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Should i free xp izumo to yamato?

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I did and I don't regret it.

Whatever fits your budget is probably best.

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Might as well try it and make your own opinion of it. Then decide. Lots of people say this ship or that ship is bad, sometimes it is, more often they just don't know how to play it or it just doesn't "click" with them.

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I suggest not free exping the Yamato immediately. The Izumo, no matter how mediocre you think it is, will prepare you well for the Yamato because both have similar speed and maneuverability, so at least play Izumo a couple of times to prep for Yamato.

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No, at least not until you can get a good grip on how to play the ship.  Izumo will train you to use the Yamato properly, and if you don't know how to use the Yamato properly you will have an even worse time playing that ship than Izumo.

Edited by TenguBlade
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Do the guns on the "A" hull still suck?

 

I can't remember the details at the moment but it used to be that the rifles on the stock Izumo had terrible armor penetration characteristics. In game this was remedied with the "B" hull (as well as getting a worthwhile if still not completely adequate AA battery). When I ground through the ship this transition made a world of difference and by the end of the grind I very much enjoyed Izumo. 

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I like Izumo. Grinding it. Better than I expected TBH.

 

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Save the free XP and grind thru it, it's the training wheels for the Yamato. It turns like a bathtub full of water, but then again, so does the Yamato. Kinda a let down from the Amagi ( the ship feels ponderous, even if it's not actually that slow)

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THANK YOU, THANK YOU for the reply guys! i have bought the izumo! another question what is the best build for it? captain skills??

Been a while since I've used the Izumo, but the ship hasn't changed noticeably since then, so I'll put mine here.

 

Modules:

-Main Battery Modification 1: The Izumo's gun turrets are made of paper and will break a lot when same-tier BBs shoot you.  Even CAs can destroy them.  You want all the main battery survivability you can get, because it sucks a lot when you only have your #3 turret left to use.

-Aiming Systems Modification 1: The Germans do a much better job of brawling so it's pointless to build for full secondary.  Izumo's atrocious 19.3km spotting range and meh armor mean that she will both have a hard time closing to brawling range and surviving at that distance.

-Main Battery Modification 3: The guns, as fragile as they are, have extremely fast turret traverse for a battleship.  MBM3 is perfect for these guns, and will cut your reload down to 26.4 seconds.  That faster reload is far more useful than anything else you can put in that slot.

-Damage Control System Modification 1: Because nothing else is worth a [edited].

-Steering Gears Modification 2: This is a must.  The Izumo's rudder shift is 28 seconds until the top hull, and, combined with her large turning circle, makes her terrible at taking any turns.  In addition, Japanese warships suffer from especially-bad engine response, thus your rudder will be doing 90% of the work in dodging shells and torpedoes.  This is a crutch to help you with that.  Even on the top hull, your rudder shift only goes down to 19.5 seconds, far from ideal.

-Target Acquisition System Modification 1: Some people would advocate Concealment System Mod 1 to help with your bad detection range, but I personally found TASM1 more useful.  It boosts your torpedo spotting range, most importantly, which is more useful than taking the concealment down from "atrocious" to "bad."

 

Captain Skills:

-Tier 1: Basics of Survivability, Basic Firing Training: Both are equally important, although I would recommend BoS first if you're going to force yourself to pick between them.  BFT boosts your secondary and AA guns, while BoS reduces the time it takes to auto-fix incapacitations, floods, and fires.

-Tier 2: Expert Marksman: As fast as Izumo's turrets are, your guns can never turn fast enough as a BB.  Everything else at this tier is worthless: Fire Prevention does next to nothing, you have no torpedoes, and your engine/rudder are rarely at risk of breaking.

-Tier 3: Superintendent: Extra heal is always useful.  Vigilance is an option too, but I wouldn't recommend it until after you get a T5 skill.

-Tier 4: Advanced Firing Training: Boosts range on your secondary and AA guns.  Again, everything else is worthless: you shouldn't be using HE often enough to warrant Demolition Expert, Survivability Expert's HP buff is largely insignificant, and only carrier planes benefit from Aircraft Servicing Expert.

Tier 5: Manual Control for Secondary Armament: Although you shouldn't build the Izumo for a full secondary build, this is still by far the most useful skill.  Jack of All Trades is an option too, but seeing as Izumo is not that great at tanking, she's not the optimal ship to be using that skill on.  Concealment Expert is meaningless because the ship's concealment becomes bad at best, Air Supremacy does nothing, and Last Chance is worthless.  The fact that ASM1 gives your secondaries a slight buff on its own is only more encouragement to use a hybrid main battery/secondary build.

Edited by TenguBlade
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Been a while since I've used the Izumo, but the ship hasn't changed noticeably since then, so I'll put mine here.

 

Modules:

-Main Battery Modification 1: The Izumo's gun turrets are made of paper and will break a lot when same-tier BBs shoot you.  Even CAs can destroy them.  You want all the main battery survivability you can get, because it sucks a lot when you only have your #3 turret left to use.

