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  1. The following is a review of USS Kidd, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of November 9th, 2017. With historical ties to the vessels Essex, Alabama, Arizona and Black which also appear in World of Warships. Quick Summary: A Fletcher-class lolibote that sacrifices one quintuple torpedo launcher and manoeuvrability for improved speed, anti-aircraft firepower and a Repair Party consumable. Cost: The equivalent of 9,100 doubloons Patch and Date Written: Patch 0.6.12.1 to 0.6.13.0, October 28th to November 9th, 2017. Closest in-Game Contemporary Fletcher, Tier 9 American Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique There are many small differences between the two ships. The most telling are their speed, consumables, torpedo armament and anti-aircraft firepower. Kidd is faster than Fletcher but she doesn't handle as well. She has only a single quintuple torpedo launcher and she's stuck with Fletcher's stock torpedoes. Her anti-aircraft is improved with additional 40mm Bofors and 20mm Oerlikons. As a tier VIII ship, she has less hit points than Fletcher but she compensates for this with a Repair Party consumable. There are other minor differences too, such as Kidd having slightly worse concealment by air. PROs Comes with a Repair Party consumable. Armed with five rapid-fire 127mm rifles with amazing turret traverse speeds of 34º/s. Excellent AA power for a destroyer, including access to Defensive Fire. Good top speed of 38.0knots. She's very stealthy with a 5.80km surface detection range with a full concealment build. Combined features make her an excellent forward scout. CONs The shell flight time on her 127mm/38 guns is horrible. She has only a single torpedo launcher. The torpedoes are the same fish found on Benson (the stock torpedoes for Fletcher -- boo-urns). The reload on this torpedo launcher is longer than HMCS Haida's development time (Summer 2018, maybe?) Emphasis on "for a destroyer" in regards to the excellent AA power thing. They require a deep investment in skills to make them a credible threat and then only with her Defensive Fire consumable active. Large turning circle for a destroyer at 620m. She's not doing a lot of damage on her own with her current build, making her more reliant on support-damage to be profitable. I'm always excited to see new tier VIII premiums. They feel, I dunno, more legitimate than other premiums. It's a silly sentiment, but they truly are the flagship vessels in a given line. People look to them not only for grinding out experience to train Captains, but also to earn credits to help maintain their fleet. Tie in the added bonus of the competitive meta surrounding tier VIII in Ranked Battles and tournaments and it's hard not to get excited. Seeing the United States Navy finally get some tier VIII premium love in 2017 with Alabama and Enterprise has certainly been a highlight for me. I couldn't be happier to see USS Kidd join the fleet. At least, that was my initial sentiment until I played her. For those unaware, she had a rather troubled and delayed development cycle and for a while, it was anyone's guess whether she'd actually make it into the game or not. The ship we received looks normal enough on paper, but her looks can be deceiving. What we've received is a highly specialized vessel with a very distinct role at which she excels. Getting the most out of this vessel is a real challenge. Truth be told, USS Kidd reminds me a lot of USS Sims in terms of game play. Options Well, there's one fun little surprise here with Kidd's Repair Party, but the rest is to be expected. Her Damage Control Party is standard for a destroyer. Kidd is an American lolibote. Right out of the gates, she has access to the improved Smoke Generator for that nation. This improves not only the smoke cloud's duration (124 seconds vs 89 seconds at tier VIII), but also the emission time of the smoke (28 seconds vs 20 seconds at tier VIII). In short, it allows USN destroyers to lay more smoke which lasts longer. In practical terms, Kidd can generate up to 10 individual smoke clouds maximum. This comes with the standard two charges by default. Now let's talk about the exciting bit: Kidd's Repair Party is a standard version of this consumable. Kidd queues up 100% of fire, flooding, ramming and overpenetration damage. She queues up 50% of everything else. It's nice not to have to worry about citadel hits. Each charge heals up the standard 14% of the ship's maximum HP (2,338 damage in Kidd's case) over 28 seconds. This comes with two charges by default. Finally, Kidd must choose between the Engine Boost consumable or a Defensive Fire consumable. I say this is a "choice" but it's not. Take Defensive Fire. The destroyer version of Defensive Fire has a reduced active period of 30 seconds compared to the 40 seconds of a cruiser version while sharing the same 180/120 second reset timer. However, the DPS gain from the destroyer consumable has increased from x3 to x4 with patch 0.6.13. Either one of these consumables comes with two charges by default. Make sure you load up on as many premium consumables as you can afford. Kidd is an expensive ship to run. Consumables: Damage Control Party Smoke Generator Repair Party Engine Boost or Defensive Fire Module Upgrades: Five slots, standard destroyer upgrades Premium Camouflage: Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. This is the gorgeous Measure-22 paint scheme which you will also see on other American premiums like Missouri, Alabama and Massachussetts. We're going to build Kidd to emphasize her AA power. In her first slot, take Magazine Modification 1. She's a destroyer with a Repair Party. Your cause of death to detonations just went up because you can take more hits than other destroyers. In your second slot, take AA Guns Modification 2. This will bump up your AA range handsomely and better allow you to assist allies when they come under aircraft attack. In your third slot, take Propulsion Modification 1 to help keep your engines intact. It will help a little and speed is life. In your fourth slot, take Propulsion Modification 2. You may find yourself parking in smoke on occasion and this will give you a nice jump start. And finally, take Concealment System Modification 1 to make yourself sneakier. Special Upgrades! There are three Special Upgrades worth considering. If you don't have access to these, don't worry about it. They are rare. You can win them from Super Containers or from Ranked Battles and other events. Smoke Generator Modification 1 would replace AA Guns Modification 2 in the second slot. This increases the smoke generation time for Kidd from 28 seconds to 36 seconds but reduces the individual cloud duration to 118 seconds. This isn't a very strong choice. If you wanted to throw away Kidd's anti-aircraft firepower advantages and reduce your spotting-experience gains, go nuts, but it's a loser move. Next up in the Special Upgrades you won't be using but technically are compatible with Kidd is Engine Boost Modifiaction 1. This competes with Propulsion Modification 1. You won't take this because you'll have Defensive Fire and not Engine Boost on this premium like a smart person. And finally, also competing with Propulsion Modification 1 is Defensive Fire Modification 1. Now this seems like a no brainer -- it increases the active time of Kidd's Defensive Fire from 30 seconds to 36 seconds. The only reason I would imagine that someone wouldn't want to stick this on Kidd would be the rarity of the consumable and the demand to put it on other ships before giving it to a destroyer. Firepower Primary Battery: Five 127mm/38 rifles in an A-B-P-X-Y superfiring configuration. Torpedo Armament: Five tubes in a 1x5 launcher behind the funnels facing forward. Kidd's firepower sucks. USN 127mm/38 Mark 30s, we meet again. The last time we crossed swords with these weapons on a premium ship was with USS Sims at tier VII. These are the same guns found on Fletcher, Black and Benson, so veterans of the American destroyer line should immediately be familiar with the strengths and weaknesses of these guns. They mirror these other ships identically with their excellent rate of fire, the wicked fast gun traverse, the horrible muzzle velocity and the oh-so infamous shell flight time. Penetration and fire chance are all on par too. The detection in smoke while firing is different, however, with Sims having a 2.8km detection while everyone else has a 2.7km. Don't ask me why. It's not even a contest. The shell flight time for the USN 127mm/38s is terrible. We're probably going to have to wait for the Royal Navy destroyers before we see Kidd's shell flight time compare favourably to anything. This is compensated for by some of the highest HE DPM among the high tier destroyers. The lesson here is that Kidd can potentially do a lot of damage with her guns -- but only so long as you can overcome the challenges of her weak penetration and horrible ballistics. In theory, these guns are ideal for short range knife fights with enemy destroyers where they can throw out a wall of rapid fire shells and pummel their opponents into submission. The reality is that outside of 8km, it becomes very difficult to lead other lolibotes properly -- especially if you're working with a 1920 x 1080 screen resolution (or smaller) and you have a habit of firing from maximum zoom. Kidd needs to seize enemy destroyers by the belt buckle, keep close to them and hammer shells home lest she embarrassingly gets outgunned by a Yugumo. Once ranges increase beyond this comfort zone, it's better to go gun silent, dodge and disengage; especially if they run away to tattle on you to bigger boats. The stranger-danger presented by grown-up ships is quite palpable given that you cannot rely on Kidd's torpedoes. The USN 127mm/38s really struggle at tiers VIII+ to put out the damage on larger vessels. Their anemic fire chance, horrible ballistics and poor penetration values all compound to a muddy mess. Kidd's HE penetration sits at 21mm which can be boosted to 27mm with Inertial Fuse for HE Shells at the expense of her chance to set fires. This is already quite low on a per-shell basis, though the recent changes to the skill have softened this blow somewhat. This improvement to penetration will allow Kidd to damage the extremities of all battleships at tiers VI and VII, along with those of most cruisers up to tier X with the exception of the American and German cruisers at tiers VIII+. Without this boost, she's reliant upon setting fires and peppering superstructures to do the lion's share of her damage. Damage saturation mechanics, the reduced fire damage on cruisers and the increased prevalence of fire resistance skills and upgrades among battleships only makes it harder on Kidd to be relevant with her guns alone. If this sounds bleak, it's because it is. Kidd is reliant on landing a high volume of hits to start fires. The numbers presented here are very generously assuming 100% accuracy which is a pipe dream. In addition, high tier ships will reduce these numbers further, cutting them almost in half. Starting two fires per minute with Kidd is an ambitious goal. Start praying to RNGesus. There's a grim methodology to engaging enemy capital ships with Kidd's guns. Choose a target. Struggle to hit said target. Laugh as you suddenly light two fires in quick succession. Rage as your target uses their Damage Control Party and you're unable to light a subsequent blaze for the next two minutes. Hoover up a pittance in shell damage as you quickly oversaturated their superstructure. Slowly lose your sanity as that ship heals up all of the damage you did and then some. Question the meaning of life, the prevalence of the battleship meta and why oh why didn't you heed Mouse's colourful graphs and charts!? Their colours warned you! THEY WARNED YOU IT WOULD BE LIKE THIS! Kidd's guns may not be terribly effective against larger ships when you get down to it, but at least they're fun to use. The sheer volume of fire they put out is meme worthy (plus it's fun to say "pew!" every time they fire). They're decent enough against close range targets but because of the prevalence of Surveillance Radar and Hydroacoustic Search, it's dangerous to get that close, so pick your battles carefully. Still, they'll shred other destroyers, so that's something at least. Kidd needs more 'pedos. They took five of her 'pedos away to give her more AA power. You only have a single torpedo launcher on USS Kidd. Yes, this sucks. No, you don't get Fletcher's upgraded Mark 16 torpedoes with their awesome range and hitting power. No, they didn't improve Kidd's torpedo soft-stats to compensate. These are the exact same torpedoes as on the stock-Fletcher or upgraded Benson. They have decent range and modest damage totals, but they're slow as all get out and their reload time is downright punitive. So not only do you have your torpedo armament halved, you're also waiting just as long to fire them off as Benson does. If you're hoping to make torpedo soup with USS Kidd, your broth is going to taste pretty thin. Getting the most out of this horrible helping of fish requires a lot more skill than just dropping the pip onto the torpedo lead indicator and hoping for the best. You can't saturate an area or hedge your bets with a second launcher. Picking the right target at the right moment and anticipating how they're going to move in the 60 some odd seconds it will take for your torpedoes to reach their maximum range is a real challenge, even for veteran commanders. Landing even a couple of hits really helps pad the terrible damage numbers that USS Kidd puts out. The threat of Kidd's torpedoes is often worth more than the actual damage they put out. Your opponents are inclined to be more cautious if they believe you're able to dump a salvo into them when they're most vulnerable. Their imaginations will often envision far more devastation than Kidd can actually conjure, so sometimes it's worth holding onto your fish just for this bully-factor. Summary: Kidd's firepower is terrible. Same ol' USN 127mm/38s we know and love (and hate). Kidd's 'pedos suck -- and not always in the sexy way. USN 127mm/38 gunnery in a nutshell: First, pick a target. Next, setup outside of radar range. Step three: deploy smoke. And finally, step four: put four salvos into the air before your first shells connect. DurabilityHit Points: 16,700Maximum Protection: 19 to 20mm Well, this is shaping up to be a pretty negative review so far, innit? Thankfully, it gets better from here on out. Kidd comes with a healthy chunk of hit points -- 1,300hp more than Benson and 2,100hp more than Loyang. This still pales compared to the tier VIII thunderchunckers Akizuki and Z-23 which have a 3,700hp and 2,800hp advantage respectively over Kidd, but at least she can say that she's not at the bottom of the pile here. Taking Survivability Expert can prop this number up further, bumping Kidd up another 2,800hp which would make her competitive against some of the tier IX and X destroyers as well. However, she's not as reliant upon this skill as other destroyers and the points are better spent elsewhere. Kidd joins Khabarovsk with a fun dose of Russian-bias in the form of a Repair Party consumable. Each charge can heal back 2,338 hit points (this does not change if you take Survivability Expert). She begins the game with two charges that can be boosted up to four with a premium version of the consumable combined with the Superintendent commander's skill. Without a citadel, Kidd can always heal back a minimum of 50% of damage done to her which ensures you get the maximum use out of each charge. I tell myself that this is the reason that Kidd gives up a second torpedo-launcher. It's not the real reason, but it certainly has improved my attitude towards this ship. Kidd's Repair Party is a real boon. She effectively has up to 30,722hp if fully optimized for maximum toughness (Superintendent, Survivability Expert, premium Repair Party used four times, India Delta signal), allowing her to take an absolute beating, survive and later return to the fight hungry for more. This gives her endurance and longevity that Benson, Fletcher and Black could only dream of having. So while it may take forever to do any appreciable damage with Kidd's terrible weapon load-out, her improved survivability all but guarantees she's got the time to do it. The only thing you need fear is taking massive alpha strikes or sustained burst damage. Watch out for Surveillance Radar equipped vessels and practice dancing to those torpedo-beats. The John McClane of destroyers. Kidd rarely comes out of a match without looking like she was thrown through a plate glass window. Manoeuvrability Top Speed: 38.0knotsTurning Radius: 620mRudder Shift: 3.9s Maximum Turn Rate: 7.9º per second. As far as destroyer agility goes, Kidd is decidedly average and is best compared to the Soviet destroyer Ognevoi in terms of her speed and handling. For a Fletcher-class destroyer, she's much faster than either Fletcher or Black but this comes at the cost of her turning circle which is 60m wider. Overall, this gives her power and speed enough to run down any Japanese torpedo destroyer within her Matchmaking spread and enough wiggle in her tush to dance to torpedo beats and dodge incoming shellfire. However, she won't feel as nimble as either of her sister-ships. For those who intend to play Kidd aggressively, I cannot stress enough how important the Vigilance skill on your commanders will be. High alpha strikes are the bane of this ship and there's few things worse than being blindsided by a wall of skill you didn't anticipate and being sent back to the port early. Pertinent agility statistics for Kidd's contemporaries (click to enlarge). She's decidedly average, with her high top speed compensating for her larger turning circle compared to Fletcher and Black. If you want to try out Kidd's handling for yourself before making a purchase, play around with the tier VIII Soviet destroyer, Ognevoi. The two are very similar in their overall handling characteristics with the biggest difference between them being their rudder-shift-time. Anti-Aircraft Defense AA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 53.5 / 65.7 / 36.6 In exchange for losing a quintuple torpedo mount, Kidd gains 21dps over Fletcher. Most of this DPS advantage doesn't come from the 40mm quad Bofor nests that replaced her torpedoes, but rather from the upgrade of her 20mm Oerlikon from single to twin-gun mounts. Her anti-aircraft firepower is good for a destroyer, but terrible overall if you merely wish to rely on her raw damage numbers alone. Kidd has less AA firepower than Tirpitz and no one would ever claim that Tirpitz has good AA firepower at tier VIII. It's only with a heavy investment in AA skills that her DPS truly becomes something to concern enemy carriers. So your choice to keep your lolibote safe from white-van driving CVs is to have them stay close to grownup ships like Kii and North Carolina or activate their 'emergency whistle'. Note that this whistle got extra loud in 0.6.13, multiplying your 40mm and 127mm DPS by four instead of just three. This is reflected in the animated gif above which turns Kidd into a pocket North Carolina temporarily in terms of AA power. The game changer is her access to the destroyer version of Defensive Fire. While some other tier VIII destroyers also get access to this consumable, only Kidd has the numbers to make it truly effective beyond a disruption effect. Like them, she must exchange her Engine Boost consumable to gain access to this but it's well worth the trade. Under the effects of this consumable, she becomes a credible threat to enemy aircraft and she may even be able to drive off fighters sent to perma-spot her. Let's be clear: Her anti-aircraft firepower under Defensive Fire will maul attack craft waves from tier VI and even some tier VII carriers but it cannot be relied upon the prevent a strike altogether. This may be enough to make a carrier look for a less thorny target, but against veteran CVs, it's simply going to delay their attack while they wait on your 30s consumable to run out of steam. Destroyers are too valuable a target to leave unmolested. It's possible, albeit very expensive to deep specialize Kidd into anti-aircraft firepower to try and make her more formidable against aircraft. Realistically, however, it's unlikely for Kidd to have this kind of specialization in the face of more survival based skill choices. Still, Kidd can survive better than any other destroyer under the eye of an enemy carrier. This gives her a little more autonomy than other scouting destroyers and it also allows her to play the supporting role in disrupting attacks against her allies if you're so inclined. More importantly, this gives Kidd the ability to extend beyond the cover of your team mates to better play out the role of a scout. Now you know what to do when an enemy CV offers you free candy. White van, white plane -- same difference. I DON'T KNOW THIS PLANE! THIS PLANE IS NOT MY MOM! HELP! HELP! STRANGER DANGER! STRANGER DANGER! Concealment & Camouflage Base Surface Detection Range: 7.38km Air Detection Range: 4.11 km Minimum Surface Detection Range: 5.80km Main Battery Firing Range: 12.1km Detection Range when Firing from Smoke: 2.7km Surface Detection Rank within Tier: Tied for 5th with Benson & Loyang, sitting behind the Kagero-sisters. Surface Detection Rank within Matchmaking: Tied for 6th out of 36 places. This graph shows the advantage in surface detection Kidd enjoys over her contemporaries. All of the numbers are assuming the destroyers in question are fully rigged for stealth with all of the applicable options available to them (Concealment Expert, Concealment Camouflage, Concealment System Modification 1). Thus, the disparity in these numbers may be even greater to Kidd's advantage in select cases. For those that are math inclined, you can use this to estimate how much of a reaction time you have to steer away from enemy ships in order to preserve stealth and remain