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Found 9 results

  1. LittleWhiteMouse

    Premium Ship Review - Hyuga

    The following is a review of Hyuga, the tier VII Japanese premium battleship. This ship was provided to me by Wargaming for review purposes at no cost to myself; I did not have to pay money to get access to her. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.3. Please be aware that her statistics may change in the future. I always start these reviews with the above disclaimer. I do it for a couple of reasons. The first is to let you all know that there is some intrinsic bias in this review. I am only human (beep-boop ♪) and it's possible I will make some reporting errors on stats and numbers. It's also to let you know that I have a relationship with Wargaming through the Community Contributor program. After all, I get these assets for free to review them and that's absolutely going to colour how I feel about a ship and my readers absolutely need to know about that partnership. However, what I wanted to draw your attention to was this: 'Please be aware that her statistics may change in the future.' I originally wrote this to to warn players of meta shifts. While the core stats of a given ship might not change, the game most assuredly does. Mechanics get tweaked, new ships get introduced and before you know it, your once S-tier Blyskawica is unable to keep up. This past month, this warning has taken on new meaning: The newer premiums may have their performance stats directly nerfed by Wargaming. This is a change from their old policy and it only applies to these newer ships. I had originally wanted to discuss this with my Flandre review but I totally brain-farted on that. Since Flandre, Hyuga and HSF Harekaze II have also been affected by this so it's time to make sure I cover this info. You can see Wargaming's notice of such in the detailed description they provide of an individual premium. I've highlighted the pertinent part: What this means: Hyuga and newer premium vessels do not have protection from being directly nerfed in the future. Changes are not guaranteed, but they are possible. Please, please, PLEASE take this into consideration before pulling the trigger on any purchase. Got it? Good. There's lots of room to discuss this change in policy and how it affects your personal buying decisions. Please feel free to discuss it in this thread or quote back this section in a new post if you prefer. For now, let's get back to my review of Hyuga. Quick Summary: A modernized WWI-era Japanese battleship with twelve, quick-firing 356mm guns, a dispersed armour scheme and access to the Main Battery Reload Booster consumable. PROS Trollish armour scheme for resisting SAP and HE hits, including thick upper hull, deck armour and voids. Good reach on her main battery guns. Very comfortable dispersion for such a large main battery. Excellent main battery DPM between her quick, 28 second reload and her twelve guns. The bulk of her secondary battery has increased accuracy. Has access to the Main Battery Reload Booster. CONS Wonky and weird citadel geometry. Seriously, it looks like a Picasso painting. Overmatch issues with her smaller gun calibre. Horrible gun handling and awkward fire angles. Only a modest top speed and not especially agile. Horrible anti-aircraft defences. Enormous surface detection range. Overview In the long-long ago, in the before-time, back when there was only three tier VI battleships in this game, a debate raged on which was the best. The answer is obvious now (it's bae-bote, always and forever) but it was a very eye-opening discussion. You see, back then it was Fuso that appealed to most. It's not hard to see why with her trollish armour and phenomenal firepower for her tier. She was faster than her two competitors and this was also back before sigma was understood. Some had a grasp of what overmatch was but others did not. It's not hard to see why Fuso was a long-standing favourite and her successor, Nagato, was often seen as a step down in terms of performance. It's surprising to me we've had to wait this long for a premium based around her game play. There are plenty of options with Fuso and Yamashiro from the Fuso-class and then Ise and Hyuga of the subsequent Ise-class. Well, the wait's over. We finally get what we've always wanted, however it is at the wrong tier. Up-tiering Fuso's gameplay begs the question if any gimmicks could make her worth playing. That's the Hyuga quandary in a nutshell: Is it worth paying money for an up-tiered Fuso with weird gimmicks? Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Hyuga's pretty new-player friendly. Keep back. Keep AP loaded. Pull the trigger. You can forget about nuances of angling properly; her gun arcs don't allow for that. She's not so fast that she'll get you into trouble nor is she so slow that she cannot keep up with the pace of battle as it progresses. So green light all around. She's an easy battleship to play and she'll deliver reasonable results to anyone of any particular skill level. For veterans, well there's lots to like here. Her consumables alone open up all kinds of opportunity for optimization, to say nothing of her fast-reload guns and her massive broadside. Hyuga's alpha strike potential is downright cataclysmic, reigned in only by modest penetration values which is yet another bit of info to out-skill. Still, as good as her armour profile appears, this is a difficult battleship to effectively tank damage, limiting her appeal as a front-line vessel for pushing and progressing the battle. Overall? Good marks for skill-potential and growth, but certainly not the best out there for that. Options Aside from her Main Battery Reload Booster, there's not a whole lot out of the ordinary for Hyuga when it comes to outfitting her. Consumables Hyuga's Damage Control Party is standard for a Japanese battleship, meaning that it's only active for 10 seconds as opposed to 15 seconds for most other battleships (and 20 seconds for Americans). It has unlimited charges and an 80 second reset timer. Her Repair Party is also standard. It queues up to 10% of citadel damage, 50% of penetration damage and 100% of everything else. From this queue, it will heal back up to 14% of the ship's starting hit points per charge over 28 seconds. It starts with four charges and has an 80 second reset timer. Her Main Battery Reload Booster is weird (not the least of which is seeing a MBRB on a battleship at all). It is active for 15 seconds, doubling the rate at which shells are reloaded during that time (each second spent reloading counts as two). It starts with three charges and it has a 60 second reset timer. Finally she has a Fighter. This launches three (3) aircraft which orbit on station for 60 seconds. It comes with three charges and a 90 second reset timer. Upgrades There's three builds to consider here: Optimal, comfort and PVE-shenani-nani-gans. Start with Main Armaments Modification 1. Begin your anti-fire regimen with Damage Control System Modification 1. So all of the fun happens in slot three. Aiming Systems Modification 1 is your best choice here. However, you can take the slight dispersion hit for Main Battery Modification 2 to increase her admittedly horribad turret traverse rate. For you PVE-nutters out there, you can also consider electing for a secondary build here with Secondary Battery Modification 1 if you like. Whatever your choice, follow that up with Damage Control System Modification 2 in slot four. Commander Skills Until Dead Eye (4pts) is dead and buried, it's going to remain optimal for all battleship builds. That's going to be the first priority on any PVP battleship build. From there, your next priority is to mitigate fire damage through Basics of Survivability (3pts) and Fire Prevention Expert (4pts). Next up comes buffs to gun performance, namely in the form of Adrenaline Rush (3pts) and Grease the Gears (2pts). That leaves you 5pts to play with (including a 1pt skill compulsory). Recommended skills include: 1 point skills: Gun Feeder, Emergency Repair Specialist 2 point skills: Priority Target 3 point skills: Super Heavy AP Shells 4 point skills: Emergency Repair Expert, Concealment Expert If you're a PVE main and want to dabble in a brawling build (because bots love to brawl), then you can skip the fire prevention stuff and just load up on secondary buffing skills instead, dropping Dead Eye and avoiding Concealment Expert because neither are ever going to do you any good. Camouflage Hyuga has access to two camouflage options. She comes with Type 10 Camouflage regardless of how you acquire her, but when she was first sold, the higher tiered bundle came with the Japanese Lacquer camouflage as well. This alternative camo is merely a cosmetic swap, providing the same identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains.  