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Grathew

Graf Zeppelin Phase 5 Brief

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With the fifth version of the GZ TEST finally given to me I’m going to be delving into testing her for the duration of the test phase. But as I have already cleared the 9500 base exp mission I figured now would be a good time to explain what this version contains.

The hull is almost exactly the same except now Graf Zeppelin gets hydro? I’m not sure what they were thinking at Wargaming but now every tier 8 German ship has hydro acoustic search. Other than that the 105 mm Duel Purpose guns now fire over both sides of the ship. All in all nothing too exciting.

The aircraft are the same as previous versions: tier 7 fighters with meh HP, Load out and DPS; tier 8 dive bombers which are slow, but rearm quickly and get catapulted into the air for a quick take off time; tier 8 torpedo bombers which are just the dive bombers with torpedoes.

Now the interesting part comes in with the flight control and weapons for the dive bombers and torpedo bombers. For flight control there is a choice between the popular 1-2-1 with 8-5-9 aircraft respectively and 2-0-3 with 5 aircraft across the board. From my limited testing both seem competitive although I would like a few more reserve fighters in the 1-2-1 as it seems you don’t get a full reload if you lose your squad.  On the weaponry front the dive bombers get either the SC-500 HE bomb with 11100 damage and is the best HE bomb in the game or the PC-500 Paulina II the best AP bomb in the game. Both get circular drops of 120m and 105m respectively. Moving on to the torpedoes there are two types, standard and deep water. While the deep water’s increased flood chance (which isn’t listed in game BTW) may seem inviting it can still only hit battleships and carriers making the identical standard torpedo simply better due to being able to hit destroyers and cruisers. These torpedoes are slow and short running, having enough fuel for 1.6 km at 38 knots with torpedo acceleration or 2 km at 33 knots without it. However their damage of 10500 more than makes up for their lack of speed and range. Lastly just like the last few versions all aircraft take less time, about 5 seconds, to launch from the carrier deck and become controllable. Fighters rearm in 30 seconds with the 1-2-1 and 18 seconds with the 2-0-3 air control The dive bombers in the 2-0-3 take 11 seconds to rearm, as do the torpedo bombers in the 1-2-1 with the dive bombers taking 20 seconds in the 1-2-1. Please note that I do not use Air Supremacy, so the fighter and dive bomber rearm times will be slightly longer with the extra plane.

My advice for anyone on the surface: Watch out for the bombers they hurt, a lot. For those commanding the opposing carrier: Your fighters will always out class the Bf.109 Ts that Graf Zeppelin has, so focus them first. Also the Ju.87 C while reasonably healthy is the slowest bomber at tier (135 to the TBM Avenger’s 136) so they can seldom escape a determined fighter squad.

After a week or so of testing I’ll give a more in depth review of this most recent Graf Zeppelin iteration.

 

TLDR; New Graf Zeppelin Testing round! It got hydro? Torpedo bombers have normal torpedoes with the same stats as the deep waters from before. Surface ships watch out for bombers, carriers over run the fighters than feast on the bombers. More GZ post to come.

 

Links to the rest of my GZ posts if you are interested:

Edited by Grathew
It got posted twice so erm deleting one?
  • Cool 4

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Could a Mod or someone delete one of these two identical threads. We don't need the second one. Thanks

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Yeah I HATE Graf Zepplin Dive Bombers when in my BBs because I have lost what would have been won battles because of my full HP BB getting deleted in 1 attack run by Graf Zepplin, and that's with escort ships and good AA on my BBs, the dive bombers still manage to usually get at least a couple planes through which can be more than enough since all it takes is 1 or 2 AP bomb hits... :Smile_amazed:

 

Not saying CV shouldn't kill ships since I use CVs as well, but if a player has done everything possible to defend against a CV then a CV should not be able to sink a ship that easily at least until the target with the escorts has beennwell softened up by a lot of HE shell hits or until it loses 1 or more of the AA escort ships. Lol in my CV I have to deal with having some targets to well protected to safely take out for a while effectively since too many planes would be lost on approach to the center target. So I focus on strays or maybe hit the perimeter escort ships first which can actually on turn get a torpedo hit on the main target I want, do there is balance there.

I greatly questuonnhow balanced Graf Zepplin is though to be honest.

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6 hours ago, Grathew said:

Could a Mod or someone delete one of these two identical threads. We don't need the second one. Thanks

No worries, Grathew! I got ya :)

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7 hours ago, Grathew said:

. For flight control there is a choice between the popular 1-2-1 with 8-5-9 aircraft respectively and 2-0-3 with 5 aircraft across the board. From my limited testing both seem competitive although I would like a few more reserve fighters in the 1-2-1 as it seems you don’t get a full reload if you lose your squad.

Great post Grathew.

the 1/2/1 setup is popular, because it requires very little effort by players to get good results, if the circumstances are right (BB heavy match). The single fighter squadron is easily outwitted by dual fighter squadron setups (Shokaku/Enterprise), but does that matter if the strike squadrons get through and derp the opposition? Likewise, the very poor reserves mean that if a player loses squadrons to enemy strafes, they will quickly become passive spectators for the rest of the battle. An argument for 2 fighter squadrons, for sure, but WG does not want to give us 2/2/1..

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Deep water torpedo's are supposed to be good due to being stealthy.  This is...totally pointless unless they just hit that much harder.  And if they do then...is WG trying to counter the current BB meta?

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7 hours ago, Admiral_Thrawn_1 said:

Yeah I HATE Graf Zepplin Dive Bombers when in my BBs because I have lost what would have been won battles because of my full HP BB getting deleted in 1 attack run by Graf Zepplin, and that's with escort ships and good AA on my BBs, the dive bombers still manage to usually get at least a couple planes through which can be more than enough since all it takes is 1 or 2 AP bomb hits... :Smile_amazed:

I'm not sure what battleship you are in that can die to one or two AP bombs, the Graf Zeppelin AP bombs do 8400 damage per citadel so a max of 84,000 with the 10 aircraft squad or 151,200 for all 18 bombers under 2-0-3. However that would be every bomb landing a citadel hit, which I find highly unlikely. However if you are in a lower tier battleship like Colorado or anything German then I suppose it is possible that you could get one shotted by the AP. But then again Enterprise or Lexington could do the same with their AP bombs. Also remember as the game goes on and ships get lower hit points and the AA mounts get stripped by HE shells and bombs the odds of taking more damage from each attack wave the carrier sends goes up, but that is more of a universal statement than a Graf Zeppelin specific thing. 

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