than their smaller caliber would suggest. Beware Strasbourg's Main Battery Reload Booster -- used correctly, it can devastate vulnerable enemies. Durability Hit Points: 52,600 Bow & stern/superstructure/upper-hull/deck: 26mm / 16mm / 26mm / 26mm Dunkerque Maximum Citadel Protection: 26mm anti-torpedo bulge + 225mm belt + 40mm turtleback + 40mm/50mm citadel wall Strasbourg Maximum Citadel Protection: 26mm anti-torpedo bulge + 283mm belt + 50mm turtleback + 40mm/50mm citadel wall Torpedo Damage Reduction: 25% The durability fortunes of these two battlecruisers flips between their hit point totals and their armour profiles. While I would not call either ship blessed in either category, it's more that one or the other is "less-worse" in a given area than its sister ship. Overall, Strasbourg loses out wholesale to her sister, if only because she sits a full tier higher and contends with bigger threats. Health Pool Strasboug is the big loser here when it comes to comparing hit points. Dunkerque wins no prizes either, but as a tier VI vessel, she's she doesn't stand out in any negative or positive way. Strasbourg's woes come in two areas: She has a small (tier VI-sized) hit point pool. Her Repair Party is normal. The former kind of surprises me -- not that she has a small hit point pool, but that it's unchanged from Dunkerque's own despite the (slight) increase in tonnage. Best estimates should put Strasbourg's hit point total almost 1,000hp higher than Dunkerque. That's not enough to rescue her from the doldrums of tier VII health totals, but every scrap certainly helps and it would let her overtake Lyon at the very least. Moreover, the issue Strasbourg faces at tier VII comes from her plain-Jane Repair Party consumable. The glut of Royal Navy ships at tier VII along with Colorado makes Strasbourg's bare-bones Repair Party seem weak by comparison, especially on a ship with a hit point deficit. I suppose it's a blessing that she's not stuck with one fewer charges the way the Soviet ships and Florida are neutered, so that's something. Dunkerque's effective hit point pool is on the low side of average for a tier VI battleship. Now you can imagine what happens when you bring a "low side of average" effective health pool to a tier VII match-up. This is especially noteworthy as tier VII is where health regeneration gets super weird and powerful. Armour Profile When it comes to repelling HE shells, the two Dunkerque-sisters are functionally identical. While there exists some minor differences in their protection schemes, these are a non-issue when it comes to repelling HE shells. Dunkerque and Strasbourg are exceedingly soft-skinned and highly vulnerable to HE fire. Their near-homogeneous 26mm external plate makes them easy prey, not only for light cruisers but for 127mm+ armed destroyers. While the Inertial Fuse for HE Shells skill may be necessary, her opponents all have the potential to farm damage off the soft-skinned profiles of the Dunkerque-class battleships. Both battleships bleed a lot of hit points to small and medium caliber HE shells. Things don't get better when it comes to repelling AP rounds. Strasbourg attempts to correct some of the defence issues of her sister-ship with improved turret, belt and citadel protection profiles. Dunkerque is notoriously vulnerable to citadel hits, going so far as to have her machine spaces colour-coded through one of her camouflage patterns (thank you, Yuro, for pointing that out!). The thinness of her citadel protection means that with very few exceptions (Oklahoma, I'm looking at you), Dunkerque is vulnerable to battleship calibre AP shells at all ranges. This goes double for any AP rounds from guns of 380mm or larger as they are fully capable of overmatching her external armour plate and can land citadel hits at nearly any angle. Though Strasbourg's protection is improved, it's never so good that I would trust flashing her sides or snoot to incoming battleship rounds. Both Dunkerque-sisters take citadel hits frequently. They are both at risk of losing their turrets when they attempt to tank battleship fire. The best that could be said about Strasbourg is that she is largely immune to citadel hits from cruiser-calibre weapons, though again there are exceptions, especially at close range. Their armour profiles are almost identical but Strasbourg has the thicker belt, turtleback and turret faces. While the extra ~60mm of armour on Strasbourg's belt looks significant, the higher penetration gun she faces makes this improvement kinda moot. Summary These are ships that don't want to get hit -- like at all. Nearly every HE shell can hurt. Nearly every battleship-calibre AP round is a potential citadel hit. Having only two turrets makes the loss of one (even temporarily) a disaster. The best play with these ships is to not get hit in the first place; exercising their long range to make themselves a less appealing target. Anchoring one side against a piece of island cover is also a good practice, if only to mitigate flanking fire from enemy battleships from across the map. Limiting the angles of attack against these vessels is paramount to keeping them safe. They don't have a lot of armour. They don't have a lot of health. They don't have improved Repair Parties. VERDICT: Get hit, take cit. Agility Top Speed: 29.5kts Turning Radius: 730m Rudder Shift Time: 14s 4/4 Engine Speed Rate of Turn: 4.7º/s at 22kts (Dunkerque) or 22.2kts (Strasbourg). What a difference a tier makes. Strasbourg and Dunkerque both have excellent agility for a battleship. Not only do they have a respectable top speed -- nearly reaching 30 knots -- but unlike higher-tiered battleships, they are not shackled with a punitive turning circle radius. No matter