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AdmiralOliver

Wich nation of BB's is the most different from the GERMAN perspective.

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What's up guys!

Let me just say that I've already read a lot of topics about the "differences" between BB from different nations. So here is what I've had to say and my doubts.

Almost finished the BB German line. Just got premium and some nice flags to unlock the Freddy and Kurfurst very fast. I'm getting very good at positioning, aiming, hunting DD's with my Bismarck, Brawling and WASD hacks.

I feel that the German line is very consistent. Every single ship is a potential brawler so you can always apply the same tactics with some success.

I feel that the pros of German BB's are armor, secondaries & torps and speed while the cons would be dispersion and maneuverability. Which nation would have the most different perspective in playability compared to German BB?

I know that FUN is relative so i'm not trying to assert that. Only trying to figure out what will be my next line of BB's.

 

What you guys would recommend and why?

 

Cheers!

 

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While the german Battleships are supposed to be close to the enemy the Japanese ones prefer some distance. Though you shouldn't take the term 'some distance' as a reason to believe that they can only snipe from 25km. So if you are looking for the opposite lime go for the Japanese, they feel comfortable at ~15km distance.

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IJN seems to be the most different from the KM line. But the t8+ USN BBs are also quite different then the KM BBs

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Japan's battleship line is the polar opposite. Yes they are good at range. But the thing is you can shoot the entire way on your way in and actually hit people really hard. It's much more consistent damage at range than German bb guns. I did the German grind all the way to T8 then went back and did the IJN line. 

 

Holy crap it's like they put rail guns on these things. They aren't brawling ships. At the same time though staying at max range isn't useful. It's a very weird play style to me but very satisfying when you just straight up delete someone at 16km. :D

Edited by Vekta408

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If you want a dramatic change, go up the IJN BB line.  You go on a rollercoaster ride in different playstyles with the only common elements being:  Near-best-in-tier accuracy (amongst BBs), high chance of being spotted for the rest of the match, and long-range guns.  Oh, and that broadside baring is bad and their AA is technically bad (it's the worst currently of the 3 available BB lines).  Never go broadside unless you're attempting to get off a full broadside salvo.

 

T3:  Kawachi - Slow and somewhat painful vs her other BB rivals.

T4:  Myogi - Is more of a battlecruiser than a battleship with an usual turret layout; but has rather trollish armor and can bow or aft tank pretty well.  Also pretty fast considering the tier and guns she can bring into play at almost any range.  She can almost cover an entire map in the tiers she sees, barring islands.

T5:  Kongou - A battlecruiser through and through, but also trollish armor.  Like Myogi, you can easily overextend and become the focus of all targets thanks to her speed.

 

T6:  Fusou - Complete shift into a pure battleship; still faster than most of her tier rivals, but rather vulnerable if attacked to her broadside (moreso than New Mex or Arizona).

T7:  Nagato - Maintains the pure battleship playstyle, but is generally one of the most accurate ships in the game period; aim well or forever suffer plenty of misses or overpens.

T8:  Amagi - 10x guns at T8, on a battlecruiser.  Play her like a Kongou, but with better aim and even more trollish bow and aft armor.  Avoid overextending unless you have an opening you really want to exploit.

 

T9:  Izumo - Complete shift back to battleship play, but unlike FdG or Fuso/Nagato, she's fragile in an odd way.  Most cruisers with IFHE will tear into her pretty quickly, but battleships and AP firing cruisers will have trouble with her bow-on or sharply angled.  General recommendation is to play her in a support role rather than up front, where she can bring all three turrets to bear and still avoid the brunt of an assault.

T10:  Yamato - Super-battleship.  Is the most accurate ship in-game, period.  Aim well or watch her shells overpen through lesser ship armor.  But unlike all other T10s, she can force-feed her shells into the bows of her T10 rivals.  Poor traverse and maneuverability though, so she rarely ever leads a charge.

 

If you want a different kind of pacing, the USN BB line is an alternative.  Slow and steady until T8, and from T8 onwards fairly fast.  Accuracy is average; between KM and IJN levels, but they usually have better armor per tier than the IJN.

