300 [WKY20] LifePilgrim Members 1,313 posts 7,092 battles Report post #1 Posted October 6, 2015 Thank you for making the initiative to give map design contest top 15 a Warspite. Just tried her once . Doesn't seem as fragile as people say. Thank you again. You erased my impression of WG with a greedy business practice because you didn't have to give out Warspite to the top 15 but you did. Share this post Link to post Share on other sites
655 PelicanHazard Members 2,632 posts 10,276 battles Report post #2 Posted October 6, 2015 Congrats on winning one! Share this post Link to post Share on other sites
1,929 _Sarcasticat_ Beta Testers 19,049 posts 8,134 battles Report post #3 Posted October 6, 2015 Thank you for making the initiative to give map design contest top 15 a Warspite. Just tried her once . Doesn't seem as fragile as people say. Thank you again. You erased my impression of WG with a greedy business practice because you didn't have to give out Warspite to the top 15 but you did. I just got a free Aurora as well. Share this post Link to post Share on other sites
770 [TXGUN] donaldEpott [TXGUN] Members 4,596 posts 13,562 battles Report post #4 Posted October 6, 2015 The only two things I cant stand about the Warspite is one the Turret rotation is very slow and the trade off is slower reload. I opted for the slower rotation the rate of fire needs to not be any slower. The other is its a tender box. It gets lit on fire really easy. 1 Share this post Link to post Share on other sites
52,538 [MAUS] LittleWhiteMouse Members 13,795 posts Report post #5 Posted October 6, 2015 The only two things I cant stand about the Warspite is one the Turret rotation is very slow and the trade off is slower reload. I opted for the slower rotation the rate of fire needs to not be any slower. The other is its a tender box. It gets lit on fire really easy. Or you could grab the 2pt captain's skill, keep the reload the same and drop your turret rotation to the same as a Fuso's at 56.3s. This also lets you use the second upgrade slot to improve her secondaries which will boost their range to 6km (and when coupled with the T4 captain's skill, 7.2km). And she doesn't light on fire any easier than any other Battleship. Share this post Link to post Share on other sites
23 [FMCF] Capitan_Incognito Members 410 posts 7,940 battles Report post #6 Posted October 6, 2015 I also got one and I'm really happy about it. I ended up buying a Tirpitz because the sale was ending before they were going to announce winners, and now it all worked out! (Plus the Tirpitz winners' maps all look more interesting than mine.) Share this post Link to post Share on other sites
300 [WKY20] LifePilgrim Members 1,313 posts 7,092 battles Report post #7 Posted October 6, 2015 Or you could grab the 2pt captain's skill, keep the reload the same and drop your turret rotation to the same as a Fuso's at 56.3s. This also lets you use the second upgrade slot to improve her secondaries which will boost their range to 6km (and when coupled with the T4 captain's skill, 7.2km). And she doesn't light on fire any easier than any other Battleship. Is worth it to maximize her secondaries? What do you have for the first slot upgrade/mod? Do the main turrets get destroyed easily? I'm thinking to better her main battery accuracy. What do you think. Share this post Link to post Share on other sites
52,538 [MAUS] LittleWhiteMouse Members 13,795 posts Report post #8 Posted October 6, 2015 I've got about 600,000xp sunk into my Warspite now (over 200 games). Here's my take on skills and equipment.: Modules: First: Primary Armament -- mostly cause the other two are terrible by comparison. Second: Secondary Armament -- The Warspite excels at mid to close range brawling, so accuracy on her primary isn't really that needed, I feel. If you're having trouble landing citadels on targets within 12km, the primary armament module isn't going to help you. By contrast, the secondaries on the Warspite are excellent. This and with the 4pt Captain skill gets the range out to a monstrous 7.2km. On good games, your secondaries will net you 10,000 damage or so, not including fires from their HE shells, but this hinges on you being comfortable fighting up close and personal with all kinds of ships. Third: Damage Control -- Less fire, less flooding. You're in the tier where you'll be facing the self-proclaimed king of HE spam: the Cleveland. You're also facing the arguably better-at-starting-actual fires king, the Aoba. I'm all about maximizing the durability of my Battleships whenever I can and this helps. Also? The other two upgrades at this tier are awful for battleships. Fourth: Damage Control -- An argument could be made for rudder shift. But