how you look at it, both battleships handle beautifully. This combines with their very nice gun traverse rates to make keeping guns on target a very comfortable experience. The only real fault for these two battleships is that they flirt with but never quite achieve cruiser-levels of agility. This flaw mostly resides with their rudder shift time which, while not punitive, is definitely too sluggish to affect reasonable dodging metrics. Active dodging is really only ever possible at the extremes of their range. It's a bit of a tease that way, but by any other measuire, their agility is solid. Dunkerque is very fast for a tier VI battleship which helps translate to a good rate of turn despite her larger-than-average turning radius at that tier. If it weren't for ships like Warspite (bae! ♥) and Normandie, she'd be the clear winner. Once you start comparing Strasbourg and Dunkerque to tier VII battleships, it's no longer a contest. Strasbourg is THE most agile tier VII battleship, bar none. Lyon and Gneisenau provide some competition, but Strasbourg is the hands down winner. VERDICT: Some of the best mid-tier battleship agility you'll find out there. Both ships handle beautifully and are very comfortable to drive. Anti-Aircraft Defence Flak Bursts: 3 explosions for 1,330 damage per blast (Dunkerque) or 1,400 per blast (Strasbourg) at 3.5km to 6.0km. Long Ranged (up to 6.0km): 84dps at 75% accuracy Medium Ranged (up to 3.0km): 24.5dps (Dunkerque) or 21dps (Strasbourg) at 75% accuracy Short Ranged (up to 1.5km): 105dps at 70% accuracy I'm going to let the graphics do the talking here. Kay, so this looks like a hot mess and there's value in this chaos too. There are so many disparate AA range values at tier VI, it's hard to keep track. "Why so much negative space?" you might ask. Well, I scaled this to match the AA values of the tier VII battleships as both tier VI and VII battleships have to contend with tier VI and VIII aircraft carriers. The ships here are arranged in approximate level of effective personal defense, sorted by the formula [ AA DPS * ( range - 1km) ], thus putting more value on longer ranged damage output. None of the tier VI battleships could be said to have "good" or "effective" AA firepower, even against tier VI carriers. While Dunkerque sits in the middle of the pack here, she's in the bottom half of the incompetent. The best thing about her, really, are those 6km ranged guns which can help a friend out with overlapping fields of fire. Strasbourg has worse personal AA firepower than Nagato. It's only when battleships get to California or Florida levels of AA firepower that they can start looking towards their own defense. And it's not like these ships can prevent CVs from dropping on them -- oh no, they simply make it expensive (and then only if they haven't had most of their medium and small caliber guns shorn off by a spray of HE fire). Strasbourg stands little chance and is an easy mark for carriers. VERDICT: Hilariously bad on both counts. Vision Control Base/Minimum Surface Detection: 16.92km / 14.77km Base/Minimum Air Detection Range: 9.58km / 8.62km Detection Range When Firing in Smoke: 14.2km Dunkerque Maximum Firing Range: 18.21km to 21.85km Strasbourg Maximum Firing Range: 19.1km to 22.92km The stealth of these two battleships is crap. I don't know what really needs to be said beyond that. Their surface detection range is atrocious for a ship of their size and you can never truly get it under control. For Dunkerque, this is a more pronounced problem given the smaller maps she end up on at lower tiers. The only way you're surprising anyone in these ships is with long-range fire. While this may end a cruiser in short order, you're only going to annoy battleships unless their citadel protection is very (very!) soft skinned. In practical terms, everything will spot you first. Due to her fragility, this will so often relegate you to play defensively, hugging islands to protect a flank or deny vision lest you get crossfired from unseen enemy. VERDICT: Downright terrible. Final Evaluation Let's go back to those questions that started this review: Is Dunkerque so good at tier VI that she can be effectively cloned and placed at tier VII with little issue? Just how influential are the small changes made between the two ships? Is Main Battery Reload Booster that powerful on a 330m armed platform? Is Strasbourg worth the grind or should you just stick with Dunkerque? The answers to those questions are: Hells no. Largely irrelevant, though the extra second shaved off her reload and the extra armour is nice. I'm kinda miffed about her A-turret losing out on those firing angles, though. Yes. It's a disgustingly powerful consumable and it's what carries this ship at tier VII. Well, that depends. How much do you love Dunkerque? Dunkerque is a good tier VI battleship. This is largely owing to two factors: She has good guns and she has good agility. Dunkerque is fast enough to bring her firepower where it will do the most good and her guns are reliable enough to stack steady amounts of damage. Her fast reload makes her particularly good at picking on cruisers and stacking fires. Yes, her stealth sucks. Yes, her AA power sucks. Yes, defensively she's a bit of a joke. But those, like Tempest Keep, are merely a setback. Stealth and AA rarely define the battleship meta. Better armour would be nice, but it's not like Dunkerque is incapable of face-tanking a whole range of battleship opponents provided they're not armed with 380mm+ guns. Dunkerque is a whole bunch of "good enough" packaged behind comfortable gunnery. As one of the oldest premium battleships in the game Dunkerque doesn't have a gimmick to make her stand out anymore. Being French was