Hyuga's Type 10 Camouflage is the usual browns and greens you've come to expect from Japanese premiums. If you've finished the appropriate section of the Isoroku Yamamoto collection then you can palette swap to the blue instead. I really like Hyuga's lacquer camo. We've seen it before on Hayate. Firepower Main Battery: Twelve 356mm guns in 6x2 turrets in an A-B-P-Q-X-Y in superfiring pairs. Secondary Battery: Sixteen 140mm guns in 16x1 hull-mounted casemates with eight to a side and eight 127mm guns in 4x2 turrets with a pair on either side of the main superstructure. I'ma take a quick moment and start with Hyuga's secondaries. Outside of PVE modes, don't worry about them. If you prefer Co-Op, you can buff her secondaries and get some nice results. Hyuga's 140mm casemates have improved gunnery dispersion, akin to that found on other large-calibre casemates of ships like Nagato, Amagi, Iron Duke and Warspite. Her 127mm have normal ol' (bad) dispersion, though. Fully buffed, you can get their reach out to 8.47km which is pretty respectable and more than worthwhile when bots come rushing blindly at you. Their smaller calibre will prevent them from dealing direct damage to all but the softest skinned targets, but you'll undoubtedly start a fire or two in every match if you get stuck in. Don't bother with them in PVP, however. Twelve 356mm guns with a 28 second reload with 1.8 sigma and a Main Battery Reload Booster at tier VII. For those experienced with the game, that's all of the information you really need to know to appreciate Hyuga's strengths and weaknesses. There's minutia, of course; other details that matter, but the lion's share of the information you need comes right there. Let's break it down: Twelve guns: This is a lot, no matter how you slice it. Most battleships in the game sit with between eight and ten guns with twelve tending to be towards the upper limit (laughs in Lyon). Regardless of gun calibre, this promises a large broadside and huge alpha strike potential. 356mm gun calibre: By tier VII, this gun calibre is a bit long in the tooth as more and more vessels drift upwards towards 380mm and 406mm guns. It is below average for its tier despite the glut of ships still using it (Poltava, California, Florida, Duke of York, King George V and Hyuga). 356mm guns obviously don't hit as hard as the larger gun calibres, but they are also incapable of overmatching structural plate that's 25mm or thicker. 25mm and 26mm structural plates become increasingly commonplace at mid-to-higher tiers, preventing ships armed with 356mm guns from being able to bully these vessels at any angle they take. 28 second reload: Go back even a year, and the perceived "normal" reload time for a battleship was 30 seconds. However, between the new American and Italian tech-tree battleships released this past year, Wargaming seems increasingly weary of keeping to this standard. A glut of newer vessels have greater-than-30-second reloads to their name, which makes Hyuga's 28 seconds all the more remarkable. Again, I stress that this is with a large main battery of twelve guns. Even with their smaller gun calibre, Hyuga's damage potential is some of the best at her tier. 1.8 sigma: This is the "workhorse" value Wargaming typically assigns to most battleships. The average sigma among the seventeen unique tier VII battleships is 1.79 just to give you an idea. The trend tends to be for ships with a large number of guns to have lower sigma; usually in the 1.5 to 1.6 range. This afflicts the tier VI battleships with twelve guns with Fuso and New Mexico both stricken with 1.5 sigma while Arizona feels decidedly over-performing with her 1.8 at the same tier. To see Hyuga with 1.8 sigma speaks to the comfort of her long-range gunnery. Aim well and she'll reward you with multiple hits. Main Battery Reload Booster: This consumable is a game changer. Hyuga already fires very quickly. She is more likely to have shells at the ready when a target of opportunity presents itself. The faster a battleship fires, the more forgiving the vessel is for poorly aimed shots. This consumable turns everything on its head, providing Hyuga with shells on demand. With a touch of a button, you all but guaranteed to be able to put shells down range to capitalize on an opponent's mistake. This stacks with the strengths of her larger battery (twelve guns) and decent sigma (1.8) to make these shots count. With the short reload on the consumable, it's again likely to be ready when the next opportunity arises. The only thing arresting the overpowered nature of this combination is Hyuga's gun calibre. If she was capable of overmatching any target she faced, this would simply be a raw DPM increase. As it is, she still needs to look for the best shots possible. Give Hyuga your broadside at your peril. Hyuga's 1.8 sigma makes for comfortable shell groupings. It's not S-tier by any means, but it's a far cry better than Fuso's 1.5 sigma shotgun blasts. This is largely the means by which Wargaming justifies Hyuga being a tier VII. This is what Fuso's 1.5 sigma shotgun blasts look like. Both ships are using Aiming Systems Modification 1 (but not Dead Eye), firing 180 AP shells at 15km against a stationary Fuso bot without camo. Shells are coming in from right to left (the Fuso is bow-tanking). Twelve guns with a 28 second reload means that Hyuga very comfortably sits near the top of the potential damage charts, even with her smaller gun calibre. It doesn't hurt that Japanese HE shells deal more damage than most of the contemporaries of the same calibre, with only the Royal Navy HE being beefier on a per-hit basis (6,100 damage from a KGV-class HE shell versus 5,700 for Hyuga). I swore I'd never do one of these graphics again and YET, here I am... Twelve 356mm guns with a 28 second reload with 1.8 sigma and a Main Battery Reload Booster glosses over a lot of problems. Hyuga's gun handling isn't particularly good nor are her fire angles comfortable (more on these in the Durability section below). Her range is good, but it could be better. Without access to a Spotter Aircraft, there's no temporary flexibility to chase targets just beyond her nominal reach. Next, her HE shells aren't good fire starters. Finally, her penetration just isn't up to scratch to compete with battleship belt armours outside of 14km. There is also the added problem that with such fast firing guns, Hyuga remains spotted longer than other battleships, revealing herself with every blast of her weapons. All of these problems are easy to forget with just how many shells she puts downrange and how often the land hits. Yes, ricochets are annoying. Yes, it sucks when a salvo of multiple hits from HE fails to start a fire. These issues help reign Hyuga in from over-performing, because there's a little too much good going on here. A lot of the premium battleships at tier VII use 356mm guns for some reason. Ashitaka uses 410mm, to be clear, and is present here because she's the other Japanese premium. Despite her increased HE shell damage, she's only a modest fire starter and only because she has so many guns and fires so quickly. Her individual shell hits have some of the lowest fire setting at her tier. SUMMARY: Very comfortable gunnery platform. Maybe a little too comfortable. Durability Hit Points: 60,700 Bow & stern/superstructure/upper-hull/deck: 26mm / 16mm / 149mm / 35 to 44mm Maximum Citadel Protection: 32mm anti-torpedo bulge + 299mm belt + 32mm turtleback + up to a 230mm citadel wall. Torpedo Damage Reduction: 26% I'm going to start with this graphic. It may seem a little out of place, but hear me out. "It could be worse" sums up Hyuga's fire angles. Between these and her poor gun handling, she gets poor marks here. 'If you can shoot them, they can penetrate you,' sums up Hyuga's firing angles. Assuming you can set things up absolutely 100% perfect, there's still around a one in three chance of their AP shells doing unspeakably ugly things to your ship. Get sloppy by as little as 3º and their chances jump up to half with the enusing reduction of relative armour as an additional kick in the teeth (her 299mm belt drops from approximately 520mm of effective armour down to 485mm). Hyuga's firing angles aren't well designed for trading fire. She's not meant to tank damage in gun duels like this. She's much better suited at shooting things that aren't shooting back. You're pretty much forced to choose between damage out put and tanking effectively. She's not really agile enough to pull off both without making some serious compromises to one or the other. It's not all doom and gloom, though. The Ise-class is a WWI era super-dreadnought and this is reflected in her dispersed armour scheme. This means that other than her extremities and (admittedly sizeable) superstructure, Hyuga has thicker armour than expected. Combine this with her enormous anti-torpedo bulges (which don't work very efficiently against torpedoes for some reason), Hyuga's armour profile is downright troll for resisting AP, SAP and HE shells. The latter two especially struggle to deal reliable damage if they miss her snoot, booty or hat. Against AP shells, it's a bit more of a mixed-blessing. Her dispersed armour does make it more likely to AP shells to ricochet if she's angled correctly. However, the thicker armour plate also has the effect of guaranteeing to arm the fuses of large calibre AP rounds, all but negating the chance for reduced damage over-penetrations when shells do bite into these places. Overall, her dispersed armour scheme is more of a blessing than a bane. Before moving on, it's worth mentioning that her turrets have about 300mm worth of usable armour between their turret faces and barbettes. These are an admitted weak point when face-tanking if an opponent can't simply overmatch her 26mm bows with 380mm+ calibre AP rounds. Hyuga's guns break often when forced into this role. Hyuga's huge 32mm anti-torpedo bulge acts as a void. Any HE or SAP attacks that strike here will deal zero damage to the ship. Peel back that anti-torpedo protection and there's a mess of different armour values for AP shells to contend with. None of these values are especially high, so maintaining correct angling is paramount to resisting battleship-calibre AP fire. When it comes to citadel protection ... it's complicated. Around Hyuga's rear magazines, her protection is pretty damn good with a combination of up to 593mm worth of steel at funny angles