being able to reduce the duration of fires down to less than 50s per means that you can let single blazes go and trust your Repair Party to heal back almost all (if not all) of it. Captain Skills. I've numbered these in order you should acquire them. This forms the list of those I have presently. Tier 1: Ship Survivability (1), Secondary Armament (6), Situational Awareness (7) Tier 2: Expert Marksman (5), Fire Prevention (2) Tier 3: Superintendent (3) Tier 4: Advanced Fire Training (4) If you're REALLY not liking the turret traverse on the Warspite, you can opt to go for Expert Marksman before Fire Prevention. Again, my preference was for increasing the longevity of my Warspite over increases to offensive strength. I never really worried overmuch about her X & Y turret alignment in close range brawls, keeping to my A & B turrets for most of my damage dealing while I angled against the enemy. It served me well enough. Now that said, having Expert Marksman now only adds to her versatility and I couldn't imagine playing her now without it. Your mileage may vary.The next skill I'm going to get is likely to be Concealment Expert to bring the surface spotting range of my Warspite down to less than 11.7km. 8 Share this post Link to post Share on other sites
679 [CVLOV] Francois424 Beta Testers 3,640 posts 2,638 battles Report post #9 Posted October 6, 2015 Or you could grab the 2pt captain's skill, keep the reload the same and drop your turret rotation to the same as a Fuso's at 56.3s. This also lets you use the second upgrade slot to improve her secondaries which will boost their range to 6km (and when coupled with the T4 captain's skill, 7.2km). And she doesn't light on fire any easier than any other Battleship. I always thought it was multiplied from the base (ie 5km base) so 20% of 5 + another 20% of 5 = 7km. Unless you are talking flag on top of it ? Anyways 7km range on secondaries really is decent, I cannot recommend it enough as well ! Share this post Link to post Share on other sites
300 [WKY20] LifePilgrim Members 1,313 posts 7,092 battles Report post #10 Posted October 6, 2015 Wow LittleWhiteMouse. +1 for writing such an elaborate guide. The thing is so far no one is willing to get close to my Warspite LOL. Thank you I'll reconsider my options. Share this post Link to post Share on other sites
52,538 [MAUS] LittleWhiteMouse Members 13,795 posts Report post #11 Posted October 6, 2015 The secondary buffs are multiplicative. I thought it was 7km too, but lo and behold, my secondaries began tearing into destroyers that wandered in around 7.2km. You can check the tooltip in harbour when you have the skills and modules equipped, it will say 7.2km as well. 2 Share this post Link to post Share on other sites
1,470 [NMKJT] MnemonScarlet Members 4,680 posts 9,192 battles Report post #12 Posted October 6, 2015 The next skill I'm going to get is likely to be Concealment Expert to bring the surface spotting range of my Warspite down to less than 11.7km. I kiiiinda want to play against your Warspite...but...so devious. Share this post Link to post Share on other sites
679 [CVLOV] Francois424 Beta Testers 3,640 posts 2,638 battles Report post #13 Posted October 6, 2015 Never noticed... I stand corrected. +1. Share this post Link to post Share on other sites
52,538 [MAUS] LittleWhiteMouse Members 13,795 posts Report post #14 Posted October 6, 2015 Wow LittleWhiteMouse. +1 for writing such an elaborate guide. The thing is so far no one is willing to get close to my Warspite LOL. Thank you I'll reconsider my options. Go where Destroyers go. Don't hang back. Cause if you go where the Destroyers go, invariably some cruiser player is going to think to themselves, "I'm going to go where those destroyers go and get me some easy destroyer kills." Then they get there and suddenly Warspite. Share this post Link to post Share on other sites
300 [WKY20] LifePilgrim Members 1,313 posts 7,092 battles Report post #15 Posted October 6, 2015 (edited) Go where Destroyers go. Don't hang back. Cause if you go where the Destroyers go, invariably some cruiser player is going to think to themselves, "I'm going to go where those destroyers go and get me some easy destroyer kills." Then they get there and suddenly Warspite. Lol that's pretty dangerous actually. Could backfire if your dd's failed to protect you. But I could imagine it would work at those tiers. Will give it a try. I went for what you advised with the exception of the second slot. For that I went for the accuracy mod. Just had a match where I sank 4 cruisers and I thought to myself if secondaries are only firing some of the time in some of the matches I think I will want that accuracy mod to give me more hits so that on average I deal more damage than bonus to my secondaries range would give me. Edited October 6, 2015 by LifePilgrim Share this post Link to post Share on other sites