her gimmick back in 2016. Since the release of the French battleship line, she lost not only that distinction but also the uniqueness of her all-forward gun arrangement. Players can simply unlock Richelieu from the tech tree if they want to have a taste of that game play, albeit two tiers higher. There's not a lot of 'wow-factor' baked into Dunkerque. She's good, don't get me wrong, but she's not amazing. She's not meta-defining or great. She wasn't a solid pick in tier VI Ranked Battles, sitting behind battleships that brought that oh-so covetted overmatch like Warspite and West Virginia and beyond consideration in team-based competitive (though admittedly everything played second fiddle to Admiral Graf Spee). Strasbourg will be rightly compared to Jean Bart and there is a reason Jean Bart isn't commonly available anymore (I'm still shocked she reappered for Black Friday, but whatevs, clearly WG likes money). If you love Dunkerque's game play, Strasbourg is so worth it, it's not even funny. I cannot stress enough how much the Main Battery Reload Booster consumable improves on what was already some damn fine gunnery. That's really the whole summation of Strasbourg. Yes, there's a bunch of other little changes here and there, but they feel so inconsequential compared to those twenty-seconds of fast-firing guns when her consumable is active. During development, Wargaming seemed oh-so careful not to repeat the misteps of Jean Bart's overpowered self. Strasbourg had her rate of fire nerfed from an initial 21 seconds (yes, really) to 24 seconds and then eventually down to 25 seconds with a slight sigma buff (from Dunkerque's 1.7 to the current 1.8). That should be enough to keep her in line, but I admit I enjoyed myself a lot playing Strasbourg. Such enjoyment on a test ship usually means that the ship is a little too strong. This speaks a lot to what battleship gameplay fundamentally boils down to: delivering big hits. The difference between good performance and bad in a match can so often be separated by a single Devastating Strike. Even if you lose, if you erased one ship outright, it's hard to call that a bad showing. Strasbourg's consumable makes it easier to do that and that's hella powerful. If I had to choose between the two, Strasbourg is (to me) the obvious choice. Dunkerque doesn't have anything novel going for her, in my opinion. Her best selling feature now is her tiering. Strasbourg at least has that gunnery gimmick; something a lot of players may not have access to in the future given the increased rarity of Jean Bart. Strasbourg is a GUDBOTE -- or more accurately, she's a MEHBOTE with a good consumable.
  6. Feel free to check out my guide! If you have any questions or comments I will happily reply!
  7. The following is a review of Duca degli Abruzzi, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 27th, 2018. The markings on her bow are caution stripes: "Danger, contents under pressure and may explode if penetrated". Quick Summary: A fast but fragile light cruiser that lacks in hitting power. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.2 to 0.7.4. March 1st through April 27th, 2018. PROS: Extended waterline belt armour of 30mm allows her to pull off some surprising close-range bounces. Decent anti-torpedo protection for a cruiser. Her torpedoes have excellent range of 12km. Very fast with a top speed of 35 knots. Good rate of turn of over 6.3º/s. Decent stock 11.2km surface detection range. Abruzzi has access to both Hydroacoustic Search and Defensive AA Fire at the same time. Access to the Repair Party consumable (!). CONS Enormous, vulnerable citadel sitting high over the water's surface. She eats citadels from battleships for days. I actually have some live footage of Abruzzi gobbling up a bowl full of citadel hits. Seriously, just when you think she couldn't possibly pack in another citadel hit, she goes and surprises you. Small main battery for a tier VII cruiser with only ten 152mm rifles with mediocre DPM. Low AP shell penetration values. Poor fire chance on her HE shells making her incredibly dependent on a commander with at least 10 to 14 skill points to inflict reasonable amounts of damage. Her torpedoes are very slow at 51 knots and she doesn't have enough of them. Short of having access to Defensive Fire, her AA firepower and range are both terrible. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Welcome to Hell. Duca degli Abruzzi is not a ship for inexperienced commanders. Owing to her fragility and poor attack power, she's going to punish novices. Veterans who know how to use and abuse concealment, cover and WASD hax can generate some decent numbers, but these tricks will only save you until a battleship casually swats you for all of your health. While Abruzzi can perform, it's a lot of (unnecessary) work. Her components break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship Her guns under perform and so do her torpedoes. She's vulnerable as all get out to sudden deletion if a battleship even looks at her. Abruzzi's AA firepower is terrible, even with Defensive Fire. Her only good points are her agility and her Repair Party consumable, but the latter is shackled to a citadel that explodes if you look at it funny. She's fast and she has decent handling -- not the best at her tier, but one of the best overall. Her concealment and vision control (Refrigerator) is okay but she's nowhere near the best at it within her tier. Candy-cane striping won't save this ship. Options One of the defining characteristics of the Italian cruisers is their consumables. Other cruisers are forced to choose between Hydroacoustic Search and Defensive Fire, if they're given a choice at all. Abruzzi and d'Aosta have access to