Jump to content
Sign in to follow this  
You need to play a total of 5 battles to post in this section.
LancerUlysses

Got my GK, now what?

16 comments in this topic

Recommended Posts

562
[G-O-W]
Volunteer Moderator Coordinator, Supertester, Privateers
1,412 posts
15,573 battles

Howdy folk, I just picked up Grosser Kurfurst. I am debating options for it. I am comfortable with the stock guns, but is it worth it to go to the bigger Caliber? How about commander skills, I have 15 points and could spec it for a number of different paths. What seems to work?

 

I have all the other TV 10 BBs,  what makes GK special in your minds?

Share this post


Link to post
Share on other sites
3,656
[-K-]
Members
8,491 posts
14,883 battles
6 minutes ago, ValkyrWarframe said:

Secondaries

 

Full secondaries.

I'd forego the secondary build for a survivability setup, but to each their own.

Share this post


Link to post
Share on other sites
Supertester
455 posts
12,674 battles

Survivability and secondaries are both fun and effective builds, but the main thing about the GK is RoF on the main guns (the 406s, please don't bother with the 420s unless all you want is a 4/20 meme ship. The higher DPM of the 406s easily outmatch the additional damage and penetration of the 420s). With the reload upgrade, you get a reload of under 26 seconds, which gets even lower when you're half HP with Adrenaline Rush (like, around 23 seconds, and that's when you still have 50k HP. By the time you reach 25k HP your reload is almost reaching Scharnhorst levels). The guns aren't very accurate like... well, every other tier 10 BB, but they still hit hard and as long as you can keep spamming them, you will deal consistent damage.

Share this post


Link to post
Share on other sites
1,555
[KSE]
Beta Testers, In AlfaTesters
1,732 posts
18,190 battles

You can combine a survivability build with a secondary build, but full secondary build is pretty inefficient for tier 10 play.  The reason I say that is because you will rarely get/stay in range of the secondary's until the end of the match.  Watch Flamu's video on the GK and you will see how he plays it, he uses it to tank damage for his team, drawing fire at himself, then going dark to heal up again. 

Share this post


Link to post
Share on other sites
3,149
[HINON]
Privateers
6,266 posts
3,308 battles
9 minutes ago, Ace_04 said:
16 minutes ago, ValkyrWarframe said:

Secondaries

 

Full secondaries.

I'd forego the secondary build for a survivability setup, but to each their own.

 

I would too, to be honest. While the German secondary build is amazing at T7&8, that's because the secondary battery armament works well at those tiers. However, past T8, nothing really changes with the secondaries. Increased armour and ship health also draws away from their effectiveness, making it so that the secondary armament effectiveness really peaks at T8, with the Bismarck. 

There's also the increased ranges of engagement in T10 games, and that passive careful playstyle. So, getting into secondary range with the GK is already a dubious prospect. 

On the other hand, setting up for a survivability build capitalises on the GK's stupidly amazing armour and healthpool. It's best at the tier for hard soaking damage up. Use that for the team, bringing enemy focus onto you while everyone else moves forwards.       

  • Cool 1

Share this post


Link to post
Share on other sites
432
[-NACL]
[-NACL]
Members
1,194 posts
5,362 battles
23 minutes ago, RivertheRoyal said:

 

I would too, to be honest. While the German secondary build is amazing at T7&8, that's because the secondary battery armament works well at those tiers. However, past T8, nothing really changes with the secondaries. Increased armour and ship health also draws away from their effectiveness, making it so that the secondary armament effectiveness really peaks at T8, with the Bismarck. 

There's also the increased ranges of engagement in T10 games, and that passive careful playstyle. So, getting into secondary range with the GK is already a dubious prospect. 

On the other hand, setting up for a survivability build capitalises on the GK's stupidly amazing armour and healthpool. It's best at the tier for hard soaking damage up. Use that for the team, bringing enemy focus onto you while everyone else moves forwards.       

 

^this, full secondary builds is more of a light show with the occasional solid performance. Gear more towards survivability and dont make secondaries your primary focus; they're just that, secondary

Share this post


Link to post
Share on other sites
2,550
[SYN]
Members
8,256 posts
14,111 battles
28 minutes ago, RivertheRoyal said:

 

I would too, to be honest. While the German secondary build is amazing at T7&8, that's because the secondary battery armament works well at those tiers. However, past T8, nothing really changes with the secondaries. Increased armour and ship health also draws away from their effectiveness, making it so that the secondary armament effectiveness really peaks at T8, with the Bismarck. 

There's also the increased ranges of engagement in T10 games, and that passive careful playstyle. So, getting into secondary range with the GK is already a dubious prospect. 

On the other hand, setting up for a survivability build capitalises on the GK's stupidly amazing armour and healthpool. It's best at the tier for hard soaking damage up. Use that for the team, bringing enemy focus onto you while everyone else moves forwards.       

 

I set my GK up for secondaries after having great success at t7/8 with the same build. I think next time there is a free(or discounted) respec I am going to switch it up and follow your advice.