23 [FMCF] Capitan_Incognito Members 410 posts 7,940 battles Report post #16 Posted October 6, 2015 Ok, my new favorite thing: shell hits the water and I'm thinking, "Oh no! I missed. Then I get a citadel below the water line." Share this post Link to post Share on other sites
682 [SCRAP] ArmouredCarriers Beta Testers 1,690 posts 5,592 battles Report post #17 Posted October 6, 2015 (edited) Excellent post WhiteMouse... but I personally disagree on two points:I'd argue go for:- Level 3 Captain's skill Vigilance (+20pc detection range of incoming torpedoes) - Steering Gear Modification 2 (-20pc rudder shift time) While her moves are more that of a stripper than a ballet dancer, Warspite certainly becomes nimble enough to make many destroyer and carrier drivers weep tears of pixels when you duck and weave through the torpedo wakes... Also a useful ability to avoid long-range incoming heavy shell fire - something Warspite's thin deck armour is not going to protect you from at all. Edited October 6, 2015 by HMS_Formidable Share this post Link to post Share on other sites
6,799 IronWolfV Alpha Tester, Beta Testers 30,523 posts 6,337 battles Report post #18 Posted October 6, 2015 Is worth it to maximize her secondaries? What do you have for the first slot upgrade/mod? Do the main turrets get destroyed easily? I'm thinking to better her main battery accuracy. What do you think. Do it. Rip DDs alive at short range. Share this post Link to post Share on other sites
4,471 [SALVO] Dr_Venture Beta Testers, In AlfaTesters 6,610 posts 7,430 battles Report post #19 Posted October 6, 2015 I want one of those.... Share this post Link to post Share on other sites
424 [A-D-F] Xenomancers Members 2,309 posts 8,077 battles Report post #20 Posted October 6, 2015 Always wanted the britt battleship. I know I'll be playing a lot of the britts when they come out. Share this post Link to post Share on other sites
4,728 [ABDA] crzyhawk Beta Testers 17,538 posts 12,810 battles Report post #21 Posted October 6, 2015 Go where Destroyers go. Don't hang back. Cause if you go where the Destroyers go, invariably some cruiser player is going to think to themselves, "I'm going to go where those destroyers go and get me some easy destroyer kills." Then they get there and suddenly Warspite. I go DD hunting pretty often in my cruisers. Pensacola is especially adept at killing them. I've also one-shot a Pensacola at close range with a Warspite. I felt bad for a very short period of time, then I felt awesome. Share this post Link to post Share on other sites
904 [CLOVR] teamoldmill Beta Testers 3,667 posts 1,637 battles Report post #22 Posted October 6, 2015 Did not know before, but Warspite is the only ship that gets damage control that fixes heavy damage with no penalty. Share this post Link to post Share on other sites
52,538 [MAUS] LittleWhiteMouse Members 13,795 posts Report post #23 Posted October 6, 2015 At present, there's no "wrong" setup per se -- only what compliments your own playstyle. Telling someone to go with secondary armament buffs when they're better at long range gunnery doesn't make a lot of sense. Similarly, going with improved torpedo awareness and rudder shift makes total sense if that's what helps you in your gameplay. For myself, reconciling that I will be taking damage even if I play my best, I opted to do what I can to frustrate my opponent by making said hits worth a lot less. Less fire. Less flooding. More charges from my Repair Party. And increased DPM for those close encounters against one (or multiple) ships. I often thought about dropping the Main Armament Modification into slot 2 for the same reason you stated -- I'm firing my primary batty all game and my secondaries only go off sometimes. I tried to validate my decision to myself as "secondaries are a raw DPM increase with more range", but then comes the nitty gritty problem of trying to ascertain just how much DPM my secondaries fire at ranges between 6km and 7.2km. Is the 1.2km range netting me enough DPM and kills to be worth it over the benefits of the main battery modification? Honestly, I doubt the gains are significant. But on the opposite side, I haven't seen any raw numbers for how much more accurate the Main Battery Modification II makes the guns. I keep hoping that it's significant for the ships upon which that I have it mounted, but I'm not so sure. At any rate, I try not to worry about it too much and stick to my aggressive playstyle at tier 6. Warspite and Destroyers Going where Destroyers tend to be isn't as much of a risk as