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Akeno017

Who said Kansas wasn't a fun bote?

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Kansas is one of the funniest ships there are...

Did you know you can fire at it and go dark before it has a chance to return fire? Such a barrel of fun it is...

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She earned you some JC signals.  Yup detonations:  Fun and engaging

Edited by HamptonRoads

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Every boat can have the occasional good game. Kansas doesn't seem to shine in any department.

1. It's slow. That in itself is ok, but you have to commit early.  Commit to the wrong flank and you can be alone, and get a low score, or you can win the "so many reds" jackpot and also get a low score. Once you're committed, you can't take it back. If you need to run, you die. I generally keep my slow BBs in the center of the map.

2. Its reload is 40 seconds.  That's deceptive, because it has the same number of "barrels per second" as a standard 30-second reload BB with 12 guns. (40/12 versus 30/9 = 3.33 seconds per tube). The downside here is that you can't choose a new target as quickly as the faster-shooting BBs can.  That is, if a cruiser pops up broadside at the 30 second mark, Kansas has to wait 10 seconds to shoot and by then the opportunity may be lost.

3. The guns are unreliable at best.  12 guns ships tend to be shotguns. Kansas is no exception.  Even with the recent sigma buff Kansas sometimes misses battleships and at 7 km, and cruisers at 4km.  At that range with that many barrels, I expect a result.  Maybe half the time, the result is 1 pen and 2 over-pens.

4. The thing gets citadeled from all angles as far as I can tell.  I had a Warspite just chunking me while Kansas was bow-on yesterday.  My 40-second reply was not effective.

5. Lots of shatters and ricos.

6. Compare it to its tier 8 piers.  Bismarck, Amagi, Richelieu, Vladivostok, North Carolina, Monarch...Tirpitz, Lenin, Hood, Vanguard, Roma, Alabama, Mass, ...  Where does Kansas fall in that (unordered) list?  I'm thinking right at the bottom in terms of damage-dealing and flexibility.

7. Not a fault of the ship, but it IS getting uptiered to 10.  It can't handle it.  Get your licks in when you can.

The good news is that Minnesota seems like a decent tier 9.

EDIT #2 - gotta keep it real.  For all my complaining, I checked my stats. I have 60 games in it, with a 6pt captain (effectively).  It has a win rate that's about 8% higher than my average, and the damage per battle is maybe 10% below my average.  I put no stock into win rate tbh, and the damage isn't that bad in the scheme of things.  I think my frustration comes from the lack of flexibility and the unreliable nature of the damage.

Edited by Tigerspook
tried to make it more constructive and keep it real.
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I somehow have one of my highest WRs of any BB I have with over 50 games:

image.thumb.png.0576298b1399f8b53dea153ee960dbc3.png

While certainly not a great ship - with a 19 pt captain - it can do well.   I can finish in the top 5 on my team in base XP without really thinking about it.  1-2.3 mil potential damage is easily doable and it can punish broadside BBs with multiple cits from 13 km to point blank range.   It can easily chunk 10-12K off a Bismark if aimed high.  AA is damn good frankly - fairly rare for planes to get 2 torps off from planes and pretty much never sees a full plane squad able to drop against me.  Not a lot of 100K damage games as evidenced by the average damage but it is enough. 

Dispersion of the man gun actually helps if you are shooting into a smoke screen.  And it can take out CAs easily.

World of Warships - Kansas - 132302.PNG

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She's a slow boat.  The nearest enemy is often a dd.  Just one shell, though, can cripple a dd.  Then let the secondaries finish it.

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On 12/24/2020 at 10:12 PM, Tigerspook said:

Every boat can have the occasional good game. Kansas doesn't seem to shine in any department.

1. It's slow. That in itself is ok, but you have to commit early.  Commit to the wrong flank and you can be alone, and get a low score, or you can win the "so many reds" jackpot and also get a low score. Once you're committed, you can't take it back. If you need to run, you die. I generally keep my slow BBs in the center of the map.

2. Its reload is 40 seconds.  That's deceptive, because it has the same number of "barrels per second" as a standard 30-second reload BB with 12 guns. (40/12 versus 30/9 = 3.33 seconds per tube). The downside here is that you can't choose a new target as quickly as the faster-shooting BBs can.  That is, if a cruiser pops up broadside at the 30 second mark, Kansas has to wait 10 seconds to shoot and by then the opportunity may be lost.

3. The guns are unreliable at best.  12 guns ships tend to be shotguns. Kansas is no exception.  Even with the recent sigma buff Kansas sometimes misses battleships and at 7 km, and cruisers at 4km.  At that range with that many barrels, I expect a result.  Maybe half the time, the result is 1 pen and 2 over-pens.