Share this post


Link to post
Share on other sites
3,656
[-K-]
Members
8,491 posts
14,883 battles
36 minutes ago, RivertheRoyal said:

 

I would too, to be honest. While the German secondary build is amazing at T7&8, that's because the secondary battery armament works well at those tiers. However, past T8, nothing really changes with the secondaries. Increased armour and ship health also draws away from their effectiveness, making it so that the secondary armament effectiveness really peaks at T8, with the Bismarck. 

There's also the increased ranges of engagement in T10 games, and that passive careful playstyle. So, getting into secondary range with the GK is already a dubious prospect. 

On the other hand, setting up for a survivability build capitalises on the GK's stupidly amazing armour and healthpool. It's best at the tier for hard soaking damage up. Use that for the team, bringing enemy focus onto you while everyone else moves forwards.       

 

10 minutes ago, Combined_Fleet_HQ said:

 

^this, full secondary builds is more of a light show with the occasional solid performance. Gear more towards survivability and dont make secondaries your primary focus; they're just that, secondary

Found these lessons out the hard way when starting the FDG grind.  If you are overly aggressive and try to get the most use out of your secondary build, you get focused early and die.  And for the amount of useful time that you can actually use the secondaries to full effect is nominal at best.

 

Meanwhile, with all the HE spamming cruisers and British BB's around, survivability can benefit you for the entire duration of a match.  Not just be something that is situational.

Share this post


Link to post
Share on other sites
174
[EGO]
Beta Testers
350 posts
20,893 battles

Due to Conqueror's HE spamming from behind the line, I think Fire Prevention will be a good skill especially for GK., who is carrying "Shoot Me" sign (he's is much bigger than Yamato and lack concealment). Whenever I see a GK, I have a sudden urge to set him on fire.

 

Still, GK has turtle back armor for brawling, his secondaries are his strength, and his 12x main guns are effective close-mid range so approaching GK carry some fear factors unlike Montana. You need both hydro and scout planes to constantly spot torps since he is also DD's fav targe and has poor torp belt (soak up a lot of damage if you get torped). Always keep some friendlies between you and the enemy before moving in for brawl, and never leave your flanks unescorted.

 

It's better off going down brawling in GK than being the last surviving ship on the team  because you cannot run to hide in that ship.

Share this post


Link to post
Share on other sites
Alpha Tester
4,252 posts
9,421 battles
3 hours ago, Captain_Benevolent_Fair said:

the main thing about the GK is RoF on the main guns

Slow RoF of MGs on most BBs is their bane.  A faster RoF is Good. Most BBs are 'damage pinatas' so any survivability increase is also Good. My 2 cents worth of advice.

Share this post


Link to post
Share on other sites
243
[BSL]
Members
1,231 posts
21,326 battles

Anything to speed up the main guns.   If you got a high enough captain, you can still have very respectable secondaries too.

Share this post


Link to post
Share on other sites
Members
344 posts
17,109 battles
On 10/31/2017 at 9:26 AM, Ace_04 said:

I'd forego the secondary build for a survivability setup, but to each their own.

 

I have 2  19 pt captains for my GK. One secondaries and one survivability. The secondary build gets more kills, money, wins, and is more fun than just trying to live through harassment.

Share this post


Link to post
Share on other sites
Members
344 posts
17,109 battles
On 10/31/2017 at 9:44 AM, RivertheRoyal said:

 

I would too, to be honest. While the German secondary build is amazing at T7&8, that's because the secondary battery armament works well at those tiers. However, past T8, nothing really changes with the secondaries. Increased armour and ship health also draws away from their effectiveness, making it so that the secondary armament effectiveness really peaks at T8, with the Bismarck. 

There's also the increased ranges of engagement in T10 games, and that passive careful playstyle. So, getting into secondary range with the GK is already a dubious prospect. 

On the other hand, setting up for a survivability build capitalises on the GK's stupidly amazing armour and healthpool. It's best at the tier for hard soaking damage up. Use that for the team, bringing enemy focus onto you while everyone else moves forwards.       

I cant disagree more. My secondary build GK is amazing fun to play and the secondaries net 40-70k alone. Its so LOL  The range is 11.6km  They are in range 2-3 minutesafter start, pretty much

Share this post


Link to post
Share on other sites
Members
1,326 posts
95 battles
7 hours ago, Focke66 said:

I cant disagree more. My secondary build GK is amazing fun to play and the secondaries net 40-70k alone. Its so LOL  The range is 11.6km  They are in range 2-3 minutesafter start, pretty much

 

I know I will definitely respec for secondaries when I get to Yamamoto campaign stage 4, since that one has got this great 3-star secondary damage task. Perfect for secondary GK.

 

On 10/31/2017 at 8:55 PM, LancerUlysses said:

but is it worth it to go to the bigger Caliber?

 

iChase has done a test on the guns and shows very little difference in penetration between 406 and 420. In his other video he showed that 406 are slightly more accurate at mid-long range, though the difference is marginal at best. And 406's got a better reload and more suited for a brawling BB. I tried both but 406 feel like more fun and active play style so I choose them. I can't reliably say there's much actual difference in my damage output.

 

https://youtu.be/PyG_TSKMy6A

  • Cool 1

Share this post


Link to post
Share on other sites
Members
344 posts
17,109 battles

 

06 have fewer overpen on cruisers too. This is just from my experience of course, but I run the 406's a lot and eat CAs up, more so than when I am running 420s

Edited by Focke66

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×