undetected. For example, if you stumble across a Mahan running perpendicular while you sail towards it at 38 knots, you have approximately 11 seconds to adjust course. However, if the same were to occur with a Z-23 heading towards you with both of you at full speed, this reaction time drops to a little over 2 seconds. There are very few destroyers that are more stealthy than USS Kidd. Kagero, Harekaze and Yugumo exceed her stealth rating. Benson, Loyang, Fletcher & Black match her. Hatsuharu and Shiratsuyu are close enough to make little difference. Against any other opponent she enjoys a minimum of a 140m surface detection advantage. When she's top tier, her advantage is almost comical. Between her speed and concealment, she can easily dictate engagement distances or simply keep enemies spotted. And herein lies Kidd's greatest strength. More than any other destroyer in the game, she is almost an ideal scout. Kidd is well suited to spotting targets for your allies to kill. She's tough, she's fast, she has excellent smoke and she has one of the best surface detection ranges within her matchmaking spread. And, it's a damn good thing too -- outside of a knife fight with another destroyer, she sucks at dealing her own damage. The only other traits you could ask for would be some punchier guns or some form of detection consumable like Hydroacoustic Search. Still, she's very well equipped for this task. This makes Kidd a real threat on cap circles. She may not be the immediate terror like Black, but she is dogged. Her presence around one of these control points is a real obstacle for the enemy team. Spotting Economy I had the pleasure of speaking to Boyarsky regarding the economy surrounding destroyer spotting mechanics. While I will compile a more complete article later, I thought it worth sharing with USS Kidd, given how dependent she can be upon the rewards earned from providing vision for her team. There are two types of spotting (as if it wasn't complicated enough). The first is simple and easy to understand. There is a reward for the first ship to detect an enemy that has not been seen before. This is a flat value. The second type of spotting is where you facilitate damage done to the enemy team. What it is: A destroyer can receive substantial rewards by scouting ahead of the allied fleet and keeping enemy ships detected to facilitate gunnery and torpedo attack for allies that would not otherwise be able to see them. How it works: An ally shoots at a target that the destroyer can see. The ally must not be able to see the target themselves. The destroyer earns a bonus percentage of the rewards that ally receives for damaging that target. Reward amount: The destroyer receives approximately 45% of the experience and credits for applicable damage done to targets they spot. Other ships may earn an award too, but they do not earn nearly as much as destroyers. Multiple spotters: If multiple friendly ships are providing vision upon a target and an ally who cannot see the target fires, the rewards are divided by the number of allies present. So if two destroyers and an aircraft carrier providing vision, the reward for the destroyers would be divided by three. Errata: Note that the destroyer only receives the reward if, when the attack was launched, the ally could not see the target and the destroyer could -- not when it strikes the target. This applies to all shell and torpedo attacks. These rewards scale as you would normally expect. In other words, you will earn more rewards for assisting a lower tiered ship to do 10,000 damage to a destroyer two tiers higher than you would for helping a higher tiered ship do 10,000 damage to a battleship that's two tiers lower than itself. The big complication for earning these rewards comes from the spotting mechanics themselves. If your allies can see the target without your help, then you earn nothing. Given the recent changes to smoke, this pretty much means you're not going to earn much of anything at all sitting between two groups of warships shooting at each other in open water. The bloom of their surface detection every time they pull the trigger is going to make them visible to one another. Similarly, the presence of aircraft carriers will also eat into your earnings as their planes put eyes on targets you're spotting. Spotting is a high risk venture and it does not always pay well. A keen understanding of vision mechanics and how ships interact with smoke is paramount to increasing your earnings One of the tricks to earning more spotting damage is to use your Smoke Generator to hide your allies. At full speed, lay a long 10-cloud fog bank between your friendly ships and the enemies but don't hide in it yourself. Then position yourself between your smoke and the enemy team. The concealment bonus provided by smoke will reduce the surface detection of both sides -- protecting your allies but also blinding them to the enemy team save for the data relayed by your spotting. In this manner, you help keep your team safe AND you collect a handsome reward for the damage you helped inflict. How to Avoid Pedo-Bears You can't. Far too many people told me that Kidd was too sexy. We have a real epidemic in our community, I swear. Your first ten points should be distributed like this: Start with Priority Target. Take Last Stand. Next grab Superintendent. This will give you an additional charge of smoke, heals and emergency whistle. And finally, take Concealment Expert. This should be considered the absolute minimum to take to do well with Kidd. From here, there are high value skills and players should mix and match based on their preferred play style. Demolition Expert and Inertial Fuse for HE Shells may seem like gimme skills for dealing more direct damage with Kidd. Tag on Adrenaline Rush and you are good to go for pew pews. For those who are super-salty about the stranger-danger presented by enemy carriers, Basic Fire Training and Advanced Fire Training pair nicely to give you some good punch against incoming planes and also let you help out beleaguered allies. Just beware of your increased spotting range from AFT when you fire your main battery. If you are more concerned with personal defense than helping others, swap Advanced Fire Training for Manual Fire Control for AA Guns. The survivability skills Vigilance and Survivability Expert make Kidd harder to kill. Not much harder, mind you, but you're less likely to get obliterated by a high alpha strike. I tried out a lot of different commander builds when testing Kidd. I did everything from loaning an anti-aircraft specialized Atlanta-captain to failing horribly with a 3pt newfish. If I had a dedicated Kidd 19pt commander dropped on my lap, I would take the initial 10pts skills listed above plus Vigilance, Demolition Expert and Survivability Expert. You'll note the lack of any anti-aircraft firepower skills and a reliance on fires to deal damage to larger vessels. "Fire Alarm..." In case you're wondering, the Legendary Captain, Steven Seagal, doesn't really add anything useful when he commands a destroyer. His skill bonuses apply to Expert Loader and Expert Marksman skills -- neither of which are of particular use on a ship that already has ridiculously fast reload times and turret rotation rates. However, if you want to phone it in the same way he narrated his dialogue, feel free to use him here. Kidd's bread and butter: Trading fire with other destroyers and outlasting them between her Smoke Generator and Repair Party. She didn't choose the scout-life. The scout-life chose her. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Kidd struggles to do damage. Her improved survivability traits are locked behind proper consumable management and having a commander with not only enough skill points, but the correct setup as well. And even then, her play style is going to be utterly alien to many players. NOT shooting? NOT firing torpedoes? Wut!? Skill Ceiling: Low / Moderate / High / Extreme Kidd is all about surviving some of the most dangerous encounters in World of Warships -- namely, dominating cap circles early on in a match. She's got almost all of the proper tools to do it short of some form of Hydroacoustic Search or Surveillance Radar. Correctly managed, Kidd can survive for a very long time, making life miserable for the Reds. With such limited firepower, you're really going to have to milk every advantage to get the most out of this ship but she'll reward you handsomely for it. Mouse's Summary: "Tough" really defines Kidd. She's tough in that she can take a lot of punishment. But she's also a tough ship with which to do damage. In this regard, she's also tough to love. Poor child. She's totally going to become a delinquent when she grows up. Like USS Sims before her, she's going to be doomed to mediocrity in Randoms. A lot of people will pick her up, wonder why all of the CCs were enthusiastic about her and let her collect dust in their ports if they bothered to pick her up at all. Then someone's going to rockstar with her in Ranked or some other competitive mode and everyone and their mother will suddenly want one. I'm disappointed to see Repair Party used to balance yet another premium. Healing potion proliferation feels like an arms race waiting to happen. Remember, you didn't trade your torpedoes for more AA power -- you traded them for her Repair Party. All of the banes she suffers from her poor torpedoes should be made up for with the advantages her Repair Party provides. Really focus on outlasting your opponents. Take a few extra risks that other destroyers wouldn't dare and hold onto your fish for the best target possible. Scouting feels super rewarding. It's hard to pull off, but it pays well if you can manage it. Few ships have made me feel as categorically stupid as USS Kidd did during play testing. I got myself delorted in the opening minutes of a match more often in this destroyer than I have in any of the others I've tested this year. It's only when I smartened up and exerted a little more caution that things (mostly) got better. Vigilance helped too. Let this be a lesson -- be aggressive; just don't be stupid. So let's get to the meat of the matter: Is Kidd a good ship? My answer is: Yes, absolutely. She just totally sucks at doing damage and killing things. This does not preclude her from winning games. In fact, she's quite good at doing that so long as you don't trip over your own ego and pull a few stupids trying to pad your damage numbers instead of focusing on winning. The toolkit with which they've equipped her makes her an absolute beast when it comes to helping your team win matches. The manner in which she helps dominate spotting and cap control will secure you many wins. The trouble is that spotting is feast or famine. If there's aircraft carriers present or the enemy team roster is composed primarily of battleships, you're not going to earn many rewards for sitting gun silent. Under the correct conditions, you can earn a lot of rewards for providing vision. At others, you might struggle to scrimp out competitive gains compared to other tier VIII American premiums like Alabama or Enterprise. Economy concerns aside, Kidd does win matches. She's just not doing it with her own firepower most of the time. To this end, if grinding for credits and experience is your goal, I would have to give Kidd a solid pass. However, if your goal is simply to win -- such as in Ranked Battles where the quality of the win doesn't matter, just the win itself -- then Kidd is an amazing ship. Kidd is a premium with a purpose. If you don't espouse this purpose, you're going to really struggle to find satisfaction with what she can do. Would I Recommend? Let me apply a filter to my recommendations here. I must stress the skill floor to play Kidd well. If you're a novice destroyer player, you'll have a hard time with Kidd. Just because she gets a nod from me as being good at X does not mean that you'll be good with Kidd at X. This is not an easy ship to play. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very no. While she can turn a profit with a 47,250 repair cost and less than 10,000 on ammunition costs for a long game, Kidd struggles to do damage quickly. And let's face it -- that's really what you want in Co-Op battles; that knockout punch. Kidd does't have that. She licks things to death. It's slimy. It's awkward. It's not very fast. It's kinda hot, really, but not terribly effective or fun. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Do you like a challenge? Do you have enough patience to stomach hoping the lottery will hand you a team that can capitalize on the opportunities you'll create? Do you like working super hard so that other people get all of the rewards? Then go nuts. Otherwise? Stay clear. This is a support ship. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Very yes. Really, this is the primary reason you'll want Kidd. A tier VIII destroyer with Repair Party and Defensive Fire? She'd have to be a steaming turd in all other aspects to not to kindle people's interests in this vessel for Ranked Battles. Be aware that her role is to provide vision and cover, brawl with enemy destroyers and above all else: Survive. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Museum ship? Check. Tons of history? Check. Awesome looking boat? Check. We are good to go. For Fun Factor: Bottom line: Is the ship fun to play? I really enjoyed playing her, but she wasn't like ... Okhotnik fun. The enjoyment I got out of Kidd was learning how to rise up to a challenge. So it's probably safe to say that you have to be all kinds of weird to find this ship fun. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  2. The following is a review of Loyang, a ship kindly provided to me by Wargaming. These stats are current as of November 16th, 2017. The classic spy. Quick Summary: A C-Hull Benson-class lolibote with less hit points (for some reason), two torpedo options and access to an improved version of the Hydroacoustic Search consumable. Cost: Sold in bundles starting at $33.99 USD including a port slot. Patch and Date Written: 0.6.13.0 to 0.6.13.1, November 9th, 2017 to November 16th, 2017 Closest in-Game Contemporary Benson, Tier 8 American Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Loyang is USS Benson which was transferred to the Republic of China Navy in 1954. In game, she closely resembles a C-Hull Benson-class destroyer with some changes. She has 800 less hit points. Maybe it's harder for her to get cheeseburgers in Taiwan? Loyang has access to Hydroacoustic Search. Benson has 40m more main battery firing range than Loyang (seriously?) Her optional Mark 31 torpedoes are 13 knots faster than Benson's upgraded Mark 15 Mod 3 torpedoes at the cost of 2.5km worth of range. PROs Armed with four USN 127mm/38s with their super-twirly turret rotation and ridiculous rate of fire. Access to two different torpedo armaments. Uses standard torpedoes, not the deep-water variants of the Pan Asian line. Fast, agile, and very, very responsive. Stealthy as all get-out, with a great surface detection range. Decent AA firepower values for a destroyer. Uses an American Smoke Generator, with longer emission time and longer lasting clouds. Loyang's Hydroacoustic Search has a fearsome 5.4km range for peeping on enemy ships and lasts for a minute and a half. CONs Small hit point pool of 14,600hp. Armed with four USN 127mm/38s with their horrible gun ballistics and anemic fire chance per shell. Her first torpedo armament is very slow with anemic warheads Her second torpedo armament is dangerously short ranged with painfully long reload. Without Defensive Fire, her anti-aircraft firepower just doesn't cut it when you're cornered by a carrier. It's been a long time since I last looked at Loyang. I first reviewed her when she was released, almost two full years ago and so much has changed with the game in that time. We've seen a minor and a major skill overhaul, an upgrade module overhaul, the death of open water stealth-firing, changes to concealment in smoke and a direct buff to Loyang as well. It's well worth looking at her again. Looking Back... Loyang was originally released back in patch 0.5.3 back in February of 2016. With patch 0.6.6 in early June of 2017, Loyang received a series of buffs which upgraded the performance of her short-ranged torpedoes and the acquisition range of her Hydroacoustic Search consumable. Acquisition Range of Torpedoes: from 2.52 to 3.75km Acquisition Range of Ships: from 3.48 to 5.43km Torpedo Range of "533 mm Mk15 mod. 0": from 6.0 to 6.7km Same great C-Hull Benson-flavour, with only 14,600 hit points. Options You are spoiled for choice with Loyang. First off, you have the choice between two torpedo armaments. The one that's quick and dangerously short ranged while the other one is safer, slower and marshmellow squishy when it strikes (seriously, it should make a squeaky-toy sound when it hits). Next you have your choice of three different consumables for your third slot. Her Damage Control Party and Engine Boost is standard for a lolibote. Loyang uses an American Smoke Generator. This is improved over the standard version of other nations. It has a longer emission time (28s versus 20s) and each cloud lasts longer too (124s vs 89s). Loyang's Defensive Fire is again standard for a destroyer. This has a shorter active period than a cruiser's (30s instead of 40s) but it multiplies the damage of her 127mm and 40mm guns by four instead of three as it would for a large vessel. But it's her Hydroacoustic Search consumable which really deserves special attention. This is the equivalent of a German tier VII cruiser's version of the consumable in terms of range, though it has a shorter duration of 90 seconds. It will spot ships at 5.43km and detect torpedoes at 3.75km. Having Loyang near a contested cap circle is a nightmare for the enemy team as she'll easily light up all of the ships hiding in smoke for her allies to tear apart while she can remain safely hidden within her own smoke. I dunno -- it seems kinda pervy to me -- like Loyang is some peeper hiding in the bushes with a pair of binoculars and streaming the whole thing on her smartphone. The poor lolibotes have no idea she's about to spy on them when they're at their most vulnerable until it's too late. Really, you should be taking Hydroacoustic Search. This is what makes Loyang special... and a criminal. Consumables: Damage Control Party Smoke Generator Engine Boost or Defensive Fire or Hydroacoustic Search Module Upgrades: Five slots, standard destroyer upgrades Premium Camouflage: Standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. When equipping Loyang, be sure to take premium versions of all of your consumables. Yes, this is expensive. Yes, this is going to eat into your earnings. Unless you're playing co-op against bots, pull the trigger here. You'll need them. Loyang's upgrades are pretty standard fare for a destroyer. Take Magazine Modification 1 in your first slot. Next, equip Aiming Systems Modification 1. This doesn't provide a real boost to your guns accuracy (the gains are minuscule) but it does provide a nice rotation speed increase to your torpedo armament which is nice. Alternatively, you can take AA Guns Modification 2 here, but Loyang isn't known for her AA power. In your third slot, take Propulsion Modification 1. Fourth comes Propulsion Modification 2. And finally, take Concealment System Modification 1 in your final slot. Special Upgrades! At the time of publication, Loyang has access to five Special Upgrades, but only one is worth considering. Hydroacoustic Search Modification 1 changes the active period of her consumable from 90s to 108s. This replaces Propulsion Modification 1. If you do not have access to this consumable, you are missing out as it makes Loyang all the more dangerous to her enemies. They are typically found within Supercontainers. Before you buy this ship, it's worth checking your account inventory in port to see if you have earned one of these to immediately equip it to this ship. Firepower Primary Battery: Four 127mm/38 rifles in an A-B-X-Y superfiring configuration. Torpedo Armament: Ten tubes in 2x5 launchers straddling the rear funnel. Choice of either Mark 15 Mod 0 or Mark 31 torpedoes. Loyang's guns really emphasize how much you're going to need to outplay your opponents make this ship work. Truth be told, she's under armed as far as gunnery is concerned with only four Mark 30 USN 127mm/38 rifles. While these guns have excellent handling and can dispense almost eighteen rounds per minute, this won't be enough to keep up with other destroyers if it comes down to a slugging match. Do these graphs look familiar? They've been requisitioned from my USS Kidd review. USN 127mm/38s Mark 30s are a common weapon used across many ships (including no less than four premium ships currently) so data in these graphs will get some mileage. Loyang sits in the middle of the pack for damage output. Her shell flight time precludes her from trying to engage destroyers at long range. She cannot out-muscle enemy destroyers in gunnery duels, not without a plan. Fortunately for Loyang, her preferred hunting ground is cap circles where enemies often oblige you by staying close and making terrible mistakes. Loyang isn't very tough and she doesn't hit especially hard. But what's important is that she hits hard enough -- often enough to prompt them to use smoke. Loyang's secret weapon is the combination of her Smoke Generator and her Hydroacoustic Search. Regardless of which destroyer smokes up first, Loyang can activate her second consumable and continue to spot enemy destroyers. The range of Loyang's Hydroacoustic Search will nearly span the diameter of many cap circles leaving enemy lolibotes no where to hide from this Peeping Penelope. If they foolishly try and continue to contest the cap, Loyang has all of the time in the world to tear them apart. This combination of an American Smoke Generator duration combined with what amounts to a German Hydroacoustic Search consumable allows Loyang to sit comfortably in smoke, unafraid of ambushes from