-Aiming Systems Modification 1: The Germans do a much better job of brawling so it's pointless to build for full secondary.  Izumo's atrocious 19.3km spotting range and meh armor mean that she will both have a hard time closing to brawling range and surviving at that distance.

-Main Battery Modification 3: The guns, as fragile as they are, have extremely fast turret traverse for a battleship.  MBM3 is perfect for these guns, and will cut your reload down to 26.4 seconds.  That faster reload is far more useful than anything else you can put in that slot.

-Damage Control System Modification 1: Because nothing else is worth a [edited].

-Steering Gears Modification 2: This is a must.  The Izumo's rudder shift is 28 seconds until the top hull, and, combined with her large turning circle, makes her terrible at taking any turns.  In addition, Japanese warships suffer from especially-bad engine response, thus your rudder will be doing 90% of the work in dodging shells and torpedoes.  This is a crutch to help you with that.  Even on the top hull, your rudder shift only goes down to 19.5 seconds, far from ideal.

-Target Acquisition System Modification 1: Some people would advocate Concealment System Mod 1 to help with your bad detection range, but I personally found TASM1 more useful.  It boosts your torpedo spotting range, most importantly, which is more useful than taking the concealment down from "atrocious" to "bad."

 

Captain Skills:

-Tier 1: Basics of Survivability, Basic Firing Training: Both are equally important, although I would recommend BoS first if you're going to force yourself to pick between them.  BFT boosts your secondary and AA guns, while BoS reduces the time it takes to auto-fix incapacitations, floods, and fires.

-Tier 2: Expert Marksman: As fast as Izumo's turrets are, your guns can never turn fast enough as a BB.  Everything else at this tier is worthless: Fire Prevention does next to nothing, you have no torpedoes, and your engine/rudder are rarely at risk of breaking.

-Tier 3: Superintendent: Extra heal is always useful.  Vigilance is an option too, but I wouldn't recommend it until after you get a T5 skill.

-Tier 4: Advanced Firing Training: Boosts range on your secondary and AA guns.  Again, everything else is worthless: you shouldn't be using HE often enough to warrant Demolition Expert, Survivability Expert's HP buff is largely insignificant, and only carrier planes benefit from Aircraft Servicing Expert.

Tier 5: Manual Control for Secondary Armament: Although you shouldn't build the Izumo for a full secondary build, this is still by far the most useful skill.  Jack of All Trades is an option too, but seeing as Izumo is not that great at tanking, she's not the optimal ship to be using that skill on.  Concealment Expert is meaningless because the ship's concealment becomes bad at best, Air Supremacy does nothing, and Last Chance is worthless.  The fact that ASM1 gives your secondaries a slight buff on its own is only more encouragement to use a hybrid main battery/secondary build.

 

Thank you ! you are the man! :honoring:

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I did back in the day bcuz she's godawful. I don't know about know since I haven't played her but from what I've read and watched, she's bad overall.

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If you have problems with focus on secondary build, Concealment Expert and the concealment module will drop your detection range down to 14.5km.

 

But, if you do ok with the default detection I wouldn't bother. I've come to like concealment build more, but YMMV.

 

TenguBlade's gear is pretty good. You definitely want the DPM with MBM3 and Aiming Systems. Izumo's best strength is her guns, and she brawls ok if you're careful since her citadel - unlike Montana/Iowa/Yamato - is fairly low. Just not as low as Amagi and NC's.

Edited by MnemonScarlet

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I grinded through the Izumo in co op only and made over 100k free exp in it, enjoyed every moment of it.

 

With the permanent camo, the grind will just be a breeze.

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I heard a lot of bad things about izumo, should i skip it?

 

 

One word - - YES!

 

 

(You have no idea how bad this 'fake' (made up by WG) ship really is).

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I grinded half of the Izumo.  It teaches you how a giganto ship performs in top tier games, and the guns are decent.  Really, the biggest strike against the Izumo is that she's ugly, and thus never the pride of anyone's fleet.

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I am going to do this too. I have the Amagi and love her and want to keep her so I was thinking of getting the Big pot of gold and silver and a little more gold side order and get the Yamato. I am almost to the Montana and Des Moines and not much further behind on the Gearing but think the Yamato will be my first tier 10 as I am really close with the Amagi to researching the Izumo and I figure about 14120 gold and the Yamato is researched.

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No, it looks weird but since the guns are so far forward on the deck they will rotate to hit things behind you as turn around. When you keep your nose to the enemy you have tankiness and six barrels of fury. Six guns might not seem like much but when they are very high caliber, meaning very high penetration rate, its just fine. Your not supposed to yolo in with Izumo and neither are you with yamato. Trust me Izumo can do work.

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I feel like the real question you should be asking is:

Should I FExp Izumo to Yamato -OR- save for Missouri? 

 

Unless you already own the Mighty Mo. In which case, if I was in your shoes, FExp halfway then grind out the rest. After trying out stock for a few matches. I find that 5-10 matches with stock gives a good grasp of which modules should be purchased or FExp'ed first to fit the playstyle I want out of a ship. 

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