both at the same time, giving them more flexibility, but at the cost of lacking any form of specialization, such as extra range on German Hydroacoustic Search or an extra charge of American Defensive Fire. However, Abruzzi must choose between Defensive AA Fire and her Spotter Aircraft which is an uncomfortable choice. Unlike most tier VII cruisers, she has access to Repair Party. Overall, Abruzzi's options are "safe". They're convenient rather than competitive, differing from the game-winning combinations of Smoke Generator and Radar of Belfast, for example. Consumables: Abruzzi has access to four consumable slots. Abruzzi's Damage Control Party is standard. Hydroacoustic Search is also standard in her second slot. or In her third slot, you must choose between Defensive Fire and a Spotter Aircraft. Abruzzi rounds out her consumables with Repair Party. This is a tier IX cruiser version of the consumable, healing back up to 14% of her maximum health over 28 seconds. She can queue up 33% of damage to her citadel, 50% of any penetrating hits and 100% of flooding, fire, ram and over penetration damage. Camouflage: Abruzzi uses Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades: Abruzzi has four upgrade slots with standard cruiser options. There are no Special Upgrades worth considering for this ship. Take Main Armaments Modification 1 for your first slot. or or Damage Control Modification 1 for your second slot. Alternatively, Steering Gears Modification 1 is a good choice given how frequently her rudder breaks. It's almost chronic with this ship. If you have access to Hydroacoustic Search Modification 1 and no better ship to put it on, it's not out of place here. Aiming Systems Modification 1 is optimal for your third slot. Don't bother with AA Guns Modification 2 -- you can't salvage her AA power. or Steering Gears Modification 2 is arguably the best of the fourth-slot options. Alternatively, if you want to improve her mitigation of fire damage for the sake of maximizing your Repair Party consumable, you may take Damage Control Modification 2. Offense Primary Battery: Ten 152mm naval rifles in a 3-2-2-3, A-B-X-Y arrangement. Secondary Battery: Eight 100mm guns in 4x2 turrets with one facing forward and the other backward on each side. Torpedo Launchers: Six tubes in 2x3 launchers with one to each side between the funnels. Abruzzi's guns are terrible. Her AP shells have bad penetration performance. Her HE shells are anemic with low damage and low fire chance. She only has 10 guns compared to the 12 guns found on all other tier VII light cruisers. She does not have an accelerated reload / normalization / autobounce angles to facilitate doing damage despite these disparities. Her fire arcs are bad. Generally speaking for mid-tier cruisers, 152mm guns are the best gun caliber in the game currently. They sit in this wonderful spot where taking Inertial Fuse for HE Shells gives them tremendous damage output. While this skill is considered mandatory, their high explosive (HE) shells benefit so much from it that the four point cost seems a bargain. With the boosted penetration provided by this skill, they can spam HE against any targets they encounter and gradually tear them apart. Though they pay for this bonus with a slight dip in fire-setting efficiency, the trade off is largely considered worthwhile to emphasize their enormous damage-per-minute (DPM) potential. Would that Abruzzi also benefited. Abruzzi's fire angles are almost amazing, but her X-Turret ruins everything. She effectively turns Abruzzi into an 8-gun cruiser most of the time. Inertial Fuse for HE Shells (IFHE) should still be considered mandatory for Abruzzi. And yes, she does enjoy the same spike in penetration power which lets her hammer tier VIII and IX cruisers and capital ships for damage with this skill. However, she does not have the DPM of her contemporaries. Abruzzi's damage per shell is comparable and so is her rate of fire but she has less guns. Abruzzi's base fire chance per shell is also terrible and IFHE just makes it appalling. She sets less fires on average than the other tier VII cruisers which will light half again as many as Abruzzi will over time. The damage-stack from these damage-over-time effects are critical for burning down larger enemies and Abruzzi is left wanting in this regard. This might not be terrible if her AP shells were more reliable, but they're not. They suck, frankly. Unlike German cruisers which also suffer from anemic HE shells, Abruzzi does not have improved AP damage to compensate. Abruzzi's AP rounds are run of the mill, comparable in damage to Belfast's shells but with even worse penetration. Seriously. Abruzzi has the worst AP penetration of any of the 152mm light cruisers at tier VII+. They're even worse than the penetration values on Duca d'Aosta's guns at tier VI. For whatever reason, Abruzzi's AP shells have horrible shell drag and lower Krupp value than the other Italian premium cruiser. You're going to have to rely on HE shells to do the heavy lifting. Abruzzi is largely incapable of landing citadel damage against enemy cruisers at ranges at 9km and beyond. Source: proships.ru/stat/ships/ Which brings us back to how awful her HE shells are. There's nothing redeemable about these weapons at all. Bad damage. Bad rotation speed. Bad fire setting. You're going to need a 14pt commander (with Concealment Expert and IFHE) just to make her gunnery not be a painful sack of [edited]. The cardinal sin of Abruzzi's main battery armament, however, is their poor fire angles -- especially on X turret. You're already in the hole when it comes to DPM races and the wonky arc of fire on X-turret is just the king pisser. However, anytime you open fire with