torpedoes and cycle her guns to her heart's content. This can really help her attempt to pad her damage stats by bombarding enemy battleships at medium ranges. Given the low fire chance of her shells, this time is greatly appreciated. Without her consumables to support her, Loyang's gunnery feels lackluster. To this end, premium consumables help considerably -- providing an extra charge and reducing the reset timers of each. When her consumables run dry, Loyang is easily outgunned by just about any destroyer she may encounter due to the combination of poor ballistics, only middling DPM and her own small hit point pool. Torpedoes Loyang gives you the option of using one of two different torpedo armaments. One is fast, short ranged and reasonably hard hitting. The other is slow, long ranged and downright tender and nurturing when it comes to touching enemy ships with their tiny warheads. One of these armaments has a ton of street cred -- I'll let you decide which. Mark 31s. Live fast. Die young. Leave a beautiful corpse. Mark 15s. Magical baby bunny kisses from the sea Stats wise, the MANLY METAL DEATH FISH OF JUSTICE are no harder hitting than Benson's upgraded torpedoes. They also share the same reload time with Benson's upgrade. With the prevalence of Surveillance Radar, float plane aircraft and Hydroacoustic Search among Loyang's manly prey, making proper use of these torpedoes presents a very high risk and it's no wonder only the most brutal and cunning Loyang commanders elect to use this armament. This is an armament suitable for giant-mans. Instead, most choose to wuss out and use the Happy Marshmellow Springtime Friendship torpedoes (yay!). These are identical to Benson's stock (baby) torpedoes with a comfortable range but anemic warhead that hits for less than 10,000 damage per strike against large targets. The flooding chance on these fish is worse by a large margin too. While they're easier to land hits on target, the chance for doing catastrophic damage is greatly reduced. What did you expect of a torpedo armament suitable only for tiny-baby-mans? Flooding chance per torpedo hit against tier VIII Battleships with Damage Control Modification 1 installed. These apply only to hits which strike their anti-torpedo bulges amidships. Hits that strike unprotected ships (or the bow or stern) have a 89.3% chance of causing flooding for the Manly Metal Death Fish of Justice while the Happy Marshmellow Springtime Friendship Torpedoes (yay!) have a 60.8% chance. Once you've unlocked a 10pt Commander, either one of these torpedo armaments may be launched from concealment. The question really becomes how close do you dare get to the enemy? There's no doubt that the stock Benson-torpedoes are much safer and easier to use, even if they are wanting in their damage totals. The 'upgraded' torpedoes are just too short ranged to be effective outside of ambushes and suicide strikes. You're just so very likely to be spotted before you get a chance to use the shorter-ranged fish which will often end in disaster. Loyang has more of a dependence upon her torpedo armament to stack up impressive damage totals, however, it would be a mistake to think of her primarily as a torpedo-based destroyer like some of the Japanese ships. Summary: vs USN 127mm/38s, we meet again. Her guns by themselves won't let you win knife fights. You're going to have to play smart. Deep Water Torpedoes Loyang does not use the deep-water torpedoes of the Pan Asian Destroyer line. Unlike her sister ships within the tech tree, she's capable of engaging all types of enemy ships with her fish instead of merely being limited to larger vessels. The down side is that her Loyang's torpedoes are more easily spotted (and thus easier to avoid) than the other Pan Asian lolibotes. A large portion of Loyang's effective damage is going to be done just like this -- sitting in smoke, cycling her guns as quickly as she can. Her USN 127mm/38s are not the hardest hitting of guns, with terrible ballistics and horrible fire settings properties. Given enough time, however, they can stack up some respectable damage totals, especially when supplemented by the torpedo style of your choice. DurabilityHit Points: 14,600Maximum Protection: 19 to 20mm *Hsienyang is still in testing and her statistics many not be final. There's not a whole lot of good news here. Loyang has the second lowest hit point total among the tier VIII destroyers. This puts her on lower footing than even some tier VI and VII destroyers, such as the German Ernst Gaede, the upcoming T-61 premium (still a work in progress) and Leberecht Maass along with the Soviet Leningrad-class destroyers. This should further emphasize how important it is for Loyang to use every tool she has at her disposal to outplay enemy gunships rather than simply trying to trade fire with them. It's almost an imperative that you invest three commander skill points into Survivability Expert to bump Loyang's totals up to a more competitive 17,400hp. Fighting in and around cap points is exceedingly dangerous and not for the faint of heart. Loyang is well equipped to bring vision into these control points and bully enemy destroyers out of them. However, when radar-packed ships appear, even she needs to beat a hasty retreat. Compared to the other gunship destroyers at tier VIII, Loyang is fragile and she doesn't stand up to such abuse very well at all. Manoeuvrability Top Speed: 38.0knotsTurning Radius: 570mRudder Shift: 2.7s Maximum Turn Rate: 8.5º per second. In all respects, Loyang has the exact same agility as USS Benson, right down to their rate of turn. She shares the title of being, hands down, the most agile destroyer at her tier. This doesn't quite make her the most agile ship within her matchmaking spread, though. She still pales compared to 9.2º/s rotation rate and the 38.5 knot speed of USS Sims. Loyang should be used carefully to try and control engagement distances -- whether that is keeping out of the range of Surveillance Radar armed cruisers or sprinting the distance between itself and a newly raised Smoke Generator cloud to light the occupant with your Hydroacoustic Search. Rivals: USS Kidd When it comes to being tough, few tier VIII destroyers can boast the kind of durability that USS Kidd has. For those who have been living under a rock, USS Kidd has access to a Repair Party consumable -- currently, she's the only tier VIII destroyer with this ability. All told, this functionally gives her upwards of 30,724 hit points under perfect circumstances. This isn't the only trick up Kidd's sleeve -- she also has excellent anti-aircraft firepower for a destroyer. Unlike Loyang, she doesn't give up access to Defensive Fire for her gimmick, keeping her a credible threat and nuisance to enemy aircraft carriers. Kidd risks supplanting Loyang's supremacy in the competitive scene. At the time this is being written, we haven't seen another season of tier VIII Ranked Battles, but there's a lot of excitement to see how this new tier VIII destroyer will fare. In a straight up match, Loyang may be able to bully or even destroy Kidd in the short term provided she falls for Loyang's usual peek-a-boo tricks. What Kidd wants to do is get a few licks in with every such encounter and then break contact. In this manner, she can turn the fight into one of attrition -- one that she will win given enough swings. Her five-gun firepower will out muscle the four of Loyang and her ability to recover from damage done is likely to overwhelm to peeper. Like Loyang, Kidd is a difficult destroyer with which to be successful. While Kidd trivializes dealing with enemy aircraft, her offensive firepower is lacking with only half of a torpedo armament. Concealment & Camouflage Base Surface Detection Range: 7.38km Air Detection Range: 3.60 km Minimum Surface Detection Range: 5.80km Main Battery Firing Range: 11.55km Detection Range when Firing from Smoke: 2.7km Surface Detection Rank within Tier: Tied for 5th with Benson & Kidd, sitting behind the Kagero-sisters. Surface Detection Rank within Matchmaking: Tied for 6th out of 36 places. Like USS Black, Loyang is a creepy pervert that likes to peek in on ships hiding behind their blinds. Loyang didn't invest in the deluxe, top of the line binoculars the way Black did with her Surveillance Radar, opting instead for a handsome, German-engineered Hydroacoustic Search she bought on sale. However, unlike the lonely German destroyers, Loyang has the short ranged surface detection to get very close to her targets before she's spotted -- almost within the same range of her Hydoacoustic Search consumable which makes her nearly as good as Black at catching her prey unawares. Fully specialized for stealth, Loyang's surface detection range is 5.8km compared to the 5.4km range of her hydro. Loyang can sneak right up to point blank range against enemy destroyers, initiate a knife fight and when they smoke up, continue keeping them spotted for all of the world to see. Unlike Black's victims, Loyang can keep said targets lit for up to one minute and 48 seconds with the right upgrades, which is insane. She can even do this through her own smoke. What's more, her Hydroacoustic Search has the dual function of lighting up torpedoes too, so the vain flailing by the enemy lolibote to try and cover herself with a spread of fish goes all for naught. This gets especially funny if you can pull it off against larger targets like Mikhail Kutuzov or British & Commonwealth Cruisers. Just beware of enemy radar ships. Loyang blends well into the crowd too, with a competitive surface detection that matches Black, Benson, Kidd and Fletcher. This is bested only by a couple of Japanese Destroyers -- Kagero and Harekaze. She's an excellent agent to contest and push on capture points, putting pressure on enemy destroyers that have the misfortune of crossing her path. Her Hydroacoustic Search is best foiled by simply opening up the distance. However, this very act often surrenders the cap circles her enemies had originally come to take in the first place. The only reliable ways of pushing Loyang back when she takes root is with Surveillance Radar or another larger ship engaging her with Hydroacoustic Search. Aircraft can pressure her too, but she'll simply hide in smoke until the control point is secured before sneaking away like the criminal voyeur she is. Finally, opponents can try and charge her and close the distance -- hoping to weather the torrent of fire her 127mm/38s will spit out before they can close to 2.7km and dodge any MANLY or Friendship fish she might spit out to deter their reckless advance. Loyang patrols around the border of a capture circle as the Reds begin to secure it. She has spotted a smoke cloud at the far side of the capture point and readies torpedoes to try and snipe the enemy lolibote before giving away her presence, ready to move in to prevent them from capturing the area uncontested should her fish miss. Anti-Aircraft Defense AA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 42.8 / 22.6 / 14.4 Loyang shares USS Black's vulnerability to aircraft. Both ships sacrifice their Defensive Fire consumables to gain access to their detection consumables instead. While Loyang could, in theory, forgo taking her Hydroacoustic Search to gain a strong measure of anti-aircraft defense, this would be surrendering one of her greatest advantages. As a matter of course, players should rightly assume that Loyang's defenses against aircraft will be lackluster and that she shares the same vulnerabilities to aircraft predation as German and Japanese destroyers. Just think of aircraft carriers as the neighbourhood watch, keeping an eye out for dirty peepers like yourself. Rivals: HSF Harekaze In terms of accessibly, Harekaze is a better premium destroyer than Loyang. Using Harekaze is straightforward. She's a torpedo destroyer with decent guns. If your goal in your premium destroyer is to play it safe, stand off and dump fish into big-dumb-battleships, then Harekaze is hands-down preferable to Loyang in this regard. She's capable of some gunnery action too, though this is often locked behind taking the proper commander skills to make these weapons sing. Loyang is the better premium destroyer between the two, but there's a very high skill threshold to unlock her potential in this regard. This doesn't preclude novice and casual players from having some success with her. Her Happy Marshmellow Springtime Friendship torpedoes (yay!) are still capable of putting out decent numbers, but this play style would be better served with a destroyer that would reward such play more, like Harekaze. Loyang's full potential is only unlocked in the thick of the action -- hunting down enemy destroyers and unmasking lurking cruisers. This is a very dangerous game to play and it's not for the inexperienced. Players lacking the situational awareness, map knowledge and tactical acuity to pull this off will not find Loyang a comfortable fit. In this regard, Harekaze is more ubiquitous and better suited to the population at large than the Pan Asian destroyer. Posting your Treasures on Instagram Your first ten skill points are going to look like standard fodder and fare for a gunship destroyer. Begin with Priority Target to know when it's time to disengage. Don't let yourself get blindsided in a knife fight when a new challenger joins unexpectedly. Next, the old destroyer standby, Last Stand is imperative to keep your engine and steering gears operational when they inevitably get knocked out. Cause they will. Often. Take Survivability Expert (3pts) to nudge your hit points up to 17,400. This will make you more of a credible threat in a knife fight when your Hydroacoustic Search consumable is down And finally grab a nice big, roomy trench-coat & fedora in the form of Concealment Expert to complete your super-sneaky look. Your next nine points are yours to spend as you see fit, with high value skills including Radio Location (4pts), Inertial Fuse for HE Shells (4pts), Superintendent* (3pts), Vigilance (3pts), Demolition Expert (3pts), Basic Fire Training (3pts), Torpedo Armament Expertise.(3pts) and Adrenaline Rush (2pts) * A Not so Super Superintendent Mouse, why aren't you recommending Superintendent for Loyang in the first 10 skill points? Surely, having up to four charges of your oh-so powerful consumable combination would be best? It's funny what happens when you sit down and do the math. Loyang's Smoke Generator dispenses smoke for 28s and it takes 160s for the reset timer to expire. This gives us 188s -- or a little over three minutes, per charge. Her Hydroacoustic Search is even worse, with upwards of a 108s active period and a 120s reset timer. This adds up to 228s or almost four minutes between charges. When you lay out the time between charges, you can calculate how long a match needs to run to make use of all four charges. 00:00 - Both consumables used. (Base charge) 03:08 - Smoke Generator is available and used again. (Base Charge) 03:48 - Hydroacoustic Search is available and used again. (Base Charge) 06:16 - Smoke Generator is available and used again. (Premium Charge) 07:36 - Hydroacoustic Search is available and used again. (Premium Charge) 09:24 - Smoke Generator is available and used again. (Superintendent Charge) 11:24 - Hydroacoustic Search is available and used again. (Superintendent Charge) Note, these times are assuming you're using them immediately when they become available. Any lapse in the action and this delays even further. This may not look too bad -- most games are going to last 12 to 15 minutes or so, but this isn't including the delay before the first time you're going to need to use your consumables. It often takes as much as three to four minutes before you'll be prompted to use your first cloud of smoke. never mind reaching for Hydroacoustic Search. Where Superintendent will come into play are hard carries -- where the game is coming right down to the wire after nearly 20 minutes of play and you're milking every last drop of performance out of your destroyer. For most players, these situations are going to be especially rare and you really need to be realistic with how much you're willing to prepare for outside occurrences like this. You will definitely get more mileage out of skills that you use more regularly. You can rig your Loyang into a torpedo boat if you wish. This will make her easier to play. However, to get the most out of her, you're going to have to go destroyer hunting and that's a far riskier venture. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult As far as American-style destroyers go, Loyang is forgiving. At her simplest, Loyang can stand off at the edge of her Happy Marshmellow Springtime Friendship torpedo (yay!) range and just lob fish and hope to score a few hits. This is far enough away that she can turn and run from radar armed vessels and her hydro will also keep her mostly safe when she does have to fight other destroyers. Your team mates may curse the wasted potential of this ship, but it will get the job done. Skill Ceiling: Low / Moderate / High / Extreme Loyang is well loved by players with an eye on the more competitive meta. As far as Randoms go, she's arguably the most powerful of the tier VIII destroyers, contending only with the USS Kidd for primacy. In the hands of an expert, she can control vision, bully capture points, dig out cruisers and destroyers hiding in smoke and still manage to put out reasonable levels of damage herself. Her only real weaknesses are radar-equipped cruisers, aircraft and being caught between Smoke Generator resets by more powerful gunships. Mouse's Summary: I spy with my hydro-eye... Does anyone actually use the MANLY METAL DEATH FISH OF JUSTICE? I mean, I totally see why people don't. I'd want to give people seaborne magical baby bunny kisses too. Loyang is HMS Belfast in lolibote form. I exaggerate, but only a little. Loyang is a trapbote in the same vein as the infamous British premium. She forces enemy players to re-evaluate the manner in which they normally play. Rushing headlong into a cap -- already a risky venture, becomes downright suicidal if Loyang is present. A team that exploits the advantages Loyang can setup is well placed to take an early lead; especially if they can uncover an enemy unfamiliar with the threat Loyang presents. I cannot stress this enough: The ability to dominate the vision game early on and catch ships unaware is overpowered. Loyang surrenders two things to pull this off: hitting power and defense. Though she's built and billed as an American-based ship, she cannot fend off enemy aircraft. She also sits with a hit point deficit compared to every other gunship at tier VIII. What's more, having only four guns to the standard five puts her on the back foot when it comes to knife fighting. Her torpedoes are similarly cropped, with either short-ranged or anemic fish (player's choice). Thus, while Loyang is still capable of stacking the hurt, she doesn't hit as hard and she cannot last as long in a straight up fight. Wargaming would call this balance. Personally, I'm not sure if they pushed her back far enough. The only thing that keeps me from condemning her outright as overpowered comes from the not-unsubstantiated rumours that the Pan Asian destroyer line will have access to the Surveillance Radar consumable at high tiers, so we may be about to see a proliferation of this meta. Loyang is one of the best destroyers at her tier, bar none. In the hands of a purple player, she's an absolute nightmare to face for the enemy team. I suppose the only saving grace is that while she's gentle enough for a casual player to score some damage and maybe secure a cap, she's not so forgiving with mistakes. Knife fighting in capture points is a recipe for disaster for inexperienced players and it will just get you sent back to the port in a hurry if you try and pull it off. This speaks a lot to the wasted potential of this destroyer in the 'wrong' hands (I hate to use that term). There's just a vast gulf between what she can do and what she will do in a given match depending upon who is using her. Effectively, this means that your mileage with Loyang will vary considerably -- almost as much as with USS Kidd. I do believe Loyang is the easier to use destroyer between the two of them. You can stand off, build her to drop baby bunny kisses every 97 seconds and hope to get lucky with stacking floods. This really makes her more accessible and perhaps better than Kidd overall as a premium for the community because of this ease of use. However, I caution players that in this lower-skill threshold, Loyang isn't rewarding. You would be better served buying yourself a Harekaze instead if this is the style of play you want to espouse. So, are you hungry for a destroyer that will make you a better player? Loyang is a powerful ship that will challenge you and reward you for patience as well as aggressive plays -- just don't think that it will necessarily be easy. (Economic) Rivals: Anshan If you're looking for a trainer for the Pan Asian destroyer line, why should you get Loyang when you could get Anshan instead? Anshan is a dream premium, to be sure. She's a Gnevny-class destroyer but without the Gnenvy-class weakness of short ranged torpedoes. The 8km range on her fish is perfectly serviceable, giving this lolibote a wonderful bit of balance between her guns and torpedo armaments. Within her own tier, she's a perfectly competitive ship, well balanced against her peers. The real icing on the cake for those looking to use her as a trainer is her premium camouflage bonus. Anshan's premium camouflage earns double the free experience gains on top of the usual premium camouflage bonuses. This makes her better suited for use as a trainer than Loyang -- allowing you to better amass free experience for use of unlocking modules to accelerate progression through the tech tree. Loyang can't really compete this way short of earning more base experience grace of her higher tier. However, the gains between the tier disparity aren't so much that this will undo Anshan's free experience bonus. Where Loyang stands above Anshan is her ubiquity in other game modes. Loyang, at tier VIII, is better positioned for the competitive arenas. For players looking to graduate towards more aggressive, high skilled play, Loyang is the premium to choose. If you are looking to find a good trainer for the Pan Asian line and you've no interest in competitive battles, Anshan is the better purchase. She's less expensive and the free experience gains will serve you well. Would I Recommend? Loyang has had new life breathed into her import with the release of the Pan Asian destroyers. She can now assist with training up commanders and assisting the transfer of captains from one ship to the next. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Bots are dumb. Loyang has sufficient hitting power to punish them and their inevitable headlong charge. The combination of her Smoke Generator and her Hydroacoustic Search will allow her to let the bots get in close before shoving torpedoes up their nose. In this manner she can be quite profitable. Just don't go ham on buying premium consumables -- it will eat into your profits. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Again, very yes. Loyang is arguably the best premium tier VIII destroyer in the game when it comes to ruling the roost in Random Battles. Her combination of smoke, torpedoes, hydro and stealth is almost Belfast-worthy (almost). For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes with a but. American-style destroyers with their good manoeuvrability, concealment and super-long smoke time have always been highly sought after in competitive environments. The addition of USS Kidd, however, may have supplanted Loyang here. While still an excellent choice, if enemy aircraft carriers are prevalent then Kidd becomes more advantageous, if only just. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. She's a destroyer that was built in steel. In USN service, she earned four battle stars. Her service with Taiwan appears to have been largely uneventful. I dunno, I could take it or leave it. For Fun Factor: Bottom line: Is the ship fun to play? If I say 'yes', does this brand me as a lewd? What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  3. The original and best. Quick Summary: A Bismarck-class battleship that trades away Hydroacoustic Search and AA-power for deck mounted torpedoes. Cost: 12,500 doubloons Patch & Date Written: 0.6.4 to 0.6.12, April 19th, 2017 to October 27th, 2017 Closest in-Game Contemporary Bismarck, Tier 8 German Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique The differences between Bismarck and Tirpitz are distinct. While they share the same main and secondary gun battery performance, Tirpitz has access to two quad-torpedo launchers while Bismarck has Hydroacoustic Search. Bismarck has a tremendous advantage in AA power over her sister ship, while also enjoying marginal improvements in armour protection, speed, agility and aerial concealment. Finally, the position of two of their 105mm dual purpose secondaries differs slightly, with Tirpitz having better firing arcs. PROs: Excellent armour protection and nigh invulnerable to citadel hits from AP shells. Main battery has a fast, 26s reload and good gun handling characteristics with a traverse rate of 5º per second. High penetration HE shells, capable of besting 95mm of armour with a 34% fire chance per shell. Heavy secondary gun battery complement with excellent 7.5km base range and improved, 37mm penetration on her 150mm guns. Powerful torpedo armament, especially for a battleship. Fast at 30.5 knots. Awesome selection of premium camouflages for long-time veterans. CONs: Poor anti-torpedo defense. Inaccurate main battery guns with low DPM, poor HE shell damage and poor fire angles. 105mm secondaries cannot damage the hulls of tier VIII+ destroyers. Short 6km range on her torpedoes. Torpedo tubes are vulnerable and get disabled often. Weak AA power for a tier 8 Battleship and easily one-shot by AP Bomb armed carriers. Very large turning circle of 850m. Lacks Hydroacoustic Search found on high tier German Battleships It's been a long time since I last looked at Tirpitz. Heck, I've been working on this review for six months now. When patch 0.6.4 dropped and Tirpitz received a buff to its secondary gun range, I thought the timing was perfect to sit down and look at her again, especially as she seemed to be encroaching upon Bismarck's supremacy. Well, things got busy and the meta surrounding German Battleships took a huge shift. Enterprise's AP bombs were one such jolt. The Royal Navy Battleships shook things up again and it forced me to review what I had so far evaluated and elect to wait to see if things shifted further. Things appear stable now. The Hallowe'en 2017 event has introduced another (so awesome looking) camouflage pattern to Tirpitz, so I thought it best to get this one off my list while the getting was good. So here we go -- six months late but hopefully not a dollar short. My big concern is that the buffs from 0.6.4 have largely made Bismarck obsolete. Bismarck can boast a few advantages that she trades in exchange for Tirpitz's torpedoes -- the question is "did Wargaming go too far when they improved Tirpitz's secondaries?" Well, let's take a look. Lert will join me with his final thoughts on this venerable premium. The three camouflage patterns for Tirpitz. These have become available for players who have owned her for a long time and has greatly increased her value. The Tarnanstrich camouflage greatly increases the amount of free-experience Tirpitz can earn while Magnu-S provides a small (about 4,000) credit boost. Note that the Magnu-S Hallowe'en camouflage can only be seen if a player enables the filters in port. Options Tirpitz shows her age when it comes to her options. First, she does not have access to Hydroacoustic Search as other tier 8+ German Battleships do. Second, she has access to three different premium camouflages. Initially, she comes with the standard Type 10 camouflage. The second camouflage came grace of the Hunt the Graf Spee campaign over Christmas 2016 and into New Year's 2017. It has not been made available since. The third camouflage pattern became available Hallowe'en of 2017 and it's likely that this too will become a rare accessory. It remains to be seen if Wargaming will offer these options again in future events. Her consumables are standard, with her Damage Control Party having a 15s active period and a 120s/80s reset timer. Consumables: Damage Control Party Repair Party Spotter Aircraft or Float Plane Fighter Module Upgrades: Five slots, standard battleship options Premium Camouflage: There have been three Tirpitz camouflage types. When purchased, you receive the Tier 6+ Standard (Type 10). This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Veterans with Tirpitz may have access to Tarnanstrich - Tirpitz. This is the equivalent of the Type 11 camouflage found on Anshan. It provides 100% bonus free experience in addition to the Type 10 camouflage buffs. For Hallowe'en of 2017, the camouflage Magnu-S - Tirpitz became available. This provides the same bonuses as the Type 10 above but includes a 10% reduction to repair costs. (A special thanks to SoliDeoGloria for their help with this). These bonuses are identical to the premium camouflage you can purchase for Bismarck for 4,000 doubloons. Remember to equip as many premium consumables as you can readily afford. In order of priority these should be Damage Control Party, then Repair Party and finally her Spotter Aircraft or Float Plane Fighter. Of the two options provided, the Spotter Aircraft is (generally) more useful. This not only provides additional range (which is of limited use), but it also allows you to better triangulate the necessary range needed to bulls-eye ships hiding in smoke screens by homing in on the origin of their tracers. Her Float Plane Fighter isn't an awful choice, however, and with the right skill build, can be very useful in spotting approaching torpedoes and even detecting enemy destroyers. For upgrades, take the following: In your first slot, Main Armaments Modification 1 is essential. Your torpedo tubes will get knocked out often and your guns are going to take a lot of abuse too. In your second slot, you have a choice. Aiming Systems Modification 1 is optimal. This increases the performance of your main battery, but it comes at a cost -- the maximum range and accuracy of your secondary gun systems. If you want to use a full secondary build, take Secondary Guns Modification 2. In your third slot, take Damage Control System Modification 1. In your fourth slot, you have a choice. Damage Control System Modification 2 is optimal. Fire damage is more prevalent than ever. This module will save you 1,871hp per fire that's allowed to burn itself out (2.7% of your HP). Alternatively, you can take Steering Gears Modification 2 to assist with agility, but on its own, it will not improve manoeuvrability much without help. And finally, in your final slot, take Concealment Modification 1. Versus Bismarck There are a few difference between the two sister ships. Bismarck gets access to the Hydroacoustic Search consumable. Veterans of Bismarck may also have access to up to four different permanent camouflage patterns, though their bonuses are all identical to the permanent camouflage Bismarck can purchase. Firepower Primary Battery: Eight 380m rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 105mm rifles in 8x2 turrets, twelve 150mm rifles in 6x2 turrets. Torpedoes: Eight tubes in 2x4 launchers, one off each side behind the funnel. Torpedoes Tirpitz's torpedoes help make her the Best Brawling Battleship in World of Warships. This is a title she's held since her introduction in September of 2015 and she hasn't surrendered it to any contenders since. Tirpitz was the first battleship in World of Warships to be given a torpedo armament and it caused a lot of fuss back in the day. Since then, Mutsu, Kii and the Scharnhorst sisters have joined her, but this hasn't diminished her prestige. Tirpitz's torpedo armament is the heaviest among battleships. However, when the stats of her torpedoes are examined on paper, they seem hardly inspiring. With a range of a mere 6km and a hitting power that seems more akin to weapons found on tier V or VI vessels, they can appear deceptively lackluster. Tirpitz's torpedoes are a brawling weapon and in this regard, they can be viewed as the equivalent of dealing a citadel penetration with her main battery per individual torpedo strike. Being able to deliver up to four of these against any target (regardless of angle) is an enormous strength and makes Tirpitz an exceedingly dangerous opponent in close quarters. Even single hits can be near catastrophic with the threat of flooding stacking upon the fires lit by her secondaries. Their lack of range is their biggest weakness. It's so short that it's a rare game that a well played Tirpitz gets to use them at all. And I do stress this "well played" part. Pushing to brawling ranges too early will only isolate Tirpitz from her support and invites to get her focused down by enemy vessels. Many a novice Tirpitz player has brazenly charged ahead to try and make use of this trump card, only to frustrate themselves with getting sent back to port for their folly. There's a reason this ship has earned the moniker "Derpitz" -- this mistake is commonplace. Don't be one of those chowderheads that helps propagate this stereotype. Another flaw of Tirpitz's torpedo launchers is their fragility. They get damaged often -- disabled both temporarily and permanently. This stems from three inherent problems with her torpedo launchers. Their hit point total. Their lack of armour protection. The amount of fire Tirpitz takes. Tirpitz's torpedo launchers have a standard 1,200 hit points -- a value common to all torpedo launchers, as is their 25% chance of being temporarily disabled per damaging hit received. They are effectively unarmoured, making them exceedingly vulnerable to high explosive shells. Taking Main Armaments Modification 1 increases their hit points to 1,800 and reduces the chance of being critically damaged down to 20% per hit, which is better, but not great. It's only by stacking the captain skill, Preventative Maintenance, that you can get their critical hit chance down to a more manageable 14% per hit taken, but this won't save them from total destruction.The volume of fire Tirpitz takes in a typical match all but guarantees your torpedoes will be temporarily disabled at least once. It's heartbreaking to lose one of these mounts permanently. There are few things worse than finally securing a chance to use them in close quarters only to find them missing. The prevalence of Royal Navy battleship high explosive fire has only increased the likelihood of Tirpitz losing her torpedoes. If you find yourself coming under fire from a British battleship, you're very likely to have your torpedoes permanently stripped after receiving a volley or three. Provided Tirpitz can survive getting into a close quarters engagement (and with her torpedo armament intact), her torpedoes give her an excellent chance of clinching the win in any brawl, even against tier X battleships. Tirpitz's main battery penetration values courtesy of World of Warships Armada. Secondaries One of the most significant changes that came to Tirpitz has been the improvement of her secondary gun battery. Tirpitz now boasts one of the most fearsome secondary gun complements in the game, with phenomenal reach and volume of fire. No other ships in the game currently put out the same wall of fire as German Battleships can. The buff Tirpitz received increased her secondary gun battery range from 4.5km when she was initially released up to Bismarck's own 7.5km reach. Fully specialized, Tirpitz's guns may reach out to a range of 11.3km between modules, skills and consumables. This is insane. Like, seriously -- I get that Wargaming was trying to be consistent, but holy meatballs on a six inch sub, did she really need this buff!? The disruption effect of these secondaries is considerable -- it's like an aura of doom that gradually sucks the life out of enemy ships that stray too close to the German behemoth. Tirpitz is veritably surrounded by a dark cloud of death and destruction. The closer enemies get, the more deadly the storm of shell and fire, leaving opponent choking for air and desperate to get away. The better of the two guns are her twelve 150mm guns are mounted between six turrets. Four enjoy favourable forward firing angles. These guns have a slower rate of fire of eight rounds per minute stock (this can be increased to 9.36rpm between Basic Fire Training and the Mike Yankee Soxisix signal and bumped up further with Adrenaline Rush). However, they have a decent base fire chance of 8% per shell. More impressively, they have improved penetration values of 37mm (as opposed to 25mm as would be expected), allowing them to damage the extremities of any warship they should encounter. This makes it easy for Tirpitz to stack damage even against other high tier battleships at medium to close range encounters. Her sixteen 105mm guns form the backbone of her secondary armament and they have more mixed performance. They have an excellent rate of fire, being able to spit out a fearsome 17.91rpm per gun (increasing up to 20.95rpm with the skills and consumable mentioned before). Their fire chance is only modest at 5% but when coupled with their rate of fire, the chance to set blazes is better (pound for pound) than Tirpitz's 150mm guns provided you can land the hits. However, unlike the 150mm guns, Tirpitz's 105mm guns do not enjoy increased penetration values. This leaves them with a paltry 18mm of penetration which is utterly insufficient to damage the hulls of tier VIII+ destroyers. Short of landing shells upon a target vessel's superstructure in high tier matches, her 105mm secondaries are not going to be stacking direct damage. The solution may seem to be to reach for the skill Inertial Fuse for HE Shells to correct this, but this damages the fire chance of all of Tirpitz's weapon systems. Still, this would provide Tirpitz with the ability to ravage all destroyers and British cruisers within her matchmaking spread. One of the drawbacks of German HE shells, to which her secondaries are not immune, is their low damage per hit. Tirpitz will do no more than 561 damage per 150mm hit and a mere 396 damage at best per 105mm hit (compare this to the 726 damage from Warspite's 152mm HE and the 495 damage from her 102mm HE). It takes a long time for Tirpitz to stack damage with her secondaries. This damage will add up, but don't expect it to win matches by themselves. Like Tirpitz's torpedoes, rushing blindly forward to make use of these weapons will only get you killed. Support your team. Don't let yourself become isolated just because you want to subject your opponents to your poo-gas stink cloud of shelly-flamey doom. Overall, Tirpitz's secondaries are a powerful tool. They can provide an alarming level of supporting fire that can surprise and intimidate your opponents. However, they are not a wunderwaffe -- they will not win matches by themselves. It takes a significant investment to make them truly formidable, often at the cost of survival skills. Used correctly, her secondaries can help tip the balance in engagements and even in matches, but they are a support-weapon, not a primary weapon. Main Battery So, Tirpitz has great secondaries and powerful torpedoes -- but what about her main battery guns? I'm very tempted to say, 'What ABOUT her guns?' and leave it at that (what are you, greedy?), but they are worth examining. Tirpitz shares the same guns as Gneisenau and Bismarck. These are high velocity 380mm rifles that compete well with comparable 15" AP rifles found on any of the Royal Navy battleships. They have high shell velocity, and decent penetration power. They aren't without their problems, however. It may sound funny to say after reviewing her heavy torpedo and secondary batteries, but Tirpitz is under-armed. Let's start with her penetration power. While Tirpitz does enjoy better penetration than Monarch, all this means is that she doesn't have the worst penetration at tier VIII. The performance of her AP shells is best considered "sufficient" and no more than that. She sits well behind Kii and Amagi and even further behind Alabama, Massachussetts and North Carolina. Her HE shells do have better penetration than normal, sharing Monarch's ability to best 95mm of armour. However, unlike the British, German HE damage is anemic. In fact, the damage off both her AP shells and HE shells isn't great for her tier. They have decent fire chances, but you'd be a fool to reach for HE in this ship with any regularity. Accuracy wise, the news isn't good. Tirpitz has the least accurate guns at her tier. They're hit with a one-two punch of German battleship dispersion levels (which are the worst in the game) and 1.8 sigma. This is further compounded by the wide spacing of her guns not only on the ship (Tirpitz is enormous) but within the turrets themselves. The last piece of the puzzle is that players so often make things worse by not installing Aiming Systems Modification 1 in order to instead boost their aforementioned secondaries. Expect some serious misbehaving where gunnery is concerned. Her biggest weakness, however, is that Tirpitz has only eight 380mm guns. Though she boasts a faster reload time, this really hurts her outgoing damage potential. This is compounded when she's forced to angle against long range fire. Her guns all suffer from a 290º fire angle which isn't terrible, but it's not great either (we'd want 300º fire angles for 'great'). While Tirpitz is largely immune to citadel hits, she's not immune to taking massive 20,000 spikes of damage when an enemy battleship catches too much of her side. This disparity in guns really hurts in bow-tanking situations. The British and American battleships can trade fire back with six guns, you're often only left with four. So Tirpitz's main battery is meh. Sure, it handles great. Sure, she's got a good rate of fire and decent range. Her AP shells are good enough, but she doesn't put enough shells downrange to compete with the other big ships at her tier (other than her sister). It's a good thing she's got her secondaries and torpedoes. But, don't let all of this negativity lull you cruiser and battleship-drivers into complacency. Tirpitz is still a battleship and she's still throwing 6.4 tonnes of death at you every twenty-six seconds. If only a third of that hits you, you're still going to have what the Chieftain describes as "a significant emotional event". Her guns are good enough. However, her overall firepower is phenomenal. Summary: Her main battery is weak. Her AP performance is okay but still miles behind the Japanese and American battleships. If that weren't enough, the gun dispersion will troll you often. This isn't a long range sniper by any stretch. Her secondaries are awesome, though they're not the be-all-end-all murder-machines they appear to be. You'll rarely get to use her torpedoes, but when you do, they will be game changers Versus Bismarck Tirpitz is better armed than Bismarck, having access to deck mounted torpedoes while Bismarck does not. In addition, Tirpitz has slightly better forward fire angles on two of her 105mm secondaries which are placed further out from the hull. The two sisters are otherwise identical here. Manoeuvrability Top Speed: 30.5 knotsTurning Radius: 850mRudder Shift: 16.0s Maximum Rotation Rate: 4.11º/s Tirpitz has speed to spare. She's not the fastest battleship at her tier (Bismarck holds that honour by a half knot), but she's pretty damn quick. A lot of apologies can be made for a ship with long legs. It facilitates much. It provides her with flexibility. It allows you to get out of (and into) trouble. It also can partially mitigate a bad turning radius as she'll come about faster than her turning circle might otherwise indicate. As far as her handling goes, it's not great. She has a long rudder shift