aimed to keep shells out. But depending on where she's hit, this value can be as low as just 288mm. Add onto this the wonky (janky!) geometry, especially around the P and Q turret magazines and the rear machine spaces and Hyuga's presents shell trap after shell trap after shell trap for penetration AP rounds to catch upon and deal big damage. It's worth mentioning that her turtleback isn't angled steeply enough to resist flat-trajectory fire, to say nothing of long-range fire and it's from the latter that you need to worry about big damaging hit the most. The reason I have made such a big deal out of Hyuga's poor firing angles and gun handling has a lot to do with how badly this ship resists citadel hits from the incidental attacks that come from long range duels. Look, I was going to show the armour values for this but ... it's like Jackson Pollock painting. It's a total mess. There are so many different armour values and weird geometries going on. I want to rate Hyuga's overall durability more highly than it deserves. In truth, her protection scheme could be really troll if she had better firing angles to capitalize on it. Furthermore, being a tier VII battleship, that leaves those huge vulnerable overmatching holes in the form of her bow and stern for easy back-doors into big damage against this ship. And if those aren't available, you can always smack her in the barbettes and get some nice damaging hits that way -- the changes made to penetrating hits against guns has greatly hurt the durability of mid-tier battleships, especially in brawls. I suppose the best that could be said about her is that she's pretty good at resisting poorly aimed cruiser HE and SAP spam. However, her superstructure and extremities are large targets so you cannot expect any experienced player to ignore those soft spots. Furthermore, Hyuga burns just as well as any other Japanese battleship. Hyuga's health pool is only average. VERDICT: Pretty good if you can stay angled or your opponents are n00bs. I wouldn't count on either one of those, though. It'll work well against bots, though. Agility Top Speed: 25.3 knots Turning Radius: 750m Rudder Shift Time: 15 seconds 4/4 Engine Speed Rate of Turn: 3.9º/s at 18.9 knots Tier VII is a transition-tier for battleship agility. This is where we start to see some really fast battleships appearing however there are still some 20-knot holdovers in the form of the American standards. This combines with a mix of different handling characteristics, with some retaining the early-battleship tight turning radii while others begin to have their turning circles balloon out to the massive sizes we see at higher tiers. Thus there's a lot of variety between the best and worst performers and everything in between. Hyuga is definitely one of those in between. Her speed is slightly below average for her tier and her turning radius is alright. At 25 knots, it's just about enough to keep up with the pace of battle or to disengage during the opening stages of a fight. As the battle progresses, however, Hyuga's pedestrian top speed is more of a liability where the threat of allied support begins to dry up and enemies can push more aggressively if she's exposed. Similarly, her modest top speed leads to a cumbersome rate of turn. The good news is that she doesn't quite out-turn her turrets. The bad news is that you're still going to be tempted to use your rudder to bring guns to bear and that's going to open up your sides for penetrating AP hits. To this end, taking traverse-improving skills and upgrades helps improve this ship's durability, if only to keep your fingers away from the WASD keys when switching targets. Think of Hyuga as a slightly-faster Nelson. VERDICT: Nothing terrible but nothing good. Anti-Aircraft Defence Flak Bursts: 2 explosions for 1,330 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 63dps at 75% accuracy (47dps) Short Ranged (up to 2.5km): 75.5dps at 85% accuracy (62dps) Yeah.... no. The only reason Hyuga isn't at the bottom of the pile for AA defence at this tier is because Ashitaka is a stock, interwar-era Amagi. VERDICT: Yeah... no. Vision Control Base/Minimum Surface Detection: 16.84km / 14.7km Base/Minimum Air Detection Range: 10.46km / 9.41km Detection Range When Firing in Smoke: 14.84km Maximum Firing Range: 20.31km Have some raw data. Hyuga's surface detection is pretty bad. Hyuga's surface deteciton is pretty terrible. Stock, it's 2km better than Fuso (a little bit less if they're both fully upgraded), so that's something I guess. But that's like saying your tier V battleship has more health than Viribus Unitis. Even with a full concealment build (which should still do, by the way), until the enemy destroyers have been thinned out, you have to count on being permanently lit if you're anywhere close to the front. Being so easily spotted means that Hyuga spends more time being the only target available than her contemporaries. I'm sure Wargaming has some metric out there to illustrate this that would justify my suspicions, but between Hyuga's enormous surface detection and rapid fire guns, she ends up making herself a target more often than most. This means more incidental fire comes her way, especially from other battleships. While not all of this will connect, it's just that little bit of extra chip-damage that will eat at her health or tax your Damage Control Party that makes Hyuga and Fuso feel squishier than their armour profiles would otherwise suggest. It's just something to keep in mind. Having Priority Target is recommended if only to let you know when you need to silence your guns and think about rotating towards the back of the line to ease off some of the pressure. Hyuga's lack of a Spotter Aircraft tends to keep Hyuga closer to the action than Fuso, even with the two ships having comparable ranges. For the sake of her gun performance, this is generally a good thing though I found myself missing that extra bit of reach-on-demand in higher tiered engagements. Still, I have no real complaints about her engagement distances. Hyuga has nothing else really to speak of when it comes to her Vision Control. She's a fat battleship, possibly visible from space. This gets her shot a lot, though often it's more incidental fire than anything concentrated. Still, you can't count on being able to properly disengage unless you keep her in the second line. VERDICT: Just plain bad. Final Evaluation This isn't the first time Wargaming has taken an existing design and up-tiered it by making some small changes. While Hyuga is not a Fuso-class, their design looks superficially analogous from a game play perspective, what with both ships being large, twelve-356mm gun armed Japanese battleships. However, the differences between them is extensive. While describing Hyuga has a Tier VII Fuso is a good shorthand for setting expectations, it's far from accurate. This isn't a complete list of differences (you could write a book on their armour and hull geometry differences alone), but here's the important bits that separate the two vessels: The Basics Hyuga is an Ise-class, with overall larger dimensions than the Fuso-class and, most notably, different P & Q gun turret layouts. Hyuga is tier VII, facing a maximum of tier IX opponents and Fuso is tier VI facing a maximum of tier VIII opponents. Hyuga is a premium with all that this entails and comes with permanent camouflage. Firepower Hyuga has access to a Main Battery Reload Booster. Hyuga has improved sigma (1.8 vs 1.5) Hyuga has longer ranged secondaries (5.6km vs 4.96km) Hyuga has sixteen 140mm casemate secondaries, Fuso has fourteen 152mm casemate secondaries. Fuso is longer ranged (21.81km vs 20.31km) and she has access to a Spotter Aircraft. Durability Very different armour layouts and hull geometries. No, I'm not going into detail. Hyuga has better overall citadel defence. Hyuga has more hit points (60,700 vs 57,100) Hyuga has better built in fire resistance from her tier (30% vs 23.5% approximately). Fuso has better anti-torpedo defence (34% reduction versus 26%) Agility Hyuga is faster (25.3kts vs 24.5kts) Fuso has a tighter turning radius (730m vs 750m) Fuso has a faster rudder shift time (14.9s vs 15s) Anti-Aircraft Defence Fuso has better AA DPS at close range (150.5dps vs 75.5dps) Hyuga has a Fighter consumable. Vision Control Hyuga has a better surface detection range (16.89km vs 18.9km) Fuso has a better aerial detection range (9.74km vs 10.46km) So Hyuga's not a Fuso clone, but really, the three big differences between the two vessels are her consumables, her range and her dispersion. Hyuga is a much better gun platform than Fuso, even with her deficit of reach. Her gunnery is more reliable than the tier VI vessel. She puts more shells on target from accuracy and more shells down range grace of her Main Battery Reload Booster consumable. In fact, Hyuga's gunnery is so much better that it feels downright comfortable; and that, to me, is always a warning sign that a ship is perhaps a little too good. If I find myself feeling cozy in a given vessel, that's a sure sign that something about it is overtuned in my hands. Whether or not this translates to being similarly good in the hands of the masses is another thing entirely, but a lot of the ships I like end up getting pulled by Wargaming -- just saying. In Hyuga's case, Wargaming's new policy on adjusting premiums should keep this ship from ever getting withdrawn from sale barring her becoming way too popular. But as it stands, I think Hyuga is a fantastic Japanese premium. She's right up there with some of the other top-tier Japanese premium battleships including Ashitaka, Musashi and Shikishima.