4. The thing gets citadeled from all angles as far as I can tell.  I had a Warspite just chunking me while Kansas was bow-on yesterday.  My 40-second reply was not effective.

5. Lots of shatters and ricos.

6. Compare it to its tier 8 piers.  Bismarck, Amagi, Richelieu, Vladivostok, North Carolina, Monarch...Tirpitz, Lenin, Hood, Vanguard, Roma, Alabama, Mass, ...  Where does Kansas fall in that (unordered) list?  I'm thinking right at the bottom in terms of damage-dealing and flexibility.

7. Not a fault of the ship, but it IS getting uptiered to 10.  It can't handle it.  Get your licks in when you can.

The good news is that Minnesota seems like a decent tier 9.

EDIT #2 - gotta keep it real.  For all my complaining, I checked my stats. I have 60 games in it, with a 6pt captain (effectively).  It has a win rate that's about 8% higher than my average, and the damage per battle is maybe 10% below my average.  I put no stock into win rate tbh, and the damage isn't that bad in the scheme of things.  I think my frustration comes from the lack of flexibility and the unreliable nature of the damage.

Pretty much all of this. It's hideously unfun most of the time, for one simple reason: the 40-second reload is downright punitive, with no way to mitigate it, and it's too big of a drawback considering how vulnerable and inflexible the platform is. The lack of speed wouldn't be so bad if it could actually tank, but it is covered in weak shell plating that HE spammers laugh at, plus the fat, round shape of the hull means it has a tendency to eat full AP pens from just bout any angle apart from straight-ahead. Because of this, it is terrible at tanking, either for itself or for its team, so it has to have some advantage to leverage. I think the reload is about 7 seconds too long. Buff it to Soviet-reload territory, 33 seconds, and it would be fine. Hell, even 35 seconds would make the ship MUCH more capable of punishing targets of opportunity. As it stands, 40 seconds means a cruiser or even some battleships has a window with which to make a big turn right in front of you before your reload cycles and you can catch them out, and laugh at you as you struggle to hit them for anything harder than overpens while they slam through your fat hull and chunk you down if you dare to even think about getting your rear turrets on target.

The real threat you pose is when you have not yet fired and they dare not turn for fear of giving you broadside, which gives your teammates the opportunity to crossfire them; the game does not reward discipline in this situation even if you exercise it, and once you pull the trigger, that threat is no longer present and your target has all the time in the world to maneuver out of harm's way.

--Helms

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3 hours ago, thehelmsman said:

 

Pretty much all of this. It's hideously unfun most of the time, for one simple reason: the 40-second reload is downright punitive, with no way to mitigate it, and it's too big of a drawback considering how vulnerable and inflexible the platform is. The lack of speed wouldn't be so bad if it could actually tank, but it is covered in weak shell plating that HE spammers laugh at, plus the fat, round shape of the hull means it has a tendency to eat full AP pens from just bout any angle apart from straight-ahead. Because of this, it is terrible at tanking, either for itself or for its team, so it has to have some advantage to leverage. I think the reload is about 7 seconds too long. Buff it to Soviet-reload territory, 33 seconds, and it would be fine. Hell, even 35 seconds would make the ship MUCH more capable of punishing targets of opportunity. As it stands, 40 seconds means a cruiser or even some battleships has a window with which to make a big turn right in front of you before your reload cycles and you can catch them out, and laugh at you as you struggle to hit them for anything harder than overpens while they slam through your fat hull and chunk you down if you dare to even think about getting your rear turrets on target.

The real threat you pose is when you have not yet fired and they dare not turn for fear of giving you broadside, which gives your teammates the opportunity to crossfire them; the game does not reward discipline in this situation even if you exercise it, and once you pull the trigger, that threat is no longer present and your target has all the time in the world to maneuver out of harm's way.

--Helms


--Helms

Turn pink and team kill someone so that when you get punished you actually are just buffing your AR :Smile_trollface:

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These ships are generally, crap.  Too slow, armor is impossible to angle because it's covered in weird steps that catch and normalize AP shells down into your citadel, and the guns themselves suck [edited].  WWI shells mean AP can't pen crap, and the HE dpm is still mediocre.

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Has anyone addressed why WG gave the Kansas 16"/45 mk 5 guns from the Colorado instead of the 16"/50 Mark 2 guns they were built with?  And why do they list them as having 16"/45 Mk 7 guns.  That is a contradiction as the 16" Mark 7 guns are 50 cal, so something is wrong no matter what fantasy paper universe WG is living in.  And of course, neither the 16" Mark 6 or 7 would be fitted on a South Dakota BB. I guess this same question/argument pertains to the Vermont.

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