time and an enormous turning circle. The only spot of good news is that she can throw the ship about at a respectable 4.1º/s despite these shortcomings. Adding Steering Gears Modification 2 can reduce her rudder shift time down to 12.8 seconds but this doesn't help her rate of turn significantly. In terms of manoeuvrability, Tirpitz will never be anything but average for a large battleship. She has more power than agility. Versus Bismarck Bismarck is half a knot faster than Tirpitz in a straight line. She's also slightly faster in a turn, keeping a speed of 23.4 knots when her rudder is hard over while Tirpitz lags behind at 23.0 knots. This increases Bismarck's rate of rotation to 4.2º/s. If there's one thing Tirpitz doesn't want for, it's speed. She's able to sprint at over 30 knots -- more than enough to keep up with the rest of the fleet and traverse the enormous high tier maps with haste. DurabilityHit Points: 69,300Maximum Protection: 315mm belt + 120mm turtleback + 45mm citadel wall Min Bow & Deck Armour: 32mmTorpedo Damage Reduction: 22% There's a lot to talk about here and not all of it good. There has been a significant meta shift for Tirpitz over the summer of 2017. Let's start with the really bad stuff. First of all, Tirpitz has awful torpedo protection for a high tier ship. The values at tier VIII vary from 19% up to 49% and Tirpitz definitely sits in the lower half. At least she's not the worst. Torpedoes will hit her for most of their listed damage and you can expect to take flooding criticals from most hits. She's a big target and she doesn't dodge well, so torpedoes (especially the air dropped kind) love you. Moving on... Tirpitz is horribly vulnerable to both American and German AP bombs dropped by Dive Bombers. Ironically in this game, the more armour you have on your decks, the more dangerous AP dive bombers become. Suffice to say, Tirpitz is "well protected" across her decks and the roof of her citadel. In practice this means she has enough armour to arm the fuses of any AP bombs that strike her and guarantee they won't overpenetrate. She can and will take multiple citadel hits from armour piercing bombs and it is not uncommon for her to be deleted outright from an attack wave of dive bombers from Enterprise or Graf Zeppelin, even from full health. Anytime Tirpitz faces Enterprise or Graf Zeppelin (or any future CV with AP bombs), take heed. These are your nemesis. Citadel hits are thankfully rare otherwise. While her excellent armour scheme works at cross-purposes with itself against AP bombs, it functions as designed against shell strikes. The armour design is very straight forward with a 315mm thick strip of external belt armour, an interior 45mm thick citadel wall and, between them, a 120mm angled plate to help divert or deflect incoming shells. Were these a simple sandwich of vertical plates, this would combine to a total thickness of 480mm -- proof enough against the penetration power of even the vaunted USN 406mm/45s at a range of 15km but the angle of the turtleback makes this even thicker. In practice, her opponents cannot land citadel hits against her at medium to close ranges. It's only from far out shots, with high penetration shells that she need worry and even then it's a rarity. Her short range protection gets even more impressive under close inspection. Not only can she prevent citadel penetrations, but the extended 60mm bow armour can allow her to ricochet even Yamato's 460mm AP shells aimed at her waterline (this won't hold up if she aims a little higher, though). A properly angled Tirpitz can survive a ridiculous amount of AP-shell punishment thrown at her. It doesn't hurt that Tirpitz has the highest hit point total at her tier which translates to a Repair Party consumable that heals a generous 9,702hp per charge. With much of the ship being covered by a minimum of 60mm of armour, Tirpitz enjoys significant protection against HE throwing vessels. Her amidship hull is all but immune to damage saturation from destroyer and cruiser thrown-HE shells (the notable exception being Graf Spee). However, this all falls apart when the Royal Navy battleships show up to ruin the fun. This has presented a rather pronounced shift in Tirpitz's meta. Where before the ship could build for secondary gun fire, manoeuvrability and concealment, commanders are now forced to seriously consider stocking up on survivability skills instead to mitigate fire damage. There is no solid protection against the Royal Navy high explosive shells for Tirpitz, short of finding cover or sinking the offending party. Tirpitz's Damage Control Party is often overtaxed in such encounters and skills like Fire Prevention, Basics of Survivability and High Alert as well as upgrades like Damage Control Modification 2 have increased significantly in value. The prevalence of Royal Navy Battleships is beginning to ebb somewhat, but survivability builds are still very much worth considering. The shift in meta has hurt Tirpitz's survivability in a few short months. She's still a very tough ship, but the good grades she previously earned have been marred with new developments. While she has always had to fear airstrikes, AP bombs present a new and very immediate threat to which she has no answer but to hope allies protect her. The prevalence of high explosive shells being thrown everywhere has made her great armour scheme less valuable. At least the RAF doesn't get to dump Tallboy bombs on you. There are more answers to counter Tirpitz than before. This doesn't make her durability rating poor. She's just not the be-all-end-all that she once was in this regard. Versus Bismarck Tirpitz outweighs Bismarck and enjoys a 100hp advantage over her sister ship. Bismarck has a thicker armoured belt, though, which reaches 320mm. This 5mm advantage also extends to her underwater belt protection which is 245mm versus 240mm on Tirpitz. Otherwise, the two sisters are very close in this regard. Broken in half by sustained Battleship and Cruiser fire, this cross section (though tragic) gives a beautiful interior view of the compartmentalization and different armour layers which makes the Tirpitz so tough to citadel. Concealment & Camouflage Base Surface Detection Range: 16.38km Air Detection Range: 14.79 km Minimum Surface Detection Range: 12.30km Surface Detection when Firing in Smoke: 15.05km Main Battery Range: 21.45km Surface Detection within Tier: 6th out of 9, behind Alabama & Alabama ST. Surface Detection within Matchmaking: 15th out of 33 The Bismarck-sisters used to be considered reasonably stealthy for a tier VIII battleship. The introduction of Royal Navy Monarch changed this definition, however, with a 1.8km advantage over the German leviathans. Still, Tirpitz's surface detection isn't terrible, it's just nothing to get excited about anymore. Still, it's pretty hilarious sneaking upon tier VII cruisers and magically appearing in front of them like a total creeper. Versus Bismarck The two sister ships have the exact same surface detection range. This extends to their detection range when firing their guns in smoke. Bismarck is marginally more stealthy overall, though, with an aerial detection range of 14.67km. This is really too close to matter very much, though, especially at the speeds aircraft fly. Anti-Aircraft DefenseAA Battery Calibers: 105mm / 37mm / 20mmAA Umbrella Ranges: 4.5km / 3.5km / 2.0kmAA DPS per Aura: 134 / 21 / 84 Float Plane Fighter DPS: 60 Tirpitz has the lowest AA power among Battleships of her tier. Not only does she have less overall average damage per second, but her large caliber guns are shorter ranged than those found on Amagi, Kii, North Carolina or Alabama. This puts a big ol' target overtop of Tirpitz for any enemy carrier looking to hoover up some big damage numbers. However, Tirpitz is not without redeeming qualities. The majority of her anti-aircraft strength is found within her dual purpose 105mm batteries and this provides a comparable long-range punch to the American Battleships and gives Tirpitz a bit of a saving grace. Properly specialized with anti-aircraft skills, her AA defense can be brought up to a respectable level with Basic and Advanced Fire Training and the inclusion of Manual Fire Control for AA Guns. This is a heavy investment to bring Tirpitz up from a ready victim of aircraft to make her a less appealing target, though. Unfortunately, it's unlikely that an enemy aircraft will recognize or appreciate the difference. The stakes have only gotten higher for Tirpitz with the advent of armour piercing bombs. The proliferation of these weapons has made playing German Battleships more challenging. When one of these carriers is on the enemy team list, it's imperative (more so!) that Tirpitz hug the AA umbrella of friendly vessels judiciously, preferably with a cruiser armed with Defensive Fire to scatter the bomb drop. Even a 5.0km gap between vessels can spell the end, allowing for opportunistic strikes to end the German juggernaut in ridiculously short order. If I didn't impress it upon you earlier, I will say it again: ships like Enterprise and Graf Zeppelin are fully capable of destroying a full health Tirpitz with a single sortie of their bomber complement and there's no amount of manoeuvre that will save you. You do not have the AA power to fend off these attacks and you're one of the few targets they can do this to. You are a hunted ship from the moment the game begins, so seek the cover of your allies at all times. Yeah. Tirpitz's AA power is pretty bad. This is the reason every single aircraft will divert onto you if they see you're unsupported. Versus Bismarck Here's where the big difference really counts. Bismarck doesn't have especially good anti-aircraft firepower, but it's a damn sight better than Tirpitz. This can be enough to make Bismarck look like a less inviting target if a carrier needs to choose between them, which is really all that matters when push comes to shove. How to Made in German Insert mustachioed crazy-person picture here There are two primary builds for Tirpitz -- survivability and a manual-secondary build. You could consider this the difference between specializing for defense versus specializing for offense. For the Survivability Build your first ten skill points should be the following: Start with Priority Target. Take Adrenaline Rush for your next skill. If you're going to be taking damage, you may as well capitalize upon it. Next grab Superintendent for the extra heal. Cap it off with Fire Prevention to reduce the chance of being set ablaze and the number of fires that can be burning at one time. For your next nine points, spend them on Concealment Expert, Basics of Survivability and Expert Marksman. You have a little flexibility with this build. You can take High Alert as your last skill if you struggle on managing your Damage Control Party. This build is ideally backed with flags like India Delta (+20% Repair Party healing), India Yankee (-20% to Fire duration) and November Foxtrot (-5% to consumable reload time). For the Secondary Build, your first ten skill points looks like this: Begin with Priority Target. Take Adrenaline Rush for your next skill. Improve that secondary reload time! Up next is Basic Fire Training to increase their rate of fire further still. This has the added bonus of giving your AA power a little more teeth. Take Advanced Fire Training as your next skill to throw that range out to your maximum reach. For your next nine points, Manual Fire Control for Secondary Armament should be your first priority. After that, it's up to you which skills to choose. The highest value skills for Tirpitz are (in no particular order), Fire Prevention, Expert Marksman, Concealment Expert, Vigilance, and Superintendent. Special mention deserves to be placed towards Manual Fire Control for AA Guns. You can try and put it in there to give Tirpitz's AA power a little more teeth. Her dual purpose 105mm guns do put out an excellent bit of firepower (albeit at 4.5km range). This will make her a thorny prospect for some of the lower tier carriers, but it will not save you when something of equal tier or higher decides it wants your hit points. Worse, even with this upgrade, it's unlikely to dissuade enemy CVs from trying their luck anyway and you're not going to wipe out the attack craft wave so you will still end up taking damage. Still, you can at least make attacks on your vulnerable BB more costly for the carriers, but don't kid yourself in thinking this will be a tremendous help. I never thought I would say this but air dropped torpedoes aren't Tirpitz's most pressing concern these days. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult If ever Tirpitz could have been called a premium battleship for beginners, that time has long passed. There are more threats to manage now and the use of consumables and positioning is of ever more importance. Granted, she is German and that does provide some training wheels for the novice, but she's not a simple ship to use... if she ever was. Skill Ceiling: Low / Moderate / High / Extreme Knowing every trick in the book will take you far with Tirpitz. She rewards angling, proper ammunition choices, abusing concealment, micromanaging consumables and min-maxing commander skills. However, she has no answer for aircraft from same tier or higher carriers (even Kaga and Saipan are considerable threats). Similarly, torpedo armed destroyers will dominate you. In this regard, no amount of skill will allow you to carry further beyond bringing a division mate to be your permanent flak battery and sonar buoy. The Lertbox Is she worth your money? The venerable Tirpitz. Is she still relevant? There is no denying that meta shifts and power creep have not been kind to her. Despite recent-ish buffs to her secondary range she still struggles around the middle of the pack in winrate and damage per game. I still have a soft spot for her though and believe she still has a place in this game. She's still the Queen of the Brawl with a very nasty poison dagger and destroyers should still fear her secondary battery. Where she falls apart though is in long range gunnery. Unfortunately with the introduction of the British BB line this is where the meta has been shifting; raining literal fire from afar. With only eight 15" barrels with mediocre accuracy she can't compete in a pure burning contest at long range. Other than that though, I believe Tirpitz still has a place in this game. She still excels in the brawl, she's still tough as nails. Even though she's not the queen of the tier 8 battleships anymore, she's still comfortable to drive. Mouse's Summary: Tirpitz is still the brawling heavyweight champion in the game. Her main battery guns wouldn't be terrible if they were more accurate or if she had more of them. Alas she doesn't. She's not incapable of doing large amounts of damage -- she just has to work at it more if you're only using her main battery guns. Once you supplement them with her secondaries and torpedoes, the sky's the limit. The only problem there is that opportunities to use the latter two weapon systems to their full effect aren't guaranteed and you run the risk of getting yourself wrecked if you try and do so before it's time. She's horribly vulnerable against aircraft and AP armed Dive Bombers make her wet herself and not in the sexy way. While it's arguably more intelligent to rig her for survivability, it's more fun to build her to use secondaries. I am glad I didn't finish this review when I started back in the Spring of 2017. I had originally wanted to talk about her after patch 0.6.0 -- to bring her up to date with the Captain skill change. However, it was when I received word that Tirpitz would be getting the same secondary gun range as Bismarck in patch 0.6.4 that pushed Tirpitz closer towards the top of my priority pile. 'What the heck is the point of Bismarck, then!?' I said to myself, groaning as yet another premium ship became arguably more powerful than her tech-tree counterpart. But I got busy -- first with Kaga, then Hood, then every other premium WG released over the summer. Tirpitz, and a hot-headed grump-fest about how she was superior to Bismarck, sat by the wayside. Then Enterprise showed up. Say what you will about this American carrier in World of Warships -- it announced a change in the meta that would be directed towards reigning in the dominance of battleships and the German battleships specifically. Tirpitz suffered especially with her poor AA rating. Wargaming followed this up by introducing Graf Zeppelin and the Royal Navy battleship line which seemed tailor made to neuter the German battleship strengths.. What made Tirpitz and Bismarck oh-so butt-kickingly powerful was punched in the throat. Their armour either mattered-for-not or it worked actively against them. So, powerful as Tirpitz is, she now faces one hard counter and a whole battleship line of soft counters. The meta has really shaken up around this premium battleship. Granted, she doesn't face this every game -- or even in most of her games. This has attacked some of the comfort level that used to exist when playing Tirpitz. In some games she can still be powerfully dominant. At other times, she's cowering on the second line until the bad airplanes and fire breathing dragons are properly neutralized. Now, I personally love this ship. It was one of the model kits that my father and I built together when I was little. Seeing her in World of Warships always touches on that small element of nostalgia for me. These rose tinted glasses are very dangerous to be wearing when trying to conduct an objective review. If I seem excessively negative about Tirpitz in this review, understand that I'm making sure I underline and stress her flaws. Tirpitz is still a great and powerful premium ship. Age may have tarnished her luster somewhat, but the buffs in 0.6.4 ensured she's able to stay not only relevant but highly competitive in the marketplace, even with AP Bombs and HE shells flying every which way. Tirpitz didn't sink the Bismarck when she received her improvements in 0.6.4, but she supplements her sister ship nicely. Any player that owns this ship should feel confident that she's still got it where it counts. Versus Bismarck Tirpitz does not make Bismarck redundant. The major difference between the two ships is the swap of AA Power and Hydroacoustic Search to equip yourself with a set of deck mounted torpedoes. That's a pretty serious quality-of-life changes for the sake of being able to shove fish up someone's nose. While it's wonderful for Tirpitz to be able to pull this off and it can be absolutely game changing when it happens, it's a rare occurence. AA power, on the other hand, is put to use far more often. So too can Bismarck's Hydrouacoustic Search any time she's being pursued by torpedo-armed destroyers. The buffs Tirpitz received didn't make her replace Bismarck -- she supplements her sister ship as any good premium sister-ship should, with her own fun strengths and weaknesses. Though things were looking up in patch 0.6.4, it hasn't been all sunshine and rainbows for Tirpitz since. Would I Recommend? Tirpitz used to be an easy recommendation across all categories. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Lert: Yeah. She still puts out a lot of damage at brawling range and she can still bully bots. She'll be a solid and steady earner. Mouse: Yes. Tirpitz is probably the ultimate Co-Op premium battleship so I cannot recommend her enough here.. Big guns, big secondary range and torpedoes? Combine that with speed and good armour -- those poor little bots don't stand a chance. You can forgo all pretense of subtlety and simply charge in, confident that you have the close-range damage to sink at least a pair of ships before going down. Earning 500 base experience in Co-Op is a breeze. This sort of confidence will no doubt spill over into Scenarios should they become available at her tier. Tripitz has a 39,375 credit repair cost with ammunition usually weighing and around the 7,500 to 15,000 credits to resupply. Thus, even a modest game will be self sustaining (especially with a premium account). You may have to forgo premium consumables if you have a stock account though. For Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Lert: She'll still pull in the credits and the close quarters expert badges and she'll still train your german captains in comfort. She gets a recommendation of Yes here. Mouse: Yes. Though Tirpitz is harder to recommend as a Random Battle vessel, I would still say she's a good purchase overall. She no longer feels like the dominating presence she was before Enterprise and the Royal Navy battleships joined the game. Moreover, on the North American server at least, she is facing tier X battles more and more often, but this is a problem inherent to all tier VIII premiums at the moment. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Lert: No. There are other alternatives that better fit the meta. Mouse: No. Tirpitz is not the best choice for Ranked Battles. Her gunnery is too unreliable and her lack of anti-aircraft firepower can be a liability depending upon team composition. If this is your primary reason for wanting a premium ship, I would give her a pass here. She can compete, but there are better and more versatile choices. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Lert: It's Tirpitz, the ship that scared the pants off of wartime Britain without actually doing anything other than sipping martinis and swatting at RAF flies in a fjord. Plus, she's one of the most beautiful ships in the game. Very yes. Mouse: Yes. Tirpitz's history is less glamorous than her sister ship and full of what ifs, but she certainly gets the imagination going. Plus, Wargaming can't seem to stop making cool premium camouflages for her. For Fun Factor: Bottom line: Is the ship fun to play? Lert: Brawling is fun. Ships that are comfortable to drive are fun. A strong yes here. Mouse: Very yes. Tirpitz is the sort of ship where those memorable moments keep rolling in. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Good - Overpowered?