  2. LittleWhiteMouse

    Premium Ship Review: Florida

    ♫ Florida man, Florida man... ♪ Guess the tune. The following is a review of USS Florida, the tier VII American premium battleship. I did not pay for this ship. It was provided to me by Wargaming for evaluation purposes. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.9. Please be aware that her performance may change in the future. Quick Summary: A tier VII, prototype version of the North Carolina-class battleship with twelve 356mm guns instead of nine 406mm guns. She's highly accurate but her guns don't hit very hard, even for 356mm rounds. On top of this, she's super squishy. PROS Huge broadside of twelve 356mm guns. Solid rearward firing angles, well suited to kiting. Uses the improved battlecruiser dispersion instead of that of American battleships. Good range for a tier VII battleship, able to reach out to 21.6km with her APRM1 modification. Improved penetration on her AP shells for their calibre. Good anti-aircraft firepower, including access to Defensive AA Fire. Decent concealment. CONS Small hit point pool for a tier VII battleship. Softer-skinned than contemporary battleships with 25mm extremities. Vulnerable, high-water citadel with as little as 285mm worth of armour. A 33.5 second reload. Anemic damage values on both her HE and AP rounds along with poor fire setting. Horrible rudder shift time of 15.4 seconds. Has one fewer Repair Party charges than most other battleships. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Difficult New players beware. As easy as border-humping battleships can be, Florida asks a bit more of players in order to get her to perform. Neither her AP or HE shells are idiot proof, requiring players to be dynamic with their ammunition choices. That's bad enough, but even when you have the right ammo loaded for the right target, her anemic shells leave a lot to be desired, especially with so long of a reload. Even her good improved accuracy can be a bit of a turn off -- at least with bad dispersion even a poorly aimed shot might have something strike the target. Finally, this ship just feels cumbersome with sloppy handling, a slow reload and sluggish turret traverse. Her carry potential is limited. While expert players can flex a lot of their in-game knowledge to get more out of Florida's potential, her defensive limitations thwart most attempts to push aggressively. Her guns don't hit hard enough or fast enough and are foiled by even limited angling. Still, she's a nice support ship. If you want to play a more passive, supporting role, Florida works well, especially against CVs. Options Consumables Florida's consumables are a little weird. There are two items of note: Florida uses an American battleship version of her Damage Control Party. This has a longer-than-usual active time compared to other battleships, repairing critical damage and preventing fires and flooding for 20 seconds instead of the usual 15 seconds. It has unlimited charges and an 80 second reset timer. Her Repair Party is also standard for a battleship. It queues up 50% of penetration damage, 10% of citadel damage and 100% of everything else. It heals back 0.5% of her health every second for 28 seconds. Her consumable has an 80 second reset timer but only comes with three base charges instead of the usual four. Like the other new American battleships, Florida has access to Defensive AA Fire. This is active for 40 seconds per charge with four charges base. While active, this provides a 50% increase to sustained AA DPS and a 300% increase to flak damage. It has an 80 second reset timer. Finally in the last slot, you have your choice between a Spotting Aircraft or Catapult Fighter. The former comes with four charges and is active for 100 seconds, during which time main battery gun range is increased by 20%. It has a 240 second reset timer. Her fighter has the usual 60 second active period with three fighters patrolling around the ship. This has a 90 second reset timer and comes with three charges base. The big takeaways here are that Florida has access to Defensive AA Fire and her Repair Party has one fewer charge. Upgrades Florida's upgrade choices are pretty dull. Start with Main Armaments Modification 1. It's arguably the best choice in the first slot. You can take the special upgrade Spotting Aircraft Modification 1 to increase the active time of her consumable from 100s to 130s but this doesn't exactly wow me. This upgrade will cost you 17,000 from the Armory. Unless you plan to hump the back-line regularly, you're better served increasing the survivability of your guns. Damage Control System Modification 1 is the best choice for slot two. Again, if you feel the need, you can take another special upgrade. This time, Defensive AA Fire Modification 1 is up for grabs at the same 17,000 cost in the Armory. This increases the active time of her consumable from 40 seconds to 48 seconds and reduces the reset timer from 80 seconds to 72 seconds. In slot three, Artillery Plotting Room Modification 1 is really the only one worth considering. This will up her main battery firing range from 18.62km to 21.6km (her secondaries get boosted from 5km to 5.25km). Finally, in slot four, fire damage mitigation is still your best option so Damage Control System Modification 2 is your best choice. If you want to be a little more active in your dodging, then you can take Steering Gears Modification 1 instead. This will reduce her rudder shift time from an appalling 15.4 seconds down to 12.32s. Captain Skills You're not reinventing the wheel with Florida. Take the usual battleship survivability build. It's boring but it works. For variety's sake, you can swap out Priority Target and Expert Marksman for your tier 1 and tier 2 skills of choice. Some good alternatives are Expert Loader, Jack of All Trades and High Alert. Expert Loader in particular is a very good choice. I'm getting a lot of mileage out of this graphic. This speaks a lot to how badly the skill system needs to be reworked given how optimized skill choices have become. Camouflage Florida has access to two different camouflage patterns. By default, she comes with Type 10 Camouflage. However, They provide the same bonuses and are merely a cosmetic swap. -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. Florida's default camo is alright. I really don't like her alternative palette. It's a dull, elephantine grey in unflattering patterns. Florida's "Golden Eagle" camouflage has the same pin-up girl on her funnel as the camouflage made available for the new American tech tree battleships. I'm surprised by how much I enjoy this camo, though that may simply be because I'm not big on the other two. Firepower Main Battery: Twelve 356mm/50 Mk11 rifles in 3x4 turrets in an A-B-X super-firing configuration. Secondary Battery: Sixteen 127mm/38 guns in 6x2 turrets and 4x1 turrets. Huh! Neat! Let's start with Florida's secondaries, because they're kind of neat in a pointless, fun bit of trivia kind of way. Her secondary armament is divided into two gun types. The first is the twin 127mm/38 we're used to seeing on every American battleship. But these are supplemented by four single 127mm/38 turrets akin to what you might find on an American destroyer like Benson or Sims. This effectively gives her an eight-gun secondary broadside -- two fewer than you'll see on higher tiered American battleships like North Carolina, the SoDaks, the Iowa-sisters, etc, but it's right on par with California's battery. However, Florida manages to have the equivalent broadside to a ten-gun secondary battery like the higher tiered ships because most American twin 127mm/38 guns have an artificially lowered rate of fire and the singles have a boosted one. Check out this nonsense! Iowa & Missouri's secondary broadside: 10 guns with 6 second reload = 100rpm. North Carolina & Alabama's secondary broadside: 10 guns with 6 second reload = 100rpm. California's secondary broadside: 8 guns with 6 second reload = 80rpm. Florida's secondary broadside: 6 guns with 6 second reload + 2 guns with 3 second reload = 100rpm So there you go! Florida has a better secondary battery than California, equivalent to most of the other American battleships (but obviously excluding Massachusetts & company cuz theirs are souped up). Florida's secondaries are too short ranged to be worth specializing into. They also lack the accuracy buff that makes Massachusetts and Georgia such units. These twin factors are enough to discourage anyone from spending skills or upgrade slots on them, to say nothing of Florida's durability issues (which I will [edited] about at length below). Alright, that's enough fussing over what is little more than a curiosity. Let's get onto the meat of the matter. Big Guns Go Boom Make Squeaky-Toy Noises I don't like Florida's guns. They're perfectly adequate -- I'm not here to tell you that they're broken, bugged, under-performing or what have you. They're well balanced and put out the hurt reasonably well. In fact, they've got a lot of good things going for them including good(ish) fire arcs, good