X-turret (or even with Y-turret), you open yourself up to taking massive amounts of damage in reprisals and this will quickly spell the end of your ship. And don't think your torpedoes can save you... While Abruzzi's guns are objectively worse than Duca d'Aosta, at least they both share the same torpedo armament. These are super long ranged (for a cruiser) and super slow (for anyone). With only a pair of triple launchers, they don't hit especially hard and short of point blank launches, it's difficult to land more than a single hit on anything. In short, her torpedoes aren't going to save her damage output. They reload reasonably fast, so drop them whenever you can safely. You never know -- you might actually hit something at long range. Summary: ThoughAbruzzi is a 10-gun cruiser, she's effectively an 8-gun cruiser because of her poor fire arc on X-turret. Given the poor performance of AP shells and bad arcs, she's functionally worse than Duca d'Aosta at tier VI most of the the time. Her torpedoes are water mines. Drop them regularly in the vague direction of the enemy and cross your fingers. You may get lucky. Evaluation: What it would have needed to be : My vote would be to give her 1/4 HE penetration. This would free her up from being shackled to IFHE which would also give her an artificial boost to her fire chance. Defense Hit Points: 32,500 Maximum Citadel Protection: 30mm + 130mm Minimum Bow, Deck & Stern Armour: 16mm Torpedo Damage Reduction: 16% Allow me to illustrate Abruzzi's single biggest issue in regards to her survivability: At least she can't be citadelled by HE shells. The entire thing is internal. That's her citadel. It runs half the length of the ship. It sits high over the water line. There's not enough armour to keep enemy AP shells out but more than enough to make sure that when they penetrate, they stay in. Abruzzi's armour scheme is designed to foil AP shells from other cruisers and, to it's credit, it doesn't do a terrible job at this. At close range, provided you can keep the ship angled, your machine spaces and magazines are proof against AP fire from just about any cruiser you may encounter. This is largely due to her extended waterline belt, which is 30mm thick and cannot be overmatched by anything a cruiser will throw at you. In order to take advantage of this, though, Abruzzi needs to close the distance so that shell trajectories remain flat and attempts to citadel her must pass through this belt protection. Of course, this all falls apart when there's a battleship somewhere on the map. And those Battleships will murder- Abruzzi so hard you'd think they were trying to manifest Slaanesh. Now let's talk about her Repair Party. Abruzzi has one! Urra! Normally this would be enough to propel a ship up the durability ranks. However, it really doesn't do that much good here. Abruzzi does not have any issues when facing destroyers and cruisers, which is largely where her Repair Party will prove functional. In this regard, she feels very tanky, able to recover from small-caliber AP and HE penetrations and shrugging of fires like they were nothing. This is what elevated her from to , btw. Abruzzi can be an annoying ship to take out if you can't citadel her. In fact, she can be downright trollish in this regard, particularly against enemy cruisers and destroyers. Fires are of little concern which eases the taxation of your Damage Control Party. This is good given Abruzzi's unfortunate habit of losing her rudder. To this end, Last Stand isn't a bad investment to keep it functional during its frequent breaks -- this will let your Damage Control Party be on hand to address blazes and floods where your Repair Party can top off any lost health. The flip side of this is that her Repair Party all but guarantees Abruzzi will be at full health when a battleship does deign to bless you with the presence of their 283mm+ AP shells. Then her consumable avails you not as your innards get sprayed over the surface of the ocean in a thunderclap of 'sucks to be you'. Abruzzi hands this medal out a lot. Evaluation: What it would have needed to be : Where to start? Without her Repair Party consumable, I rate Abruzzi as being less durable than Atlanta and Flint -- two light cruisers with almost 5,000 less hit points. Her biggest flaw is the height of her citadel. Lowering that would help tremendously. It needn't be submerged entirely, but Abruzzi is little more than an experience pinata for battleships at the moment and there's very little she can do about it. Image courtesy of gamemodels3d.com, showing the extended, 30mm waterline belt of Abruzzi. This belt can frustrate battleship and cruiser attempts to citadel you at point blank range if you angle aggressively. Good luck with that, though. Agility Top Speed: 35.0 knotsTurning Radius: 680mRudder Shift: 8.9s Maximum Turn Rate: 6.3º/s at 4/4 speed Abruzzi's best characteristic is her speed and handling. Still, she does not stand out in any one aspect of her agility. She is not the fastest ship at tier VII -- Shchors is faster and Myoko is just as quick. She does not have the smallest turning radius. That distinction lies firmly with Atlanta and Flint. Her Rudder Shift is on the slow side, but Indianapolis, Algérie and Belfast are worse. She's right in the middle of the pack when it comes to bringing her bow about, with a rate of turn that sits comfortably in the middle. Yet as an overall whole, she stands apart. She combines straight line speed of the Soviet and Japanese cruisers with the American rates of turn. This flexibility is welcome for such a fragile vessel. Opponents will tend to underestimate the lead time necessary to catch Abruzzi when she's going flat out at range. In addition, she can dodge with the best of them. I have nothing but praise for Abruzzi's handling and only wish the rest of the ship was so comfortable. Test run at 4/4 speed. Nothing unexpected here. Abruzzi's turning circle isn't abnormally large and she loses the usual 20% speed in a turn like most cruisers. Evaluation: What it would have needed to be : Be British. Fiji is remarkably agile, quick to accelerate and handles beautifully. Fiji's speed in a turn is greater than Algérie's in a straight line. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0km AA DPS per Aura: 26.4 / 46.4 / 18.2 Abruzzi's raw anti-aircraft firepower is terrible -- it's the worst of the cruisers at her tier by a large margin. If Defensive Fire wasn't so good, I would pan her AA guns as all but useless and label this ship as fodder for CVs as much as she is battleships. As it is, her anti-aircraft defense is for personal defense only and it cannot be relied upon the do anything other than bruise incoming aircraft squadrons. They will drop ordnance. Your consumable will merely scatter it. There's nothing here really worth improving. Save your skill points and upgrade slots. Evaluation: What it would have needed to be : A whole lot of buffs to range and firepower, or some stupid gimmick. Refrigerator Base Surface Detection Range: 11.16km Air Detection Range: 7.65km Minimum Surface Detection Range: 9.53km Detection Range when Firing from Smoke: 5.16km Main Battery Firing Range: 15.06km Abruzzi has decent concealment when fully specialized with a stealth build. However, she does not have the tools or ability to dominate stealth. Even at her own tier, she's bested by the British cruisers, Fiji and Belfast. She also sits behind Atlanta and Flint. This list grows longer when you look within her matchmaking spread, including more British cruisers and even some of the Japanese heavies like Atago. Combined with her speed, stealth and Hydroacoustic Search consumable, on paper she makes a decent potential destroyer and light cruiser hunter. She should also be able to dictate engagement ranges against most opponents. However, Abruzzi cannot safely engage enemies while in the line of fire of enemy battleships. She has two means of defense against fire from these large capital ships -- be behind hard cover, or be far enough away that she can avoid their shot. Engaging battleships at the extent of her normal range does not give her enough time to realistically dodge. While her torpedoes may be safely launched from stealth, they travel too slowly to have a realistic chance of delivering many hits without luck and experience. This just leaves island humping, lobbing shells over hard cover as the only appreciable way for Abruzzi to engage battleships. This is a good skill to learn as it will serve you well with higher tiered American cruisers. However, Abruzzi's fragility will make the pains of learning this lesson far more acute than it needs to be. Evaluation: What it would have needed to be : Abruzzi loses out big to three other premium ships that all have much better vision control -- Belfast, Flint and Atlanta. Belfast reigns best overall with good concealment and her broken combination of consumables that allows her to utterly dominate stealth and detection at tier VII. Behind her, Flint and Atlanta are also stealthier than Abruzzi and bring either smoke or radar respectively to the table. I would even rate Fiji better than Abruzzi, even though the British tech tree cruiser has a larger surface detection range. Smoke is invaluable and negates any range issues this ship may have had. Duca, Duca, Goose Performance in Duca degli Abruzzi is heavily dependent on having a commander with enough skill points. The two big hurdles are acquiring first 10 skill points and then your 14th skill point. One could argue your 17th is equally important too. Follow along and try out your own builds with ShipComrade's Captain Skill Calculator. Start with Priority Target. Don't skimp out on this one -- it's almost a must with this ship. If it ever ticks over to "2" and there's a battleship in the vicinity, it's time to stop firing and hide. You have a choice at tier 2. Last Stand is helpful -- Abruzzi's steering gear in particular is prone to breaking. If you feel brave enough to manage your Damage Control Party without it, then Adrenaline Rush should be your port of call as the optimal skill to pick at this tier. Next up, Superintendent is the best skill at tier 3 to get you an extra charge of Repair Party (and everything else). The order in which you spend your next eight points is irrelevant. In either case, you'll spend four and then immediately wish you could spend four more. Concealment Expert and Inertial Fuse for HE Shells are both defining skills for Abruzzi, with the former making play easier (but never forgiving) and the latter facilitating damage dealing (while never making her good at it). Drop back down to tier 3 and pick up Demolition Expert for your 17th skill point. And finally round out your selection with whichever skill you skipped at tier 2 the first time through or Expert Marksman to improve your gun traverse. Final Evaluation Mouse's Summary: It's an uphill battle to tally a decent damage total. It can be done, but man, you're going to have to work at it. Abruzzi will make you think that she's a lot tougher than she is. You might have a nice streak of games where your Repair Party lets you tank effectively. But just as likely, you may have a not-so nice streak of games where you get deleted. This ship really encourages passive play as a result. You're doing small amounts of chip damage over time, skulking at the periphery and trying to be the least appetizing target you can be. I don't like this ship. Ship Jesus