  4. One of the few things that I absolutely hate about this game is how certain tiers almost guarantee being at the bottom of almost every match, especially when in divisions. Oh you div mate choose a tier 8, welp insta tier 10 game here we come, and 4/5 times I'm right. Tier 6 isn't much better and I have practically boycotted these 2 tiers wholesale, refusing to play the solo and very rarely agreeing to them in divs as well. I am certainly not the only one in my clan who feel the same way, and some are far more extreme in their distaste for the tiers I mentions above. However, I didn't come here to rant about terrible MM. I'm actually here to showcase that sometimes you don't get totally decimated when ending up bottom tier. In fact I'd like to think I had a pretty good bottom tier match last night in my NC even if it was in a tier I despise. Here are the results. So as you can see it is still quite possible to do extremely well even if your bottom tier. However it is almost certainly going to be quite a struggle, even for top notch players.
  5. Aoba at Tier 8: Fun and Engaging.
  6. So, having played through Monarch and bought the Lion, here's my review of the Monarch, the tier 8 RN tech tree BB. For my reviews of the KGV and Queen Elizabeth, links below. Note: I am an average to a bit above average player who plays mostly solo, so this is from that perspective. Also, while I did consult numbers and stats, my reviews are primarily based on the feel of the ship and my performance in her. This is of course a limited sample size, and is affected by my playstyle (which is generally fairly aggressive leading to occasional overreaches and a low survival rate.) Your mileage may vary depending on your playstyle and skill level. My review: [SCREAMS IN COLONIAL FURY] "WHYYYYYYYYYYYYYYYYYYYYYY" I loved every ship in this line so far, so I guess I was overdue to hit the weak link that seems to be somewhere in every line, but really, WG? It's like you took tier 6 guns, put them on a tier 7 hull, buffed the reload to match the 14" guns on the KGV, and called it a day. REALLY? I have played every major line in the game up to t7, most up to t8 or 9, and this is the first time I have spent doubloons on free xp just to get out of a ship. Part of that was just pure frustration; I hit a bad 6-game losing streak where I had 4 of my best 5 games in Monarch (and my other two were at least ok) and lost every one of them due to unbearable potato teams. But part of it is...there is NOTHING fun about this ship IMO. She has zero carry capability even as top tier. It reminds me of the transition from Konigsberg to Nurnberg as it used to be (I played through them in early 2016, so the meta was a bit different, to be fair.) Konigsberg is my favorite t5 cruiser. But Nurnberg is basically a Konig with some extra HP and a marginally quicker reload, only a tier higher and facing much tougher foes. So where K-berg was very comfortable and excelled, I struggled mightily with N-berg. Monarch is just like that. She couldn't take a punch; I routinely got LOLrekt. She couldn't deliver a knockout blow; where Queen Elizabeth's AP was decisive at tier 6, at tier 8 she just couldn't deliver damage consistently. Even with IFHE, HE wasn't punchy enough to be workable. My average damage dropped significantly in Monarch; while my average damage improved significantly as I learned to use KGV, it just stayed consistently bad in Monarch. The accuracy is still there; you just are too undergunned for t8-10 games. At t8, you're facing three BBs with big, 16" rifles (NorCar, Amagi, and Alabama) and the German siblings with 15" rifles that handle much better and are paired with very strong secondary guns. Also, the Germans can afford to expose their rear guns; Monarch rarely can do so. You will not win a 1v1 in your Monarch with an even remotely skilled player in any same tier or above BB. Her AA is garbage, her speed and maneuvering are mediocre, and her secondaries are ineffective. Her stealth is outstanding, and this did save me a few times when I needed to pull back and heal, but let's face it, a BB isn't helping the team much if she's not firing her guns. Going dark for a minute or two to heal and/or reposition is one thing, but to keep that stealth, obviously you can't be firing. A BB that can only list stealth as a positive trait isn't going to succeed in most players' hands. Basically, in transitioning from KGV to Monarch, you keep (roughly) the same armor and HP, about the same mediocre level olf AA relative to their respective tiers, about the same speed and handling, and roughly the same gunhandling and accuracy. In return for going up a tier, you get slightly bigger main guns (although you lose a barrel, with a 3x3 layout instead of KGV's 2x4, 1x2 layout) and better stealth. That's it. Yes, Lion also uses the same basic KGV hull and armor layout, but at least she gets the RN superheal and some more hp...Monarch has the regular repair party. Monarch lacks versatility in most early and mid game scenarios; you are very limited to sitting back and HE spamming until the opposing team has been thinned out significantly. Every time I would push without a lot of help, I would die badly. Maybe others do better, but I am way too aggressive to succeed with a ship that is so unsuited for aggressive play. Pros: Gunnery is just as accurate as accustomed. She still wrecks DDs and lower to same tier cruisers. 15" guns instead of 14" on KGV, but with the same traverse and ROF. Speed is still ok, but for her tier it's nothing special. She has OUTSTANDING stealth, allowing you to spring ugly surprises on occasion or back off and heal. Cons: Feels very undergunned relative to her tier. Struggles to do damage against her peers or higher tier ships. She can still stack fires like her lower-tier cousins, but she has difficulty dealing direct, penetration damage consistently. Melts quickly. Angling ineffective against most higher tier BBs. The only way to survive long enough to do damage is to hang back and let other ships tank, which makes it very hard to win if you have a timid team as you cannot lead a push or brawl in this ship. Her AA envelope is small and, while reasonably strong, pretty much only suited to a battle of attrition with enemy CVs. They are going to get their drops off; at best, you might take out one plane from a squadron prior to their drop and hope to get a couple more before they're out of range. TL;DR: Basically, they tried to take a KGV variant and make her a t8, but she is at best a t7.5. She wouldn't be a bad t7 at all. although she's a bit boring. But she's just not strong enough for tier 8. The increase in gun size isn't enough to compensate for the stronger ships she faces, and she gets the crap kicked out of her very easily. I think she's fixable, though. I think she'd be far less frustrating to play if she was a bit more survivable, so I'd give her a downtuned version of the RN superheal that Lion and Conqueror have; Lion has 7k more hp upgraded and a 1000hp per second heal; KGV heals roughly 250hp per second...Monarch should get a heal that is at least midway between those two. Also, while I admit the gunnery issue could be me and this is a small sample size, my gut feeling is they need to massage the guns and get her a bit more powerful. I'd suggest nudging the reload time down to 22 or 23 seconds, but it would seem really weird to go both up in gun size and down in reload time from KGV. I think it may be worth adjusting the penetration power somehow, or giving her the Lion's 406mms as an upgrade option (with, obviously, a lower ROF than her current 381mm guns.) That being said, her average damage on Warships Today is fine (and a lot higher than my personal average damage) so I think the survivability needs buffing more. Final verdict: After two games in, I like Lion a lot more, and after trying Conqueror on the public test server she's also amazing, so I think I can safely say that Monarch is the low point of the RN BB line. Be prepared for a really crappy grind through this ship unless you feel like free-XPing your way through her.
  7. I recently bought the Kutuzov last week by taking advantage of the sale being at 15% off, and boy was it worth it. In just 1 week I've been called a hacker and cheater for setting ships ablaze every 1-2 salvos (yes I've been counting because I was told to). This ship is hilarious to play and great for state padding (I feel no shame) and is the greatest Russian cruiser trainer there is. With the correct commander skills, you can easily pull off 60k+ average damage. The Build 1 Get priority target first and foremost. You'll need this to know how many people are targeting you so you can smoke up. 2Jack of all trades, you'll need this to get a faster cooldown on your smoke (use premium consumables). 3 Superintendent because you'll need an extra smoke. 4 IFHE, at tier 8 everything you'll face with have 32mm Armour everywhere, the increased penetration is always nice. Although you'll set less fires on DDs and lightly armored cruisers, but it's not that big of a deal. 5 CE, extra concealment is great, you can reach 11 km detection with the upgrade and this skill. 6 AFT I just hate planes and I can't tell you how many times planes spot me just outside my 6km AA range. Manual AA could be an alternative to this skill, but I think defensive AA should be enough, at least competitively anyways. 7 With last point you could go preventive maintenance so you don't lose your guns as often or Expert loader if you want to citadel cruisers before they turn away from you because you'll switch shells types faster. I don't have a 19pt captain for my Kutuzov yet, but the skills I listed are in order of priority should you grind to a 19pt captain in the Kutuzov. Good luck and fairs seas captains with this ship!
  8. In short, the Atlanta while now less always at a loss for all its guns, suffers due to the "Magic Hitbox" issue for CA's especially where things either do nothing or you get half your HP gone from off the map due to water splashing you via AOE AP... along with its lack of any armor not that it helps much when armor does nothing currently for CAs, lol. USN CA's are currently a giant easy to kill nothing on part with the Cleveland, and others also less good at times. (the clev has some armor against other cruisers and better range.) Atly CAN do good if you have low land to hide behind and a target BB 7km away, but it's too situational. But what if we bump it to tier 8 so it can use those upgrades, namely for stealth? Along with the CO. skill the Atlanta could start in the meta we have to be worth something in how the game is played. Or give it smoke is it isn't 100% doa every time you do anything to help your team. (the USSR ship at 8 is way better and yet gets smoke, as will the UK cruisers, so Wynaut?) Either give the Atlanta Smoke or buff its HP some more with a tad of range at tier 8 so can use more upgrades.
  9. Benson 8 DD USA 65 46.15% 44,914 1,764 2.6 1.3 0.0 51% 37% 8% 1,487 Sims 7 DD USA 21 71.43% 41,500 1,612 2.8 1.0 1.0 62% 40% 7% 1,705 Mahan 7 DD USA 36 72.22% 35,438 1,566 2.4 0.9 0.0 61% 34% 5% 1,589 Assuming the table pasted correctly on your screen, what you should be seeing is the jump from Tier VII USN DD to Tier VIII USN DD. A point of order - at 21 games, my Mahan performance was near identical to my Sims performance. I have played Mahan since 0.6.0 and the stealth fire nerf dropped, I have not played Sims since then. I attribute the difference in damage to that. However, my WR actually increased slightly after a short drop. Over the 57 games played between them, Sims and Mahan maintained a strong WR - each features about 1 kill per match, which is low-ish, and a 2.5-ish K/D. Benson features a middle of the road, same ball park, K/D, 1.3 kills per match - BUT, distinctly less survivability. Now, this is not to debate radar and CVs and all the other things that might be getting me killed in Benson. It is what it is, part of the game. Comparing Benson to Mahan, since both are 0.6.0, the damage bump is 10k or so...roughly 13-14% increase. I play the Benson in the same style I played the Mahan. OK - so...after all that, can someone help me to understand the change in USN DD play between Tier VII and Tier VIII? It's pretty clear that my play style isn't suited to Benson at all. The trouble is, my play style for USN DD hasn't changed. I don't know if it's a combination of high tier play AND 0.6.0 or what. I just know that I cannot win consistently in Benson. The payoff just isn't there and I am not sure how to change my tactics to suit higher tier USN DD play. I'm hoping to use the weekend event to research Fletcher...but, I need to get this ironed out before I go flailing around at Tier IX...if, indeed, I do at all.
  10. I bought the Tirpitz last month, because I just couldn't wait any longer to get my German BB fix before the tech tree came out. Because I owned the Tirpitz, and decided I would get the Scharnhorst, I planned on only going as far as tier 6 with the German BB tree. I got through those tiers quickly, thanks to having a fair amount of dabloons and credits left over from my war chest purchase to get the Yamato faster. Yes I'm a wallet warrior, and am not the least bit ashamed of it. I liked the Konig and Bayern, and decided to skip tier 7, and try out the Bismarck. Boy am I glad I did. I still enjoy the Tirpitz, but the Bismarck seems like the better of the two, and it is now my favorite battleship out of my collection of US, Japanese, and German BBs. While it doesn't have torps, it does have better secondaries and AA. It's sonar comes in handy, especially when DDs are near. It's fast, guns reload and rotate fairly quick for a battleship, and has incredible armor. This ship can really take a beating. The only downside is the dispersion of the main guns can be finicky at times. When those shells do hit their target though, they seem like they're higher caliber than what they really are, and pack a mean punch. About an hour ago I played a game with mostly tier 9 and 10 ships. At one point I came across an enemy Montana that was showing me a perfect broadside, With only two salvos, I got three big citadels, and quickly sent him to the bottom, and I'm not what you would call the greatest BB player in the world. Below average to average would describe my skill level with BBs at best. The Bismarck is a very forgiving ship, and can definitely hold it's own in higher tier battles. In my opinion it's a total blast to play, and is what a great battleship should be like. I would love to hear from all the other Bismarck fanboys, and read your battle stories concerning this awesome ship.
  11. I'm sure this must sound completely stupid, but I think I've finally hit my wall at tier 8. I'm playing the Mogami, Admiral Hipper, and Atago, and I'm just getting targeted like nobody's business. I think almost every stereotype people rage over on this forum has hit me with a sledgehammer when I'm a T8 thrown into matches that include T9 and T10's. Classic examples include: -DD's and RN cruisers hiding in smoke and just railing hell onto me from a distance -High tier battleships all targeting me the minute I'm spotted and essentially deleting me with what feels like lasers for guns -And watching as carriers unleash bombers upon bombers on me due to not being American or British. I think it's the frustration of seeing my priority target almost constantly being activated with at least three people turning their guns to me through a match, but how on earth do you high tier German/Japanese cruiser players hold your own at the top of the food chain?
  12. I was a bit leery of all the negative talk about how terrible the USN Cruiser line at Tier 7 and above. The pre-buffed Pensacola was terrible for me too. However, I am very much enamored by how well I am doing with the New Orleans. This thing is stealthy, has radar, and awesome AP rounds. I have consistently placed in the top 3 for experience every time I take her into battle. Being a tier 8 ship, I'm constantly being thrown into tier 10 matches, (first game out was a tier 10 match), but I don't sweat it due to the island hugging tactics I picked up from my Cleveland. Are the Baltimore and Des Moine actually upgrades to this thing? If so, I have much to look forward to.
  13. Post why you loved the ships below, what's so good about them? No premiums included in survey, they cost money and will be part of a different survey
  14. I'm honestly confused by this ship. Ive done well with most of the German BBs, usually getting 60% percent wr solo. But then I get to the Bismarck..... Perhaps this ship simply does not have my play style, or perhaps the RNG GODS decided to kick me in the shin. Just out of curiosity, did anyone else have trouble making the Bismarck work in the current tier 8 meta? If so, do the next ships in the line offer a better main armament for the tier? (Note: I'm currently running a secondary build on the Bismarck.)
  15. Can we have a nice premium tier 8 DD? There are a good amount of premium CA at tier 8. For BBs there is only one atm which is the tirpirz that at least can grind you some german capitains ( but alabama will be release soon ). But for DDs there is only the Lo Yang ( which is a worse benson ) which you cannot grind capitains for any nation :c .