range, decent AP penetration values and that sweet, sweet battlecruiser dispersion. So what's my beef? Well, its' two things gentle reader: She has a slow rate of fire. Her shells suck moose-balls. The first element is symptomatic of American battleships as a whole, especially the new line of American battleships that Florida heralds. At 33.5 seconds per volley, Florida's reload isn't as bad as some of the others in the new tech-tree, but let's not mince words: It sucks to wait that long between trigger pulls. I can stomach this if the results for waiting are particularly amusing, however Florida's gunnery is an exercise in frustration for me because of my second gripe: Florida's shell hits are not satisfying. Florida's shells, both AP and HE, don't hit especially hard. Their damage values are lower than you might expect for a 356mm weapon. In fact, Florida's damage output on her AP and HE shells is most closely matched by those off the sixteen-gun Lyon. Lyon has only a 30 second reload, I remind you, 3.5 seconds faster than Florida with a four-gun advantage. Compare: American 356mm/50 (Florida): 9,500 AP damage, 4,750 HE damage, 22% fire chance American 356mm/50 (New Mexico, California): 10,500 AP damage, 5,000 HE damage, 30% fire chance American 356mm/45 (Arizona, New York, Texas): 10,300 AP damage, 5,000 HE damage, 30% fire chance French 340mm/45 (Bretagne, Normandie, Lyon): 9,500 damage, 4,700 HE damage, 26% fire chance Her individual hits just aren't doing as much damage as other American battleships. While she still has better broadside weight than the ten-gun armed New York-class, she's well behind the other twelve-gun armed American standards despite having a better reload time than all of them. This deficit in shell damage (combined with her slower reload) means that in terms of raw damage potential, Florida falls way behind, ending up in the bottom half of the DPM charts despite her large number of guns. Take these values with a pinch of salt. This is not accounting for such factors as accuracy, penetration, overmatch, normalization, etc. In terms of raw DPM, yes, Florida lags behind. She's also hurting when it comes to overmatching targets, especially when she's middle or bottom tier. However, her penetration is decent and her accuracy is good, offsetting these factors somewhat but only against select targets. More on this later. Look at all of this negative space! This is what happens when I scale the HE values to the same scale as the AP values. The order of ships shuffles a bit with German HE shells being terrible and British and Japanese HE shells doing more damage than you might otherwise expect for their calibre. Florida's HE performance remains unfortunate. However, given the troubles with her AP shells, you'll still be reaching for them often. Don't Trust DPM Charts The problem with simply looking at DPM charts is that it assumes everything is not only 100% accurate, but also that all shells perform equally when they strike a target. It patently ignores two crucial elements: How easy it is to hit a target. How likely your shells are to do damage if they do hit. As Roma so painfully demonstrated, you can have gorgeous paper stats but if you simultaneously struggle to (a) hit a target and (b) get anything other than over-penetrations, then your experience is going to be hella inconsistent. Florida has her own struggles, but at least she's very consistent when it comes to landing hits. Florida uses battlecruiser dispersion -- the same found on ninja-accurate battleships like Thunderer. Sadly, this isn't paired with a god-tier sigma value. Florida has 1.7 sigma competed to 1.9 of Thunderer or 2.0 of Champagne, so she doesn't feel quite so accurate as some of the higher-tiered snipers. The lower sigma means that the occasional shell will still fly wonky, though the smaller dispersion area means this won't be as wildly askew as other ships. In short: Florida's accuracy is good. You should land more hits per volley than her contemporaries which should help mitigate some of her DPM issues -- not all of them, but some. Florida (on the left) using a standard dispersion test. This is 180 AP shells fired at a stationary Fuso bot. Shots are coming in from the left to right (Fuso is bow-tanking). California is on the right with the same parameters. California uses American battleship dispersion with 1.9 sigma versus Florida's battlecruiser dispersion with 1.7 sigma. Florida feels appreciably more accurate than most other American battleships, though her lower sigma value will make her feel only slightly better than ships like California or Arizona. The difference in penetration performance between California and Florida is manifold. Their shells have different masses (555kg for Florida vs 680.4kg for California), different shell velocities due to different drag coefficients (0.271 for Florida vs 0.331 for California) and different Krupp values (2,945 for Florida vs 2,545 for California). AP penetration is more of a contentious issue for Florida. There's a stigma against lower-calibre guns for having poor penetration performance and this is largely undeserved. American 356mm AP shells, for example, have very good penetration and Florida's is improved even beyond this. She is capable, for example, of penetrating upwards of 400mm worth of plate at 15km. She has more than enough punch to land citadel hits against just about any broadside target, including some of the softer-skinned battleships up to ranges of 20km. So you don't need to worry about Florida not having enough teeth to citadel an Iowa in most encounters, should the opportunity arise. I stress the word opportunity, however. As nice as the raw penetration values are on Florida, she doesn't have a lot to spare once you aim at battleships in excess of 15km out. Using the usual tricks of aiming for softer sections of the hull can help, especially given Florida's reasonably tight dispersion to ensure good groupings. This helps somewhat, but again, angling is very effective against Florida's guns because she doesn't overmatch a whole lot of armour. Her 356mm AP rounds overmatch a maximum of 24mm worth of plate and there's a whole lot of structural steel within her matchmaking that's 25mm or thicker. Tier VI+ battleships, tier VIII+ cruisers all have a minimum of 25mm worth of structural armour. But that 25mm+ threshold crops up in other places, such as the decks and amidship hulls of tier VI and VII heavy cruisers and the decks of tier VI and VII lights. Having a working knowledge of which ships you can still punish when they angle helps immeasurably, but Florida is very often forced to rely on either aiming for over-penetrations through superstructures or resorting to her HE rounds. Ouch. I don't know why Wargaming decided to neuter Florida's fire setting so badly. I guess this will encourage players to reach for AP whenever possible. Keep in mind that these values do not include the fire resistance of their opponents nor the ship's accuracy. Fire resistance values against the opponents Florida usually faces is anywhere between 30% to 45% or so. So if you're managing to hit with 1/3 of Florida's shells against a tier VIII target, then instead of 4 fires and change, you're more likely going to see one per minute. Maybe. Sadly, Florida's HE are lacking. Their modest damage per-shell and slow reload might not be such a bad handicap if their fire chance was better, but her fire chance per shell is horrible. The 22% value she's shackled with is downright painful for such a slow rate of fire. Getting one permanent fire to burn is a feat, never mind doubling up. Her HE performance is so bad that I would happily recommend sticking with AP spam if it weren't for the aforementioned issue with angled and higher-tiered targets. It's stupid-important to be patient with your shots. Look for opportune targets where you can maximize her AP efficiency. You don't want to have to start spamming HE. Similarly, you don't want to force encounters where this is your sole option. Florida doesn't have the armour or hit points to facilitate trades against same-tier (or even tier VI) opponents. Blapping a full broadside of HE into an enterprising lolibote is hilarious, don't get me wrong -- her improved accuracy means that she easily can land four to six shells (or more!) against a destroyer at stupid-close ranges. But against any other target, her HE is just found wanting. If given the opportunity to fire nothing but AP, Florida does really well. Frankly, this is only going to happen if your opponents are idiots. You have to remain flexible with her ammunition choices. Keep the Expert Loader skill in mind. It's very handy for this ship if you're going to build a dedicated Florida captain. Enough Facts, Gimme the Feels I hate these guns. Lemme stress: They're fine. And I mean that in the same way I tell my significant other that "it's fine" when things are clearly not. It's all of the little things which add up to a bad experience for me. If you asked me to point at the one thing that bugs me the most about them, I'd probably