help me, I really tried to enjoy my time in her. I would like to imagine that I'm a patient player. Abruzzi tested my limits. I can stomach glass cannons -- Atlanta is one of my favourite ships in the game, for example. Abruzzi has the 'glass' part down, but she's really lacking the cannon element. I have already gone on at length about her firepower deficiencies. With her X-turret being so badly positioned, Abruzzi is no better armed than Duca d'Aosta much of the time. So she's stuck with tier VI firepower (and admittedly weak tier VI firepower) through much of her engagements. This should indicate that she's meant to be a bit of a tank, but she's just a victim when facing anything other than cruisers or destroyers which makes me have a sad. Abruzzi isn't the first cruiser (or even the first premium cruiser) that gargles on battleship AP shells so expertly that dreadnoughts can't help but whip their guns out her way. Testing Abruzzi has taught me that if I see her on the enemy roster while I'm in one of my battleships that I should make her a priority target -- not because she's a threat, but that because like Pensacola and the Omaha-sisters before her, I'm likely to be rewarded with a super-easy kill. As knowledge of Abruzzi's citadel weakness become more widespread, this problem will prove chronic and I feel bad for those players who find this instant deletion frustrating. I will admit, in those situations where Abruzzi can engage cruisers and destroyers without battleship interference, she's a lot of fun to play. However, those engagements aren't commonplace. The first you'll often note about battleship attentions is losing most (if not all) of your health. Suffice to say, Abruzzi and I were not a good fit for one another. I am sure some people will enjoy her and even rack up some impressive games with her. Performance wise, I was able to do the same, but the amount of work needed wasn't to my liking. Abruzzi only really punishes you against battleships -- in most other respects, she's alright and certainly not broken. It's just the passive game play needed to make her perform isn't competitive and I don't find it very fun. A string of three good games in Abruzzi. I was alarmed. Thankfully the fourth game sets things straight as I got casually deleted by a battleship from 16km away before I could manage 14,000 damage. Good games are possible, but terrible games will happen too no matter how skilled you are. Would I Recommend? At the time of writing, Duca d'Aosta is available across all servers both in the stores and within the tech tree for 4,700 doubloons. Controversial as Duca d'Aosta is, she's a much better purchase than Abruzzi for someone looking for an Italian light cruiser. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. I want to say 'no', but she will probably be alright in scenarios. Co-op will be hit or miss. She will struggle to hit the top of the team lists -- she just doesn't output damage fast enough. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No, no, no, no, no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No, there are much better premiums you could bring for competitive game modes like Ranked Battles. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. She is gorgeous -- there's no denying that. She was also built in steel and survived the war, so there's that going for her too. For Fun Factor: Bottom line: Is the ship fun to play? Blech. No. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. Conclusion Two months I have been working on this review, on and off. Most of it was written by mid-March but then word came down that the test-build for Abruzzi was going to be upgraded with a Repair Party consumable. I held my breath hoping it would salvage this ship from a looming Garbage evaluation. It did -- which says a lot about the power level of a Repair Party when it's not commonly available to most other ships. It just didn't save this ship for me. This is one of those ships I'm not likely going to want to come back to. This is why it was so satisfying to animate blowing it up. Thank you all for reading. As this is being written, I am just shy of halfway through my updated Prinz Eugen review, crunching through Defense and AA graphics. I suspect she may be pushed to the back-burner to get an evaluation of Z-39 done, but we'll see. Maybe I can push through a miracle or two this weekend. I do want to push out Prinz Eugen sooner rather than later in thanks to my supporters on Patreon. Their patronage helps keep me fed and the lights on and I'm grateful to anyone that can help this way. Until next time! Someone suggested I market LWM Bobble Heads. I dunno, they kinda freak me out. Appendix
  8. LittleWhiteMouse

    Premium Ship Review: Z-39

    The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to 0.7.4.1, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews.
  9. The_TrashPanda

    USS Atlanta tier 7

    How is the tier 7 Atlanta in this meta. I know it's still a paper ship and everything. But like how does it hold it owns against carriers. Also can i still hide just a few inches behind a island and shoot over any island in the game or did that get a nerf?
  10. So Zerra recently posted a video going on about the effect the IFHE and armor rework was going to have on tier 7 light cruisers, especially Belfast and Atlanta, and how they are going to be useless. I could not follow him. I already knew Atlanta was going to be in the minority of ships still needing to run IFHE after the rework via @Notser, but there were so many numbers being thrown around I couldn't follow it. I know something in my gut told me the math was off, but I couldn't put my finger on why. Does anyone have any answers on this?