 

T3~T7:  Standard Battleship play.  21kt speed, great armor (compared to the IJN BBs), great base AA, and decent guns.  Their only real weakness is just how slow they are, and the fact that they can easily be caught alone if their team chooses to abandon them.

 

T8:  North Carolina - Battleship play.  Strong and trollish bow armor, but the moment she bares her broadside it's practically over.  But she has a respectable 26~28kt speed to manage.  You may have commonly seen NCs just reversing most of a match; it's because their aft and side armor is practically non-existent.  The only issue besides her armor is how floaty her shells are.

T9:  Iowa - Fastest battleship in-game at 33kt straight-line.  Pretty good 16" guns that hit hard and aren't real floaty on the shells.  She can readily lead a push and respond to changing battlefield conditions.

T10:  Montana -  Most flexible T10 battleship. 12 guns, great mix of speed and maneuverability, and also capable of leading a push if so desired.  The only weakness is that she's still vulnerable to her broadside despite the citadel reduction due to how long she is and her conventional box citadel (unlike GK having turtleback to avoid citpens; instead taking it to her superstructure).

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If you want a dramatic change, go up the IJN BB line.  You go on a rollercoaster ride in different playstyles with the only common elements being:  Near-best-in-tier accuracy (amongst BBs), high chance of being spotted for the rest of the match, and long-range guns.  Oh, and that broadside baring is bad and their AA is technically bad (it's the worst currently of the 3 available BB lines).  Never go broadside unless you're attempting to get off a full broadside salvo.

 

T3:  Kawatchi - Slow and somewhat painful vs her other BB rivals.

T4:  Myogi - Is more of a battlecruiser than a battleship with an usual turret layout; but has rather trollish armor and can bow or aft tank pretty well.  Also pretty fast considering the tier and guns she can bring into play at almost any range.  She can almost cover an entire map in the tiers she sees, barring islands.

T5:  Kongou - A battlecruiser through and through, but also trollish armor.  Like Myogi, you can easily overextend and become the focus of all targets thanks to her speed.

 

T6:  Fusou - Complete shift into a pure battleship; still faster than most of her tier rivals, but rather vulnerable if attacked to her broadside (moreso than New Mex or Arizona).

T7:  Nagato - Maintains the pure battleship playstyle, but is generally one of the most accurate ships in the game period; aim well or forever suffer plenty of misses or overpens.

T8:  Amagi - 10x guns at T8, on a battlecruiser.  Play her like a Kongou, but with better aim and even more trollish bow and aft armor.  Avoid overextending unless you have an opening you really want to exploit.

 

T9:  Izumo - Complete shift back to battleship play, but unlike FdG or Fuso/Nagato, she's fragile in an odd way.  Most cruisers with IFHE will tear into her pretty quickly, but battleships and AP firing cruisers will have trouble with her bow-on or sharply angled.  General recommendation is to play her in a support role rather than up front, where she can bring all three turrets to bear and still avoid the brunt of an assault.

T10:  Yamato - Super-battleship.  Is the most accurate ship in-game, period.  Aim well or watch her shells overpen through lesser ship armor.  But unlike all other T10s, she can force-feed her shells into the bows of her T10 rivals.  Poor traverse and maneuverability though, so she rarely ever leads a charge.

 

If you want a different kind of pacing, the USN BB line is an alternative.  Slow and steady until T8, and from T8 onwards fairly fast.  Accuracy is average; between KM and IJN levels, but they usually have better armor per tier than the IJN.

 

T3~T7:  Standard Battleship play.  21kt speed, great armor (compared to the IJN BBs), great base AA, and decent guns.  Their only real weakness is just how slow they are, and the fact that they can easily be caught alone if their team chooses to abandon them.

 

T8:  North Carolina - Battleship play.  Strong and trollish bow armor, but the moment she bares her broadside it's practically over.  But she has a respectable 26~28kt speed to manage.  You may have commonly seen NCs just reversing most of a match; it's because their aft and side armor is practically non-existent.  The only issue besides her armor is how floaty her shells are.