tell you it's the 4º/s gun traverse, which seems stupid to complain about given all of the other issues. However, I think that this quibble illustrates my beef with Florida's gunnery as a whole. Her slow turret traverse is just that "one more thing" that feels off about this ship. No matter her advantages, there's always a big ol' butt attached. Florida has good AP penetration she has overmatch issues. Florida has good dispersion her sigma value is subpar. Florida has a huge broadside her shell damage is artificially low. Florida has decent fire arcs her turret traverse is slow. Florida can land a lot of hits with her HE shells she's terrible at starting fires. It goes on and on like this. Yes, yes, yes, this is all in the name of BALANS™, tovarish, and Florida's gunnery is balanced. I just don't like it. Florida's fire angles are decent. They're not good -- good is a 300º fire arc or more, but she's not as appalling as some of the ships I've dealt with recently. I just wish her turret traverse was better. Summary Big broadside, wussy shells. Guns are very accurate. You have to be dynamic with shell choice. VERDICT: You would think that for a sniper-battleship, her guns would be fun. But they're not fun. I didn't have fun at all with these weapons (except for maybe paddling a lolibote or two at very close range. Defence Hit Points: 51,800 Min Bow & Deck Armour: 25mm extremities, 26mm upper hull & 37mm deck Maximum Citadel Protection: 285mm belt or water + 213mm belt + 56mm, 96mm or 140mm citadel wall. Torpedo Damage Reduction: 26% Short Version Florida is pretty much a normal tier VII battleship with an exposed, vulnerable citadel and weak Repair Party. Florida's citadel layout tells you all you really need to know about this ship's durability. The TL:DR is that her citadel abuts against the exterior of her hull and it sits above the waterline. With only 285mm worth of belt protection, this exposed "T-section" of her citadel is stupid-easy to bullseye for waterline-aimed shots from enemy battleships. For 380mm+ AP shells aimed at her bows, her transverse bulkhead is almost as vulnerable. Irrelevant trivia time. There is a 16mm hidden plate dividing the upper and lower parts of Florida's citadel. The line of it can be found between her 285mm upper belt the 213mm of her lower belt Long Version The most pressing thing to worry about when playing Florida is her citadel. Unlike the other "sniper" battleships like Slava and Champagne, the "softness" of Florida's hull is barely a concern. The 25mm extremities which damn her higher tiered cousins do not apparently have a lower-tier equivalency. I was expecting Florida to appear with 19mm of extremity armour but she instead clones the higher tiered ship weakness with 25mm instead. Given that all of the other tier VI and VII battleships are rocking 26mm worth of extremity plate, the loss of a single millimeter is not that much of a drawback. At most, this makes Florida slightly more vulnerable to HE shells from small and medium caliber guns -- specifically 152mm HE shells from tiers VII and below do not need to reach for Inertial Fuse for HE Shells in order to stack direct damage against Florida as they would against her tier-mates. Similarly, Florida is vulnerable to 120mm HE shells with Inertial Fuse for HE Shells. That's really the extent this soft skin provides in terms of vulnerability. Otherwise her superstructure, upper hull and amidships deck all conform to normal parameters for a tier VII battleship. If you swapped out Florida's 25mm bow and stern for 26mm versions, she'd be a perfectly normal tier VII battleship. Florida's artificial fragility instead comes from three sources. The most influential of these is her citadel placement and geometry. Any battleship with her citadel sitting high over the waterline and abutting against the ship's exterior has a big ol' weakspot that's pretty easy to exploit. That, in of itself, isn't enough to damn a ship. For example, Soviet battleships all share this weak point, but many (if not most) of them are considered super-tanky. Therein lies Florida's second weakness: she lacks any form of extended armour to assist with shattering HE shells and ricocheting incoming AP rounds. While her amidships deck is a respectable 37mm, her butt, snoot and upper hull are all highly vulnerable. 25mm and 26mm armour are easily over-matched by the oh-so commonplace 380mm+ AP shells found at this tier. This armour similarly doesn't hold up against HE spam from cruisers and some destroyers. Thus Florida is much more limited when it comes to tanking incoming rounds. She can bounce 356mm armed battleships throwing AP in her face for days but angle improperly or test your luck against larger caliber guns and she goes down in a hurry. The last piece of her squishy puzzle is her effective health pool. Florida's hit point pool is small for a tier VII battleship. Heck, it would be on the low end for a tier VI battleship. This isn't enough to damn her in of itself -- she's not so low that she's on Viribus Unitis levels of parody. But a smaller hit point pool means that she heals less penetrating damage with her Repair Party. While this has no impact on fire and flooding damage (as their damage amount scales with the starting hit points of the ship), 10,000 damage worth of penetrations hurts Florida more than other tier VII battleships. But there's more. Florida comes with one fewer charges of her Repair Party, so this deficit is felt even more. I wanna gloat like a happy teaboo, but Florida's health is just too appallingly low for me for me to brag with good conscience. Her lacking an entire Repair Party charge just feels mean. I have felt these three combined weaknesses acutely with Florida. I don't feel that they're enough to damn the ship, but they are very obviously weaknesses. Unlike the higher tiered sniper-battleships, Florida finds herself more often in claustrophobic maps where she cannot rely on simply out-ranging targets. She's asked to tank a lot more more than say, Champagne. Even when she does appear on larger maps, this comes with the threat of higher-tiered opponents and more overmatching guns so it's catch 22. Knowing which opponents you can face tank and which you can't are important. But so very often I was forced to show my cute butt and kite away when the pressure was on. Florida's not-good(ish) forward fire angles meant that firing all three turrets forward was just asking to have shells rammed into her stepped citadel. It was far safer to fight, firing over her shoulder with her forward turrets slinging shells to her rear. Being far more limited in what aggressive plays this ship can make hurts her carrying ability. Turning to fight will often just get you killed. It limits what decisive actions she can take. It's hard to be heroic if you're constantly forced to follow Sir Robin's playbook. VERDICT: She's squishy -- squishier than the usual tier VII battleship and they struggle a lot with durability. Florida struggles even more. Don't brawl. You'll die. Agility Top Speed: 27 knots Turning Radius: 760m Rudder Shift Time: 15.4 seconds 4/4 Engine Speed Rate of Turn: 4.1º/s If Florida was a battleship from any other nation, there would be very little worth noting here. Her top speed of 27 knots is completely acceptable for a tier VII battleship. Her turning radius of 760m is decent. It's not amazing, but it's alright. Her rotation rate of 4.1º/s is again, pretty average. Her rudder shift time of 15.4s is the most remarkable thing about her and not in a good way. It's slow. Her 27 knot top speed has the illusion of meaning something only because she's an American battleship. All other American battleships from tier VII and below cap out around 21 knots as their top speed. With the nerfing to American Standard-type battleship agility with patch 0.9.6 Florida's speed advantage is even more pronounced. Were she a battleship from any other nation, her 27 knot top speed would be unremarkable. So yes, Florida is faster than Colorado or California. Big deal. So is everything else at this tier. Focus instead on her sloppy rudder shift time. She doesn't feel like she handles well because of it. Add on her modest turret traverse rate and she feels like a chunk-lord. Ships with stars have been changed or added since patch 0.9.6. VERDICT: Not as nimble as you might expect. Good enough, I suppose, but definitely not one of her strengths. Anti-Aircraft Defence Flak Bursts: 5 explosions for 1400 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 157.5dps at 75% accuracy Medium Ranged (up to 4.0km): 269.5dps at 75% accuracy Short Ranged (up to 2.0km): 318.5dps at 70% accuracy I've sorted these by the formula of [ AA dps x { range - 1km} ]. It's not a perfect system but it does weight heavier, longer-ranged firepower over masses of short-ranged defence. I admit a terrible reluctance to call any battleship's AA firepower "good". This said, when a pristine Florida activates her Defensive AA Fire and doubles her DPS, she has good AA firepower. Florida's AA power is nice. Taken on it's own merits, her AA