people may think. When I announce that I'm going to areas like the 8-line on Two Brothers or cap-circle C on Fault Line, it's not uncommon for me to receive some snide remarks from those who assume I'm throwing my Battleship away to DD torpedoes. But there's only two kinds of plays by destroyers that really cause me any kind of grief in my Warspite. The first is from well played IJN destroyers. Surprisingly rare (maybe due to overconfidence), these destroyers are the ones that take the time and effort to remain unspotted and launch attacks perpendicular to my course -- usually while I'm engaged with something else. With only the Minekaze on up being quite capable of doing this. The second are destroyers intent on suicide rushing my Warspite. These are the ones that are opting to sacrifice their destroyer to drop their fish at point blank range to ensure they get some hits. I debate whether or not said players are often aware they're going to lose their destroyer, but I imagine it doesn't particularly matter. Both are generally handled in the same way: through the use of islands. Going to confined areas is dangerous in that it limits the amount of space you have to maneuver. But this is a double edged sword. For destroyers, this limits the directions in which they can strike unseen, but also evade and flee. Though all but guaranteeing that short ranged salvos will hit you, removing a high tier Hatsuhara or Mutsuki DD is often worth the trade off of sacrificing taking one to three torpedo hits. The smart destroyer players will avoid such bait and wait for my Warspite to emerge from this trap. The greedy will dive headlong for what appears to be an easy kill, only to get torn up by 7.2km secondaries and 15" guns pre-trained and loaded with high explosive shells for this not-accidental encounter. If a destroyer attacks with anything less than 10,000hp, I will sink them in very short order. Over this, they'll likely escape but horribly mauled. 1 Share this post Link to post Share on other sites
23 [FMCF] Capitan_Incognito Members 410 posts 7,940 battles Report post #24 Posted October 6, 2015 Go where Destroyers go. Don't hang back. Cause if you go where the Destroyers go, invariably some cruiser player is going to think to themselves, "I'm going to go where those destroyers go and get me some easy destroyer kills." Then they get there and suddenly Warspite. I go DD hunting pretty often in my cruisers. Pensacola is especially adept at killing them. I've also one-shot a Pensacola at close range with a Warspite. I felt bad for a very short period of time, then I felt awesome. Last night, I was shooting at a New Mexico, so the Aoba behind him decided that it was OK to sail in a straight line with his broadside turned towards me. I took him from full to dead with a single volley from just my two front turrets. I feel like I would have hated the Warspite when I was a total noob, but now that I can hit things with battleship guns After 5 games, I did sink once though I took on a full health Furutaka having only 8k HP left. It was my own noobery that did me in: I used my DCP immediately on the first fire because I was trying to make sure I could stay alive long enough to finish him off, but he managed to set me on fire a second time before I got him. I burned to death on the second to last tick of damage from that fire. Had I saved the DCP, I would have kept my 100% survival rate. (Tier 3 captain skill quartermaster would also have saved me there.) Share this post Link to post Share on other sites
682 [SCRAP] ArmouredCarriers Beta Testers 1,690 posts 5,592 battles Report post #25 Posted October 6, 2015 At present, there's no "wrong" setup per se -- only what compliments your own playstyle. Telling someone to go with secondary armament buffs when they're better at long range gunnery doesn't make a lot of sense. Similarly, going with improved torpedo awareness and rudder shift makes total sense if that's what helps you in your gameplay. Don't recall saying you were "wrong" ... I think my note reads quite clearly that I had a differing opinion on the basis of my gameplay: Reducing damage through evasion - not repair. Otherwise we have considerable overlap: I won't take a poor turning cruiser or battleship into the islands against destroyers, but I will with something that enhances through its evasive ability the basic tactic of being unpredictable. There is another advantage to going through those little island patches (and surviving): The enemy's bigger ships usually arent looking that way as they wouldn't go there themselves. So one can come out on their flank while they have their big guns facing the other way... Share this post Link to post Share on other sites