  16. The long and the short of things is that I purchased Atago and Atlanta, and fxp'd up to Fletcher and Des Moines much, MUCH too soon to have done so. A year ago I barely knew how to play the game. I certainly had a few fluke games and did well in all those ships; but with the exception of Atlanta; (of all things,) my experiences in them left me bitter and disappointed. Gasp, shock... Atlanta was an odd duck... One of the highest skill ceiling ships in the game; I either played it obssesively and learned how to at least survive by default; or I just didn't know when to give up. One day I had an exceptionally good game on Ocean; of all maps; and Atlanta just seemed to click with me. Yes; I'm still not awesome in it; but I am good enough to no longer be one of the idiots some destroyer and cruiser drivers seem to think all Atlanta drivers are... Atlanta is now one of the ships I have the most games in. Of the other three; all of them have sat unsused in port for at least six months, and maybe even more... ...except Atago. Honorable Service and its Tier 8 minimum ship requirement changed that dynamic. Out of raw neccessity, I started playing my recently aquired and older Tier 8 ships again. Atago, her cousin Takao, and Prinz Eugen all came out of port. Considering how much I avoided and maligned high-tier game play for most of 2016; they have been played a lot since last December. Benson joined the queue, but despite its repution has been a huge disappointment. Missouri is there as well as the only Tier 9 I currently play, and then one more. Akizuki; the Tier 8 IJN destroyer; has been the FIRST high tier ship I've actually enjoyed playing; the first destroyer of ANY line I haven't been relectant to fight another destroyer with. Maybe that's just a 'volume of fire' confidence, but it doesn't make how I feel any less true. Perhaps this is just preaching to the choir as the saying goes; but the biggest lesson I think I've learned is that it's a really, REALLY bad idea to rush up the tech tree. Secondary lessons would be; PLAY EVERYTHING; even if you hate the ship type, (choughCVSchough) it teaches you things that help when you play against such ships later; such as where a ship might hide; where it might come through close terrain; and how fast they can move between two points, (I've had torpedo kills because of all those.) One somewhat minor lesson learned is that credit and xp earnings come much easier with high tiered ships. I used to despair of getting the 32,000 xp a day for all three award containers; but when I've played my Tier 8 ships, (and Missouri,) that has been quite easy to do. Counting all game modes I have over 7,000 total games. I'm still not that great of a player; my only outstanding traights are Survival and doing well in supposedly 'bad' ships; (old T6 Mutsuki, Marblehead, Colorado.) but I do think I that broad experience is serving me well now. Before; I wouldn't have wanted to play Atago and other similarly tiered even if you payed me to do so. Now; its just another game; even if it's a lot tougher than what I've been used too.
  17. In my opinion, tier 8 is a really rough spot for cruisers. At this tier, BBs become much more powerful, the guns become much larger, and you start seeing monsters like the Yamato that will LOLpen you for 20k damage no matter how far or angled you are. Plus, you don't yet have the range module, or the repair party option that Tier 9-10 cruisers have. My suggestion is to give repair party to tier 8 cruisers so they will have a better chance at surviving. They would receive a less powerful version of what the higher tier cruisers have currently, or just 1 charge of the consumable. In any case, the version of Repair Party should be less powerful than what Atago has (because one of Atago's big selling points seem to be its Repair Party, and WG needs to make money ). Any thoughts about this suggestion?
  18. Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. So the IJN Destroyers were nerfed, were they? Quick Summary: A destroyer making a credible attempt at being an AA Cruiser. Slow (for a DD), with eight machine-gun like 100mm rifles and 10km torpedoes to back them up. It's like a Flint without a citadel, or a Khabarovsk that shrunk after being left in the dryer too long. Patch and Date Written: 0.5.14.1. November 24th, 2016. Premium Ship Shortcut Closest Premium Ship: Flint, Tier 7 American Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Imagine you could have the USS Flint but remove her citadel at the cost of some hit points. Comparing her directly to an anti-aircraft cruiser is a bit reckless but it's not that far removed. The Akizuki spits rainbows of High Explosive death onto enemies -- sometimes with the cover of smoke, sometimes without depending on what she's engaging. Get too close and she'll wallop you with a salvo or two of fish right up your nose that are extremely powerful in their own right. Trying to sniff her out with aircraft is a loser move because it will cost you planes from her tremendous (for a DD) AA power. PROs Enormous hit point pool of 20,400hp, higher than any other tier 8 or tier 9 Destroyer. Armed with eight, rapid fire (3.0s reload), 100mm rifles with fearsome potential DPM and excellent stealth-fire capabilities. Amazing destroyer hunter against DDs tier 7 and below. She possesses a torpedo reload booster consumable that rearms her torpedoes in 5s. Amazing AA dps for a destroyer, comparable to some "good" anti-aircraft cruisers. CONs Her high explosive shells are unable to do direct damage to any areas with over 16mm of armour. This results in a lot of zero damage hits. Horrible destroyer hunter against DDs tier 8 and above. Low base fire chance per shell of 5%. She lacks Defensive Fire to make her a truly excellent flak platform. Very slow for a destroyer, with a maximum speed of 33 knots. Very large turning circle of 730m. Largish surface detection range of 7.6km stock. Eight guns, four torpedoes and twenty-thousand hit points. At a glance, she seems more of a cruiser than a destroyer. This is the ship that got a lot of people's attention. She's not my favourite of the line -- that honour goes to the Shiratsuyu (which is why she got reviewed first). But the Akizuki is definitely the most interesting of the new ships. On paper she looks meh. Slow. Fat. Cumbersome. She has only a single quad launcher. The eight guns look neat. I mistook her for a light cruiser pretending to be a destroyer, erroneously thinking her a destroyer lead until I looked up some basic history about the vessel. It doesn't take long playing her to see her charms. Those guns are incredible, in both good ways and bad. Lemme show you what I mean... Options Like the Shiratsuyu before it, the Akizuki has access to the strange (but awesome) Torpedo Reload Booster that will rearm your torpedoes in 5s as opposed to the 30s timer previously associated with this consumable. With only one set of tubes, this is less powerful on the Akizuki than the Shiratsuyu, but it's usefulness cannot be understated. That you don't need to swap out another consumable to have access to this is also wonderful. Like all of the new IJN Destroyers, you have the option of purchasing premium camouflage for her. At the time of writing this article, I don't know if the Akizuki will link back to the main line in some fashion, so this may have dubious merits towards assisting in grinding the line faster and should generally be regarded as being used to help accelerate crew training and reward container collection. Consumables: Four slots Damage Control Party Smoke Generator Engine Boost Torpedo Reload Booster Module Upgrades: Five slots, IJN destroyer standard options.Camouflage: Like all of the new IJN Destroyers, the Akizuki has access to permanent, premium camouflage. You can purchase it for 3,000 doubloons. This provides the standard 3% camouflage bonus, 4% disruption bonus, a 10% reduction in repair costs and a 50% increase to experience earning for the ship. Firepower Primary Battery: Eight 100mm rifles in 4x2 turrets in an A-B-X-Y superfiring configuration.Torpedo Launchers: Four Type 90 torpedoes in 1x4 launchers. Primary Battery Performance of Tier 8 Destroyers, the Tier 7 Cruiser Flint & the tier 10 Destroyer Khabarovsk. * with the use of Advanced Fire Training. Oh. My. Gawd. The Akizuki's guns are hellafun to use. Rapid fire, high velocity, good turret traverse -- they tick all of the right boxes for gun handling. With a decent range, you can comfortably engage targets up close or at a distance depending on your needs at the moment. Their flat trajectory makes leading targets even at the extremes of your range a simple task, but they have just enough arc to be lobbed overtop of low, intervening terrain. You can easily sweep the decks, even at range, walking your fire from bow to stern on an enemy vessel in no time at all. While her shells may individually have a low fire chance, you're spitting out between 160 and 176 rounds per minute. Lastly, they add a mere 3.0km to your surface detection range while shooting, opening up all sorts of module / skill combinations without necessitating them all in order to be able to fire from concealment in open water. Well, there's the high explosive penetration mechanics for one. For those unaware, it's quite possible (and even commonplace) for high explosive hits to inflict no damage. Setting damage saturation aside for a moment, these hits are caused by the high explosive shell striking armour that's too thick for its charge to damage. This is calculated by a rather simple formula. If an HE shell strikes armour roughly 1/6th its diameter (1/4th for German HE shells) or greater, it does no damage. For the Akizuki's 100mm shells, this means the maximum armour thickness her HE shells can inflict damage upon is 16mm or less. As such, there's a long list of ships within her matchmaking spread she simply cannot damage with her HE shells at all. You can rain hundreds of shots for days and short of starting fires, they will take zero damage. This precludes you from being able to do any damage against any tier 8+ Battleship currently in the game. Against most cruisers you'll face, only their superstructure is a viable target. But where this gets most concerning is against high tier destroyers. Shots directly into the hull of the tier 8+ Destroyers will also register zero damage hits. Your shots must strike the tiny superstructure of these destroyers to do damage -- good luck with that. This makes this armament absolutely phenomenal against tier 7 ships but lackluster against tier 8+. It's important to keep this list of targets in mind. As fearsome as the Akizuki's potential DPM looks, you'll seldom realize it. You'll have frequent matches where you've done in excess of 400 hits yet the lion's share of these shells have shattered on impact. It's important to change up ammunition types depending on the moment. So it's not hard to land hits with these guns. The challenge becomes making sure they do damage. Stacking fires isn't difficult but it won't kill anything quickly and this can be quite problematic when facing same tier or higher enemy destroyers in a duel. AP is necessary to stack damaging hits against these ships, or landing bullseyes on their small bridge and funnels with high explosive. But if they angle even a little, your AP damage will fall away. My experience taught me to switch ammunition choices on the fly, varying between HE and AP as my needs demanded regardless of the size of target I was engaging. If vessels have large sections of 16mm armour, the Akizuki can rely on a homogenous wall of HE fire. If they don't, well things get interesting. Finally, to facilitate all of the carpal tunnel clicking that you'll be doing, the Akizuki has a large stealth fire range. With proper choice of skills and modules, this can be in excess of 3km. This lets you begin opening fire with impunity at 8.9km with an optimized stealth build. Torpedoes Backing up her incredible guns is a single launcher's worth of torpedoes. This may seem off-putting from the harbour but you'll often be so busy with her guns that you won't miss the second launcher's worth. Her fish are hardly anemic, inflicting nearly 21,000 damage per at a 10km range with a 67 knot top speed. If this four torpedo spread seems insufficient to deal with the targets at hand, the Akizuki is also armed with the same Torpedo Reload Booster we all came to love (or fear) in the Shiratsuyu at tier 7. This puts her torpedo tubes back in action in five seconds when this consumable is activated, allowing her to double up her initial launch if needs be. This comes with a four-minute to six minute reset timer depending on if you purchased the premium version or not. With nearly a two minute reload to her tubes, otherwise, the Akizuki makes a rather poor torpedo boat. However, her fish should not be ignored in favour of her guns. A combination of the two makes her truly frightening while reliance on only the one really hurts her potential. A Tier 6 German Bayern burns in three places, raked from superstructure to stern with a constant barrage of high explosive shells from the Akizuki. Walking her fire forward, she set her bows ablaze by the time the bridge finally went out. The new IJN gunship is an excellent fire starter, but her individual high explosive shells aren't likely to do much damage in of themselves, if any at all. Maneuverability Top Speed: 33.0 knotsTurning Radius: 730mRudder Shift: 4.6s Well now, this is sobering. The Akizuki feels more like a large cruiser than a destroyer when it comes to her handling. While her rudder shift time is acceptable, if slow for a destroyer, her turning circle and top speed are downright disastrous for a tin can. The Akizuki is a blue water vessel. She's not comfortable in the usual DD hiding places which are chalk full of islands and obstacles due to her poor handling. That 730m turning circle makes maneuvering in tight spaces downright prohibitive. If you wouldn't take an Atago into a given area, you're not likely to want to take an Akizuki in there either. During playtesting I received some rather colourful criticism of where I was sailing my destroyer -- or, moreover, where I wasn't comfortable sailing her. This lack of agility also makes brawling with other DDs problematic. Dodging fish salvos becomes exceedingly difficult and requires quite a bit of forethought to be able to dance to the torpedo beats. What's more distressing than her turning circle is her lack of speed. At tier 8, 33 knots is what we've come to expect of a slow cruiser and not a destroyer. While this is still passable for moving from A to B in a timely manner, this severely limits the Akizuki's ability to dictate engagement ranges when something wants to close with her. About the only saving grace is that few things will want to close with her when they start taking a rain of invisible high explosive shells, even though this is exactly what they should be doing instead of running away. 33 knots is more than sufficient to keep up a stern chase and continue harassing an enemy battleship that unwisely turns tail and runs but it falls short of doing the same to most cruisers you'll face. Durability Hit Points: 20,400Maximum Armour: 19mm side plating & deck plating (272mm+ required to overmatch) At 20,400hp, the Akizuki has a boat-load of hit points for a Destroyer. This gives her the highest hit point total of any destroyer until you reach tier 10. I wish I could say this was all gravy but in my experience in the Akizuki, this hit point total becomes entirely necessary in exchanges with enemy destroyers. Her guns really do struggle with putting damage onto enemy DDs that are tier 8+ and these extra hit points buy her the time needed to drive off her aggressors. Still, I do feel that her hit point total might be a little too generous. The Akizuki limps away from the initial scrap at the center cap circle on Islands of Fire. The smoke screen behind her was left by the Benson she engaged. The Akizuki came off worse from the fight, with her engine knocked out and inflicting only minimal damage to the tier 8 American Destroyer. When her targets are angled, the Akizuki struggles to do any damage to high tier destroyers and will fare poorly in such duels. Concealment & Camouflage Surface Detection Range: 7.6kmAir Detection Range: 4.4kmMinimum Surface Detection Range: 5.97kmConcealment Penalty while Firing: +3.00km (vs max potential range of 10.2km to 12.2km) The Akizuki's base surface detection range will appear on the large side, but it's important to keep in mind that as a tier 8 vessel, she has access to the Concealment Modification 1 upgrade which immediately shaves off 10% (760m) from this value if a player chooses to install it. This immediately puts her on better footing than any tier 7 destroyer she's likely to encounter (short of a Shiratsuyu). This doesn't quite hold up so well when you start measuring her against the tier 8+ destroyers and you can expect to be spotted before they spot you, though this distance is usually within 100m or so with full concealment options. Still, it's a far cry better than the massive Soviet DDs, so there's that. The Akizuki wins out when she fires her guns, gaining only 3.0km worth of surface detection range. This compares exceedingly well against the Soviets (5.9km) and reasonably well against the other Japanese and American Destroyers (3.81km). In practical terms, this gives her a comparable base value to the USN Destroyers when it comes to stealth firing at about 9km when fully rigged for concealment. With Advanced Fire Training to boost her range up to 12km, this provides a 3km buffer from which to shoot. With care, an Akizuki can shadow a larger ship and rain an incessant barrage of shells without fear of being detected. Alternatively, you can use her stealth to travel from A to B without being spotted, making approaching and contesting cap circles possible. Just be aware that the Akizuki does not dodge torpedoes anywhere near as adeptly as other destroyers and that close range brawls should generally be avoided without backup. However, this stealth approach can allow her to set up for some surprise torpedo runs which can help prompt an enemy capital ship to blow their Damage Control Party early and facilitate setting them ablaze as a follow up. Anti-Aircraft DefenseAA Battery Calibers: 100mm, 25mmAA Umbrella Ranges: 5.0km, 3.1kmAA DPS per Aura: 83, 75 The Akizuki has the best AA values of any destroyer currently in the game. If she'd had the option of Defensive Fire, she would have been the perfect Destroyer Escort for capital ships (if carriers ever come back to being commonplace in matches). Still, this is a welcome feature of the Akizuki. Not only does it open up the option for more team-based play -- being able to add your considerable AA umbrella onto beleaguered ships being targeted by attack planes, it also provides the Akizuki with a bit of autonomy. Any Destroyer driver will tell you that being constantly lit by enemy planes is a real nuisance. Her AA-power gives the Akizuki the ability to knock down shadowing aircraft, albeit slowly. Annoying. A Saipan keeps its F4U Corsairs in proximity to the Akizuki, keeping her lit and preventing her from approaching the enemy fleet and engaging. Her flak was sufficient to swat one of these pests and drive them off. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme The Akizuki is one of the most exciting destroyers to be introduced with the new line. She's a difficult ship to evaluate in terms of Skill Floor. I decided on Casual, simply because you can choose to spam nothing but HE and you will see results -- the fires set will hoover up enough damage to encourage players to continue this act without ever having to reach for AP shells. Couple this with her low detection range and this creates a pretty forgiving environment for modest levels of success. However, to get the most out of the Akizuki, it requires very dynamic play. She has the potential to be disgustingly overpowered with the proper selection of skills, modules and play style, making her quite capable of shredding just about any opponent that dares wander into her range. The meta, as ever, involves keeping track of not only the targets you can see but also those you can't. Knowing that there's no enemies within your stealth firing range opens the Akizuki to fire with impunity. Pulling the trigger hastily on a German BB that secretly had a DD or spotter aircraft providing eyes will only get your ship blown out from under you as your spotted butt gets tenderized by shell-wall coming off their secondaries. And that's your own darned fault. Mouse's Summary Gunnery feels phenomenal. Gunnery performance is lacking. Easy to land gun hits, the challenge is doing damage with said hits. Her poor maneuverability and speed is unfortunate. Her AA power is surprisingly effective. She makes a decent AA picket ship to help thin out approaching air waves and pick off the stragglers as they return. Place her in the right hands and she's disgustingly powerful. Just wow. It's rare that you get to drive a ship that feels so completely broken-powerful when top tier. The big weaknesses of the Akizuki, primarily the difficulties of her guns to inflict damage, absolutely falls away when facing off against tier 6 and 7 opponents. Suddenly your HE shells can penetrate the superstructures of Battleships, the bows and sterns of cruisers and the entire length of destroyers. The Akizuki absolutely wrecks face in these engagements, like it's not even fair. I'm reminded very much of previous monstrous seal clubbing favourites like the St.Louis, Kongo and Kiev. Yet this advantage melts away when she's facing her own tier or higher, at least to a degree. Like these previously mentioned ships, they still maintain their teeth and can catch the unwary with some surprising strikes. The Akizuki does this by stacking fires, swapping to AP to pepper targets where they're softest and dumping fish at the unwary that try and stop her rampage. I cannot stress enough how important it is to switch your ammunition choices while in the Akizuki. Firing all one ammunition type or all of another will get you some nice numbers, but it's when you flip flop between them, often against the same target, that the numbers really add up. The most frustrating targets to engage were always same tier or higher enemy destroyers for me. Even with the high rate of fire, the Akizuki really struggles to put down a tier 8+ DD that wants to brawl. When word gets out that you can bow-tank an Akizuki in a Benson+, the Akizuki's in for some rough times. And this will probably be the dichotomy with this ship. I can see some largely polarized opinions forming about the vessel. Those that suffer beneath her guns will think her overpowered. When they take her out themselves, they'll probably feel that her guns are worthless as they cannot stack direct damage effectively. Yet there will be those players with skill and experience that can seem to do no wrong in her. They'll bully and assassinate with seeming impunity, sliding through the ineffective pickets made by a floundering enemy team that can't coordinate the hunt of this dangerous ship. Yeah, I think she's overpowered. She's hellafun to play but I can't imagine the Akizuki being very popular for people who have to play against her. Still, she comes in second place for me behind the Shiratsuyu for my favourite ship in the new IJN line. She's an exciting addition. I wonder how long it will before we see her take some stat adjustments to balance her out? I guess it all depends on how the masses do with her. If enough players struggle with inflicting damage, then the purple unicorns may have this chariot left untouched for a long time, giving them an overpowered boat to enjoy for some time. Teamwork is overpowered. Work in close proximity with your allies to truly maximize your performance in the Akizuki. She can't brawl well, but she can certainly distract an enemy. Her large hit point pool makes her great for tanking shells, so by sticking close with a friendly Benson, she ensures that short of the whole enemy fleet showing up to a cap point, she can help ensure local dominance. Outfitting the Mini-Khabarovsk Recommended Modules The Akizuki is pretty straight forward to kit out. Take Magazine Modification 1. Really, just take it. In all of my play-testing games, taking tons of fire, I was never detonated with this module equipped. I only lost a single turret. The reality is, you're more likely to have your destroyer shot out from under you than to have your gun turrets permanently knocked out. For the second slot, Aiming Systems Modification 1 is the best choice. For slot number three, they're all terrible! Take your pick. For your fourth slot, you may be tempted to take Steering Gears Modification 2, but don't be fooled. This will drop your rudder shift time down by 0.9 of a second which isn't very much. I find Propulsion Modification 2 to be much more worthwhile for that extra bit of pep when you need to get up and go. This can be very helpful when fish are inbound to your smoke. Do I need to say it? Take Concealment Modification 1 for your fifth slot. This will drop your stock 7.6km surface detection range down to 6.9km. Recommended Consumables Like the Shiratsuyu before it, with so many consumables on board, you can find yourself quickly running up an expensive tab if you splurge on premium consumables. That said, they are very helpful, especially on this ship. The Akizuki get spotted often and takes fire often, mostly because she's continually giving herself away with her main batteries. Take a premium Damage Control Party to help put out fires and keep your engines running. Even with Last Stand, you'll want to repair your engines almost as soon as they're out to keep your speed up. Like most destroyers, it's super worthwhile to grab a premium Smoke Generator. The extra charge and reduced reset timer are both too good to pass up. Don't be cheap here. Your performance will suffer if you try and save some pennies. It's hard to say no to a premium Engine Boost consumable, but if you need to cut costs, this would be the consumable to stick with the regular version. Keep in mind, that 33.0 knot top speed is going to hurt your face. Engine Boost can help get you into position faster or outrun trouble. It will save your life. As for your Torpedo Reload Booster, get the premium version. The standard version has a SIX MINUTE reset timer. The premium version has a four minute reset. Don't forget to equip some form of Concealment Camouflage. Combined with the Concealment Modification 1 from the upgrade section above, your surface detection range will now drop down to 6.6km which is nice. In terms of signals, if you can swing it, the Sierra Mike signal is great for giving a bit more pep to your engines. This will nudge up the speed from 33.0 knots to 34.6 knots. Still terrible but almost what I would call destroyer-speeds. Victor Lima and India X-Ray signals are also helpful in an offensive sense, bumping your chance to start a fire by 10% over their base value (to 5.5% or 6.0% if you combine the two). Watch out for those detonations though. Recommended Captain Skills As I said with the Shiratsuyu, there's a Captain Skill tree overhaul on the horizon. Some of these new skills look very interesting, with one in particular (HEAP) worth having a discussion about in regards to how this will affect ships like the Akizuki. For the time being, we just get to play with the old one. Here's the skills I recommend: It's a no brainer to take Basic Fire Training. This will nudge up your RoF up to 22rpm per gun (176rpm total from 160rpm). At tier two, Last Stand is the most valuable. You will take a lot of fire in this ship and the last thing you want is your rudder locked hard over while you struggle to repair it or being caught dead in the water. Expert Marksman is a great alternative to speed up the turret rotation of your guns. This will drop it from 11.3s for a 180' turn to 9.6s. Next, Superintendent is hands down the best choice. More smoke, more engine boosts, more torpedo reloads. Personally, I find it worthwhile just for the extra smoke charge. Vigilance is pretty handy to have to help spot torpedos well in advance and give you more time to dodge. At tier 4, you've got a choice to make. First, Advanced Fire Training may look like the most optimal as this will nudge your engagement range from an admittedly short reach of 10.2km up to 12.2km. But you shouldn't discount the importance of taking Demolition Expert to nudge up your fire chance form 5% to 8% (or 9% if you stacked those signals we talked about earlier). Lastly, at tier 5, don't feel like you must take Concealment Expert. Without it, your concealment range is still a very healthy 6.6km -- 9.6km when you open fire. With Advanced Fire Training listed above, this still gives you a 2.6km stealth-firing window and it will allow you to take Demolition Expert too. So it's really up to you. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  19. Done for the weekend. Burnt out by the grind, frustrated at my own moronic inability not to become salty, and just plain tired. Finished the Arpeggio Challenge unexpectedly Saturday night, (didn't realize how close I was,) and finished level ten of Science of Victory just today. Used many different ships for both, but did the home stretch in Missouri, Benson, Farragut, Independence, and Ryujo, with just a touch of Warspite and Bayern, Admittedly, my choice of ships across both events was influenced by needing Tier 6 and up ships to accumulate base xp for the Arpeggio event. Despite the fact I used both of them to burn through the events that much faster, two ships in particular were the greatest source of frustration. How poorly I did in them; despite not being all that bad in the types; only served to reinforce the dislike I feel for higher tiered games. Yeah, I don't have many games in those ships, but I still think I should have done better in them... In the end; it probably comes down to my expecting high tier games to be pointless exercises in futility, (an unfortunate legacy of bitterness resulting from my getting into such games way before I should have,) and that negative attitude becoming a self-fulfilling prophecy. Though a thoughtful poster on another thread of mine gave me advice on how to deal with Honorable Service, I'm still not sure I'm going to bother with it beyond the token single mission I've already completed.
  20. As a bit of old, old history; I originally got into World of Warships for the single purpose of aquiring a Des Moines. I've been fascinated with it since I discovered the presence of USS Salem in Quincy, MA; and the firepower represented by it's semi-automatic 8" main battery guns, and 3" anti-aircraft battery. Using Sampson, Wickes, Chester, St Louis, South Carolina, Wyoming, and to a limited extent Cleveland; I fought my way up the research tree to what became a side-track goal of the USS Fletcher, (because of Cassin Young in Boston,) and eventually Des Moines. At some point I can no longer recal, IJN Atago came into the mix. I have long had the ships I wanted way back in November of 2015, but I no longer play them. With the exception of a pitifully few games in Missouri and Takao; I haven't played any games with high-tiered ships (Tier 8 and up,) in months; and that is when I'm getting close to 7,000 games played in all modes, (just 515 total, all modes, T8-10.) I don't know if that is a lot, or a very few; but the bitterness and resentment which resulted from my experiences trying to play those high tier ships originally; while entirely self-inflicted; has left me with nothing but appathy when it comes to further participation in any high tier games. In retrospect; it may have also been a mistake to try out the other Wargamming title involving armored vehicles of another scale. My experiences there with being beaten to a pulp; with trying to play a game and seemingly having no chance to LEARN the game, much less enjoy it hasn't helped I think. One way that other game reflects on WoWs is its iterration of 'missions.' Just a brief glance at what are often called 'daily' missions leaves me with the impression they are nothing but a 'unicum players only need apply' type of deal. I look at the first stage of 'Honorable Participation' and get that same feeling. The thing is; I know I'm not the same player I was months ago, skill-wise; certainly not the same as I was a year ago; but it's difficult to shake off long seated feelings; the 50lb salt-chip that rests on my shoulder every time I get anywhere near a high tier game. Perhaps I've having a self-pity party, I don't think I'm introspective enough to know If I was; but I also don't know what to do... I would like to try the advanced campaign, but I'm having a hard time getting any excitement built up to do so, never mind even deciding on which ship or ships to use. Anyone out there who's had a similar experience, and has any advice on how to overcome it? At least enough to start working on the advanced campaign?
  21. **** Content Moderated By Njourour.
  22. Several are already aware that I currently have a love afar with the Hipper. The topic of its "tankiness" was brought up in another thread so I thought I'd create a separate post about it. No, the Hipper is not a tank and should not be played as such, but it does has three advantages in terms of citadel protection over its contemporaries. You still don't want to show your broadside in the ship, but it easily has the best protection of all Tier VIII cruisers. A. Lowest citadel of all T8 cruisers (on par with Edinburgh) B. Angled turtleback armor C. Two layers of armor to pass through (80mm and 30mm)
  23. Warning, the following post is writen by someone cannot English proper. Some people hype for IJN DD line split, some don't which including me. The suppose Gunboat line are no more gunboat than current exist ship, except Akizuki (Akitsuki, according to older Japanese but for Kancolle sake, i will call she Akizuki for the rest of the post).People had pull out different ship with the 10cm/65 gun as secondary to test it out and most of them are not good by any mean. However when those 10cm/65 were put on Akizuki, they perform largely different (at least the aiming part). I am suprised that Akizuki have such performance, good and bad. So I have a video and some screen shot on how is her real game perfoemance vs on paper stat. This is not me, I haven't really go deep in to the game and the slaughter of IJN DD make not want to play this game anymore unless new torpedo boat line emerge. This is the picture paper stat the plaper has a AA setup Akizuki (No AA Defense on Akizuki is just unacceptable, middle finger to WG) Go to the attachment flie. This is the video Go to the attachment file. Go to the link. It is a Chinese Forum and Chinese Vidoe Platform. Vpn might required. SPEC-HP, some 17k stock, 20k at top hull-Super Fast Fire Gun, basically fire non stop-Garbage shell, HE is useless cannot punch throught 19mm above armor, basically everything, AP is 100mm, with slightest angle is a bounce.-11km stock range, 12.4km with GFC Upgrade, can go as far as 15km with mod and skill.-Decent stock AA thats good enough to kill tier 6 and tier 7 IJN aircraft and scout and float fighter. Tier 8 throught Tier 10 carrier based aircraft is just to hard.-Torpedo is Type 67knots 10km 20k damage neon sign torpedo, on a single 1*4 launcher, about 2 min reload stock. Garbage that can sometime used to kill other ship.-Top speed is glorious 33knots, turning speed 27knots.-All DD will be able to catch you and slaughter you.-Khabarovsk then Udaloi and Gearing then Fletcher then Benson and Tashkent then Kiev and Błyskawica. All they have to do is bow on and start pumping HE on you. Your AP will get bounce when other angle, your HE will do no damage regardless angling. You are at disadvantage if you ropponent know game mechanism.-You are big, fat, slow, BB CA CL CV will be able take you down easily, you are not Ruskie with crazy speed, you only yield 36knots max with boost.-Gun are no good after 11km, they fly USN 5inch style, AP cannot pen, HE do no damage as always. No point of getting AFT. Should one take Akizuki over Gearing Khabarovsk or even Shimakaze. No, because your performance is largely limited by 10cm shell, disadvantage at anything even you have 1 second reload. Also the fact you walk around with 33knots, thats jsut even worse, enemy can simply kite you all day long, or call in some heavier gun. You will hit your shell, but yo will not deal damage as oppose you will not hit your torpedo, hence no damage. There is a pic with 78 hits and 76 shell shatter. WG hate IJN. These were no final stat, they will be change if to much BB complain about BBQ like RN CL line. The rest of the IJN line (tier 7++) is similar with slower rof 7~10 and slower shell velocity 915m/s but HE that can do damage and shell maintain more energy pass 11km. Tier 6 and lower is utter garbage now except Umikaze and Minekaze premium Akizuki Video and Pic Link.txt
  24. This is by no means a whine thread. In fact, I love the Amagi because it does nothing poorly; and that is not good for a game that prides itself on balance (or at least purports to). Rather, it is a proposal to make changes to the Amagi to bring it in line with the statistical realities of its peers. It is pretty glaring that the Amagi consistently outdamages its Tier 8 battleship peers AND its Tier 9 battleships peers. That is a startling fact. The general rule in WG products is that higher-tier vehicles in the same class tend to put out greater damage numbers than their lower-tier counterparts. Yet the Amagi stands this trend on its head, and has so for months. Why does the Amagi do so well? Many reasons: For one, it has a tremendous broadside of 10 410mm guns. That is all well and good on its own terms, but it combines that power with an extremely reliable dispersion pattern, which in this game is worth far more than caliber. Any soft stat that mitigates the wild influence of RNG on shot patterns translates readily into superior results. After all, most people eventually learn where to aim by the time they get to Tier 8; with the Amagi, that knowledge actually leads to better results, since fewer properly-aimed salvos will derp everywhere but the aim point. Second, it's fast. As a "battlecruiser," it has excellent speed and the ability to flex to places requiring attention on the map more quickly than dreadnought-type vessels. In objective-oriented play, this is no small advantage. Third--and here's where I think changes need to be made--it does not trade too much armor protection for its allegedly weaker "battlecruiser" status. The usual wisdom in naval history is that the battlecruiser concept was flawed because the combination of heavy firepower and low armor led to poor survivability. Witness the fates of the British battlecruiser squadron at Jutland, or even the Hood. But in WoWS, with its--shall we say--"novel" armor penetration system based heavily on Byzantine angle/overmatch mechanics, just a little angling will prevent the Amagi from paying the price for its poor on-paper armor. All you need is not to go broadside and the Amagi can take shells just fine. And what competent captain ever sails broadside? It's a rarity, especially in the higher tiers where this ship shines. Fourth, the Amagi has superior torpedo protection (over 40% damage reduction), as well as potent AA and a powerful secondary battery. About the only thing the ship does not have is turn-on-a-dime rudder shift. But just a little advance planning can mitigate that "flaw." Now, I am hardly a WoWS expert, but this seems to be an anomalous situation that requires developer attention. Even with my medicore skills I found it difficult not to do well in the Amagi. Coming from a background in WoT, the Amagi strikes me as something like the IS-3: A vehicle better in every way than its peer counterparts, with no real weaknesses in mobility, firepower or protection, and more than capable of holding its own against higher tier opponents. Yet WG never really touched it because the fans loved it so much, despite its clear superiority. I would even go a step further and say the Amagi is even better than the IS-3, because it is actually BETTER than the ship that follows it in the tech tree. The statistics are clear on this. My question to all of you is how to tone the Amagi down to a level that comports with WG alleged quest for "balance." My first thought is to make is armor weaker (in practice, I mean, since a 254mm belt really should not be cutting it against the guns it faces) in exchange for all its other strengths. Even when angled, this ship should be taking more damage than it does. If you want speed and huge 10-gun 410mm broadsides, you should have to risk taking some serious punishment to use them. My other thought is to reduce its godly dispersion, or at least bring its peers onto a level that competes with it. Dispersion is really the decisive stat in this game in my opinion, since it narrows the gap between luck and skill. Once you have the skill to aim, only the luck of dispersion will translate that skill into consistent results. Because the Amagi's dispersion is so good, the gap between luck and skill is significantly narrowed. Combined with is massive firepower from 10 barrels (with very good penetration), this makes for anomalously high damage numbers outstripping Tier 9 ships. I know no one wants to see their OP vehicles nerfed in a WG product, but in my view, the Amagi really needs some attention.
  25. There's been quite a few of these posts, and this might be a rehash of some earlier thread, but I didn't find any. This is also a bit of a "what if" ship, and I have no idea how far this proposal actually went and basically got everything off Wikipedia because i'm lazy. Here goes: Wikipedia (citing D&G and Friedman) states that both the NC class and the SD class were given a proposal to increase their speed to 31 knots. These conversions would have at minimum entailed removing the third turret and a significant change to the stern of the ship. In the end, the conversions proved too expensive to be considered further(something like 40 billion before activation costs.) So how does that sound for a tier 8 prem? Conceivably either class would work, but we have NC in the game and her armor would seem to fit what is essentially a tier 8 Dunkerque better. How I see the stats: 31knt top speed, and the acceleration/deceleration would probably be pretty good. improved rudder shift time, something more akin with Dunkerque. 6 forward guns with improved accuracy and sigma over NC (somewhat justified by 1950s radar/FCS) (maybe 240m@23km and 2.0 sigma?) AA comprised of the current 5'' and the 3'' AA the DM has right now. Potentially better aa than NC, but probably about the same just with longer range 3'' guns. Potentially could be given radar(she is a 1950s refit) if she isn't seen as performing well enough. Sounded like a fun prem to me, and it leaves both SD and SD(1920) on the table for another tree.