power is pretty fearsome when it comes to personal defence. In the support role, she's not bad either, with a sizable chunk of her AA power dedicated to long and medium range weapons. When her Defensive AA Fire is active, she can wipe out full tier VIII squadrons -- it's not contest here. A determined CV player will still be able to make a drop, but it will cost them everything. Carriers must anticipate that she will always have Defensive AA Fire ready and it's best to bait its use by ducking in and out of her 5.8km bubble and then waiting it out, even if she's not your primary target. Florida is effectively a no-fly zone for tier VI carriers because of this consumable and raw AA power combination which is a pretty impressive boast. Add on a catapult fighter and Florida duplicates this for tier VIII carriers too, at least until she comes under sustained HE attack. Most of her teeth come from her 40mm Bofors and 20mm Oerlikons, barring a CV being gracious enough to face-plant into a flak-cloud. These do not survive long under HE fire and even cursory smattering of HE rounds will quickly reduce the effectiveness of her AA and open her up to the potential of air-attack. All hail Florida's lord & saviour. VERDICT: Honestly, some of the best AA defence we've seen in a long time. I'm kinda shocked. Refrigerator Base/Minimum Surface Detection: 13.86km / 12.1km Base/Minimum Air Detection Range: 10.08km/9.07km Detection Range When Firing in Smoke: 12.01km Maximum Firing Range: Between 18.62km and 25.92km Flordia's concealment values are pretty darned good. She doesn't quite get into that magical sub-12km surface detection range which is quite impressive for a battleship, but at least she gets close. Given her preferred engagement distance, it's pretty easy for this ship to drop off from detection range in typical encounters -- especially given her long reload. If she had a bit more grunt in her engines, controlling the engagement through use of her stealth would be a lot more feasible, but her 27 knot top speed just isn't enough to kite away from all of the battleships she faces, to say nothing of cruisers and destroyers. Florida's great range (especially when upgraded and modified with her Spotter Aircraft consumable) can work against her here, especially with those enterprising shots in the early stages of a match as everyone's deploying. While it can be super-tempting to try your luck against targets spotted early by your own lolibotes or Just Dodge™ simulators, you can all but guarantee you'll be spotted in return when you pull the trigger. With nothing else to shoot at, you can bet that every battleship on the enemy team that can draw bead on you will take a shot and given Florida's super-squish citadel, bad things will happen if they've got the range. Keep in mind that Florida's rudder is terrible so it's not like she dodges well. This is definitely a risk-reward element at play here, so be careful. VERDICT: Pretty darned good for raw concealment values, though she struggles to spot stuff on her own. It's too bad she doesn't have the agility to make better use of this trait. Final Evaluation When it comes to my battleships, I know what I like. Big, punchy guns are a must. I prefer durability to agility, but I need one of those two elements to be present. If a battleship can't manage these things, they've got a big, uphill battle to win my affections. Some of them still manage it. Scharnhorst, for example, doesn't have the main battery guns to wow me, but she still pulls off a win between her secondaries, fish and the combination of speed and tankiness. I've tried to keep an open mind while play testing Florida, but good gravy, my time in her has not been pleasant. I'm under no illusions that this is very clearly a me problem. Florida herself is a well balanced ship. I just hate her. She doesn't have any one element of this trifecta that I enjoy in my battleships. When Florida was first announced, I thought she would immediately obsolete California. I tore California a new one a few months ago for being not worth the asking price. While I do feel that Florida is a superior vessel to California, I don't feel that she's worth it either. Frankly, you're better served picking up Arizona at tier VI or even Alabama at tier VIII instead of Florida. Let me stress this: I don't think Alabama is worth the asking price either, but I would definitely recommend her over Florida. She's more reliable, if dull. The best bang for your buck for American premium battleships is Massachusetts and she's been one of the best premiums you can buy if you're shopping for one. Her primacy isn't challenged by Florida in the least. With Black Friday a little over a month away, if you're in the market for Massachusetts, then you might want to wait a month and grab it when her Black version goes back on sale if you like the cosmetic difference. I don't mean to try and sell you on other ships, my point is simply that there are a lot better choices for your time and money than investing in Florida. In closing, I should stress again: Florida is fine. She's not broken. There will be some people who really dig her sniper game play. I'm not one of those people. I like to have the option of getting in close and hitting people with my sword. Florida doesn't let me do that. In Closing Well, this accidentally turned into a much longer review than I had intended. I was originally just going to line up Florida alongside California, compare the two and then pull a surprise-reveal that they both suck equally. Instead, I learned last week that Ship Comrade, the site run by @Critter8 that has hosted my reviews since the first quarter of 2016 was going to close down. Instead of working on how to cleverly cast shade on anyone that enjoyed either one of these tier VII American premium battleships, I spent the better part of two days going through years worth of archived jpegs and text, reflecting on the years I've spent writing for World of Warships and all of the help, support and encouragement Critter8 provided me. I wouldn't be a Community Contributor (CC) if it weren't for Critter8. I'm not sure the WGNA CC-program would have even existed if it weren't for him. Back in 2015, before there was a Community Contributor program, content creators like myself worked unsupported by Wargaming in any capacity. The predecessor to the NA-CC program was Club Wargaming which promised the world and delivered nothing but a booger-green title on the forums. Club Wargaming included dozens of content creators which had sprung up during Closed and Open Beta, including some big names like @PhlyDaily. All of us were paying out of pocket to produce content or having to rely on donations from fans to get access to the newest premium content. Critter8 took exception to this. He had made Ship Comrade -- a fan site whose best early features included tracking Rank Battle progress and had one of (if not THE) first Captain Skill calculator. He took his fandom seriously and wanted a professional relationship with Wargaming to facilitate content production. He approached me about my frustrations with Club Wargaming and he took an active leadership role among the various content creators to approach Wargaming about our complaints. It was by his initiative that the WGNA CC-program took shape under NikoPower (of CorgiFleet fame). From those conversations, @iChase, @NoZoupForYou, @Notser, @TitiuBlack, Critter8 and I became the first NA-CCs in early January of 2016. While I could gush endlessly about everything NikoPower did for us, it was Critter8 who stands out as the leader we needed. He brought the six of us would-be professionals (with integrity) together. For me, Ship Comrade allowed me to greatly increase the quality of my reviews. This long format, like you're seeing here with Florida, was facilitated entirely by having my content written for Ship Comrade. Critter8 encouraged CCs like myself and @Aetam to host our content on his site. As you can imagine, writing for a web-page is much more forgiving than writing for a forum post -- it didn't have to all be written in a single sitting, for example. In going over Ship Comrade's archives, it was a treat to watch how my reviews grew in size and ambition. My early reviews were usually written in an afternoon and seldom held more than four or five jpegs. Florida's review has nearly thirty and has been written over the course of a week. I am endlessly grateful for the opportunity and help he provided for me. For personal reasons, he had to step back from World of Warships. As the CC program again got overhauled, Wargaming dropped his CC-status despite his continued efforts to host and support other CCs. Sadly, Ship Comrade was never a profitable enterprise. Donations helped keep the lights on for a time, but all things must come to an end. He ran the site out of his own pocket for over five years. I don't fault him in the least for retiring. Thank you for everything. And thank you all for reading. I'm going to take some time sorting and organizing some of my older reviews over the next week or so.