T9:  Iowa - Fastest battleship in-game at 33kt straight-line.  Pretty good 16" guns that hit hard and aren't real floaty on the shells.  She can readily lead a push and respond to changing battlefield conditions.

T10:  Montana -  Most flexible T10 battleship. 12 guns, great mix of speed and maneuverability, and also capable of leading a push if so desired.  The only weakness is that she's still vulnerable to her broadside despite the citadel reduction due to how long she is and her conventional box citadel (unlike GK having turtleback to avoid citpens; instead taking it to her superstructure).

 

This, more or less.

 

IJN in general is going to have fairly fast ships (though Germans do to) that need to angle armor carefully or get deleted (very unlike Germans), and have powerful main batteries (unlike the Germans) with usually the best accuracy at range. “Sniper” tends to give people the wrong impression of them, but when facing other BBs it’s generally to their advantage to extend the range by a km or three, and to avoid getting within secondary range.

 

The USN standards (tier 3-7) are similar in role to the Germans, but have a very different play style. Like the IJN, USN BBs have powerful main batteries, but tend to have poorer accuracy at range. They tend to have very strong armor when angled well, and generally have an easier time angling their armor and unmasking all their guns than the IJN. Their secondaries are not amazing, but they are generally dual purpose with acceptable AA on their later hulls, and they reliably start fires. Like the German BBs they are brawlers, but their toolset is different. A USN standard has very powerful main guns, but needs to rely on careful shot placement; you need to know what you can citadel and under what conditions, and when citadels aren’t likely you need to know where you can shoot to get normal penetrations (IJN can shoot the same way, but since the USN typically fights at closer ranges it’s generally a bit easier to select which portion of the belt you want to hit, aim specifically for turrets, etc.). USN BBs also tend to have tight turning circles, making them difficult torpedo targets when zigzagging, and allowing them to generally keep their armor angled even when in brawling range. My opinion is that they punish poor play and reward good play more than the other lines, since all of their strengths require skill to exploit.

 

I’d really recommend playing the IJN to the Kongo and USN to the New Mexico, since those ships are very typical of their lines and don’t take too much time to grind out. Both are “keepers” IMO, and worth revisiting until you get the hang of each of them.

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In a way, the USN Battleships for the most part are the most different from the Germans because their slow speeds means that they can't control their own destinies worth a damn.  Where as German Battleships rush in and brawl with whom they like, the US Battleships don't get to make any of those decisions, it's a completely different playstyle.  The only USN Battleships that can maybe resemble the KM BBs, are the North Carolina and Alabama since they have decent armor and acceptable speed.  But from South Carolina to Colorado, and from Iowa to Montana, they cannot brawl.  Either they are too slow to brawl, or their high citadels make it suicidal impossible, but this is changing due to a patch.

 

Japanese Battleships are a bit more similar to KM BBs since they have some speed, decent secondaries and powerful guns, they just can't tank BB shells, but they can still rush towards cruisers and DDs all they like and bully them.

Edited by Sventex

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IJN it is.

 

That rollercoaster of changes sounds like very unique experience. 

 

Truth being said i was considering the IJN before. The USN line seems very apathetic from my completely ignorant biased view. I don't know ... nothing grabbed my attention from that BB line.

 

But i'll follow inktomi19d advice and try KONGO and Mexico.

 

Thanks for the help guys.

Edited by AdmiralOliver

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The most different overall is the IJN, the USN is the most similar all the way up until tier 8. The North Carolina and Iowa play differently and you do get armor back with the Montana at tier 10.


 

We're getting Royal Navy battleships this year and my estimate is that they're going to play most similarly to the USN battleships.

Edited by Edselman

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I find IJN BBs to be the most opposite.  I only hope you didn't learn all the bad lessons of how to play BBs from German BBs, which are the worst teachers of how to play BBs of all three lines.

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I find IJN BBs to be the most opposite.  I only hope you didn't learn all the bad lessons of how to play BBs from German BBs, which are the worst teachers of how to play BBs of all three lines.

 

This. German BBs benefit very little from things like angling, careful shot placement, and good positioning, where USN both live and die by them. You can't survive mistakes in the other lines the way you can with Germans. 

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