  11. UnoAttacksYou

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  12. Cpt_Snafu_Idgaf

    Which cruiser?

    Helena, Schors, Yorck or Algerie? If you're going to suggest something else fine but you're not helping so please move along. These are the ones I'm moving onto cause I want another tier seven cruiser to use in Narai while I grind out CRUISER: Knowledge Boost. Thank you.
  13. MM_and_RNG_are_Rigged

    Missouri? Who needs it for Credits?

    Given that I basically wasted 750k free exp on the Missouri, I can't ever get her to work like everyone else seems to be able to do as far as printing credits. This is despite loading her up with credit flags and credit paint which ends up becoming utterly wasted in randoms. I find it ironic no one ever posts about Narai. Seriously, if you know what targets to shoot at, you can farm hellacious credits at tier 7 where ship repair/resupply costs are negligible. 1.5mil is my new current personal record for credits earned in a single Narai match. And heck, that's not even my highest damage MATCH of Narai either. Just my best target selection one in a Lolanta! To with the Crapssouri. If I'm needing credits, I just go to Narai for a week. Anyone else farmed credits in tier 7 ops, especially Narai? If so, what's the most you've ever earned and does it compare at all to the amount of work you have to put in to get the same with a Missouri? Narai is repeatable easy-mode with almost guaranteed wins. Randoms? Pfffft! Not likely.
  14. After many containers I finally got one!! The secondaries have averaged about 25% of the total damage, with a range of 7.6km. They hit very hard, and I don't even have IFHE or MFCSA yet. It seems WG needs to give Scharnhorst a buff now, with longer secondary range and damage.
  15. Currently, tier 7 Battleships have 25mm extremity plating - the same as their tier 6 counterparts. Most Tier 7 Cruisers (CA/CL) have 16mm plating, with a few Heavy Cruisers (CA) carrying 19m or 25mm. I believe that this particular choice leaves too large a gap between tier 7 and 8 ships, which for Battleships increase to 32mm plating and CAs carry 25-27mm plating. I suggest the following change: Tier 7 Battleships -> 27mm extremity plating. This will have no significant effect on HE resistance (150mm IFHE pens 32mm, non-IFHE shatters on 25mm), but protect them from being overmatched by 380mm caliber guns found on many Tier 6-9 Battleships. Now, there is a more incremental increase in protection. Tier 6 is vulnerable to 380mm, Tier 7 is now overmatched by 406mm and Tier 8 reaches the maximum of immunity to all but the Yamato/Musashi and their 460mm guns. This will have little effect on tier 7 vs tier 5 (which all have 356mm guns or smaller) and a slight effect on tier 6 (Bayern and QE/Warspite will be slightly less effective against tier 7 Battleships so might need a very slight buff). Tier 8 and 9 ships will not be significantly affected - the few with 380mm guns are more than capable of overpowering them by other means and are already balanced around this limitation. The goal is to linearize the tier 6-8 power progression in such a way as to maintain the balance in 5-7 and improve the survivability of Tier 7 in the 7-9 range. Tier 7 Cruisers -> 25mm midships and deck plating (for those without it) and 19mm bow/stern plating. Basically, some tier 7 cruisers (especially CLs) are a little too vulnerable to being overmatched by all battleships. This change would give them some protection against 356mm armed battleships common at tiers 5-7. The gap between tier 7 and 8 cruisers is a bit too large. Tier 6 cruisers might also need this change, as they are currently crushed by both tier 7 and tier 8 counterparts. Essentially, increase the survivability of tier 7 ships slightly, and place an intermediate step between the tier 6 and tier 8 protection paradigm. Additional possibilities: Tier 5 BB -> 25mm Tier 5 CA/CL -> 16mm (Cruisers shouldn't overmatch each other) Thoughts?
  16. Hey all. With 2 more tier 9 free xp ships coming out. (Alaska, Jean Bart.) What do you guys feel would be good tier 7 free xp ship? Currently the Nelson is the only ship in the market but theres a ton of other historical ships they could put in there. For me I would really love to see some of the last of the unique British cruisers. Maybe the British County Heavy class cruisers, the dido light cruiser (though this one I feel might be a over tiered for what it was.) Or the USS California! (We dont have any tier 7 us premium battleships.) Theres plenty more of ships that would fit, what do you all think?
  17. WhiteRecon

    Haida vs All T7 DDs

    So I/we read Mouse's awesome write up on Haida. She makes a strong case that Haida is a strong ship for anti-DD. Is it in fact the strongest T7 DD, say vs the Z-39?
  18. What do you do when you make a huge mistake early in the game? You dont give up, you fight and do everything in your power to make an impact on the game. In this Indianapolis replay I show how to recover from a major mistake and how to use your ship's strengths to still contribute to your teams chances of winning.
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