  3. iamtheintrepidmouse

    Best Tier V - Tier VII HEAVY CRUISER in the Game?

    Hello! USN Player here. Mostly play Battleships. Just got to Tier V and Tier VI recently. Because of the British Cruisers event, I discovered "heavy cruisers" are a thing in the game. A Cruiser with more armor and BB-like guns?? Sign me up! My first CA I got was the Pensacola. She's got really big guns, but she's a paper ship. Kinda like the paper though as it challenges me to be a better player. I'm new to the CA playstyle, but I really like the concept. While I'm practicing being a better player with the Pepsicola, I would like a CA with more armor. I consider myself a Tier 4 or Tier 5 player looking to get good enough to play in Tier 7. Which Heavy Cruiser(s) would you say is(are) the best in the game? And if you can't answer that question, then which Nation do you think has the best Heavy Cruisers in the game? I like big guns and armor. Any recommendations?
  4. Here’s a fun little thing my friend and I made today using the new 30” Lexington CC model I had made for me. It’s a port ship profile picture of what Lexington might look like if she were a tier VII battleship, or battle cruiser in reality. The Lady Lex herself in all her glory as she might have been had she’d been completed as a CC, battlecruiser, instead of a CV, aircraft carrier. If you’re interested in seeing this gallant beauty in game, check out this article I wrote a while back. Also, include below is another piece about the Lexington CC model I had built. Check them out and have a great day!
  5. Clan FAAL (Fuerza Armada América Latina) reclutando jugadores. Somos un clan que recien comienza con la idea de formar un clan semi competitivo y con ganas de progresar. A lo que apuntamos es crecer como comunidad y ayudar a los jugadores a obtener su nivel X para que juntos podamos luchar en guerras de clanes o batallas navales. Dentro lo posible siempre tratamos de comunicarnos en discord (pasamos la dirección una vez aceptado en el clan), siempre divirtiendonos, pasandola bien y sin ser toxicos por manqueadas de otros (noob). No pedimos muchos requisitos solamente ser activos, ser buena onda y tener mas de 17 años. Practicamos tácticas o mecánicas del juego en algunos mapas si necesitamos ayuda para que guerras de clanes o torneos vamos a una coordinación y ser creativos necesarios a la hora de jugar. Vamos que esto recien comienza y cada uno va a poder crecer muy alto si todos progresamos juntos. Contactarse con algunos de los 3 comandantes y sub .. nombres en el juego: -Pablo_Astudillo -Infinitus00 -Schneider_.
  6. Clappage

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  7. Ever since the CV rework arrived, we no longer have the odd tier CV's, and WG has stated that they might return as an alternate CV lines on even tiers... someday... maybe... possibly... and hopefully. LOL. Nevertheless, the description of Tier VII Operation still shows the CV icon as a possible ship type to play in, since it hasn't been updated. At first, I was going to ask if WG should allow Tier VI CV's into Tier VII Operation... but Tier VI CV's already have Tiet VI Operations to play in, so IMHO, I think it would be only fair to let Tier VIII CV's to enter the Tier VII Operation. As it stands now, the only Tier VII Operation we have left is Narai. Still, I believe having a CV could be a boon for the team. When playing with bunch of random people, how often do we see our team not doing the objectives properly, or too many chase after one objective only to let the transports suffer? I think that the CV's, with their fast planes, would be able to provide a quick reaonse that can hastily react to how the team go about doing the mission, thereby covering for certain shortcomings... sometimes anyway. In case anyone thinks that having Tier VIII CV's in Tier VII Operation might seem too stronk, I would like to remind that we already a Tier Vi Operation where a Tier VI CV is fighting against Tier II and III ships with barely, if any, AA at all. At least for Narai, AFAIK, the kind of ships that the bots get aren't exactly short of AA. If the aforementioned Tier VI Operation is just acceptable, then this should be okay as well, IMO. Plus, CV's are no longer the nuking death machines of the old RTS days with high alpha's and cross drops. IIRC, the reworked CV's have the overall damage output that is more or less in line with other ship types... or so I heard. Please don't quote me on that, thank you. Additionally, this might help those who are... weary (so to speak) to play their Tier VIII CV's in other modes, due to whatever reasons. Operations last long enough and have plenty of targets to go after, on top of having no human beings on the enemy team, so the reworked version of CV's should be able to contribute quite well... when played well, that is. LEL. So there you have it. Should WG allow Tier VIII CV's into Tier VII Operation? I personally say... yes. My 2 doubloons.
  8. So I've been sailing in a Fiji with 12 Six Inch gun, and still love it, after 200+ games. Accumulated a lot of credits, etc. during the Free Premium weekend and from before. Now I want to try a heavy cruiser (203mm, 8 inch) guns so I don't have to get quite as close and can do more damage. I'm seeing (in the Tech Tree) a few cruisers, Like the Myoko, that sound good on paper - most of the reload times are 11-14 seconds. And it would be nice to have torpedoes also, but that is not an absolute requirement. Mostly I do Random and co-op now... I would work up from a cruiser of a lower tier if it was a nationality that I didn't have experience with. ...so what do you think? Thanks in advance for the input!
  9. What do you do when you make a huge mistake early in the game? You dont give up, you fight and do everything in your power to make an impact on the game. In this Indianapolis replay I show how to recover from a major mistake and how to use your ship's strengths to still contribute to your teams chances of winning.
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