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Some Tips for Every Battleship Player

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BB's are some of the best ships because you are king of the seas in them. However, it seems like most BB players don't understand that they aren't some sort of super dreadnought in battleships, they ignore their team and act dangerously with little caution, and they always end up sunk. These are some tips I have for all BB players to follow:

 

1. USE SUPPORT: You will DIE alone, Destroyers and cruisers will burn you out and torp you until you are sunk. You are the hard hitter for the team, (in good hands) you typically contribute more damage-wise than every other class besides an aircraft carrier. You are also a tank. When a group of cruisers and destroyers travel together, having a battleship present in such a group will allow them to be much more unified, as they are less afraid of getting one-shotted by enemy battleships, and less afraid that they will be the primary target of enemy fire, and therefore they will rally around you and support you. As a battleship, you will very often lead the team in these efforts because as your role as a heavy hitter, a tank, and a valuable asset and target. 

 

THE PLACEMENT OF YOUR SHIP (AS A BATTLESHIP) IS ABOUT THE MOST IMPORTANT SKILL YOU CAN HAVE.

 

2. THINK 3 MOVES IN ADVANCE, AND PLAY LIKE THE BEAST YOU ARE: You are an enormous battleship. You are extremely powerful and extremely tanky. This also means you are very slow to react, you have slow turret traverse speed, slow rudder shift time, a large turning radius, and the slowest reload time of any guns in the game. You have to plan where you are going to move your ship well in advance.

 

A good battleship player will move all of his turrets on a bearing that he will be using in the future so he doesn't have to wait times such as 60 seconds for his turrets to turn 180 degrees. Are you going to shoot to the right? Turn your turrets to the right beforehand. 

 

A good battleship player will stay in open waters, where he will have plenty of space for his team to support him, and wont get wrecked by DD's hiding in islands, or run aground. Being the slow, giant target that you are, only go near arpeggios of islands when you absolutely have to. If you get anywhere near the shore you run a great risk of running aground, and if this happens you are a sitting duck until you slowly  maneuver out of this situation. As well, islands are the home territory of destroyers, who will often go to great lengths just to sink you as you are such a prize of a target.

 

3. ANGLE YOUR ARMOR: This is one of the most basic techniques that you as a battleship player should be using against enemy ships of almost every kind, but especially enemy battleships. You aren't a god, but you can be a god with angling. Many battleship players are drawn in by the tankiness and healthpool given to battleships, and they think themselves invincible, exposing their broadsides without a care in the world. This is not what you are supposed to do, no matter what ship you are in. 

 

Think about what artillery shells are, (at least at closer ranges). Think about chucking a rock at a wall. If you want to penetrate the wall, would it be better to throw the rock at the wall straight on, or sideways so it skids off the wall? Will an artillery shell penetrate a surface easier when angled at 90 degrees, perpendicular to the shell, or will it penetrate a surface easier when angled sideways, something like 30 degrees to the shell? Look up penetration mechanics, learn to point your ship towards or away from the heaviest source of incoming fire, and their shells, just as the rock against the wall, will slide off the wall doing minimal damage. 

 

4. DO NOT ACT LIKE GOD: You are not god. If you take the lead when travelling with your enemy team, being the first ship to encounter enemy fire, you will be the primary target of ALL enemies in range, and will be destroyed by the combined fire of all of these ships. Also, if you go out alone against the enemy team, you WILL LOSE. You can be a god, but only with support. Let cruisers and destroyers take the lead and screen for enemy DD's and cruisers, stay within your battle group. If you stay back and fall behind, your team will be much less effective without your presence and firepower, if you get too close you will get burned by the enemy ships, stay within your battle group and provide good support and some tanking (inevitably), and you will become the god tank that you have always wanted to be. 

 

5. GET GOOD AT AIMING: The typical battleship will have main turrets with a 30 second reload time. This means you have a very small area of time to dish out enormous amounts of damage before your guns repeat the same 30 second cycle. If you are not good at aiming in this game or do not want to spend the time to get good at aiming with battleship rifles, you should be playing another class. You cannot waste enormous amounts of valuable time missing entire salvos.

 

Tricks to get good at aiming and hitting targets:

 

1. Repetition: Practice makes perfect. This is pretty self-explanatory, the more you fire your main guns at enemies, the more you will get used to these guns and learn how to hit targets with them.

 

2. Fire your turrets one at a time: Dumping an entire salvo and missing is much worse than taking multiple educated guesses as to where an enemy will be heading. (This is becoming more and more good due to faster rudder shift times and smaller turning radius's of the post-CBT game build)

 

3. Lead your shots: Though it is fun to dump entire salvos into enemy targets, you can waste lots of time and potential damage to be had if you dump an entire salvo into the ocean at an enemy because you did not know the correct lead for your target. Until you become an expert at shooting, you should ALWAYS be firing one turret at a target with your best guess as to the lead, and then after watching where those shells land, fire the rest of your guns after adjusting your lead. 

 

6. LOOK OUT FOR AIRCRAFT: You can often be the easiest target to hit for CV's, you are slow to turn, predictable, easy for them to lead torpedoes on. As well, you are one of the juiciest targets out there because of how powerful you are, how wide you are (more torp hits), and how many points you are worth to each team. Always be on the lookout for aircraft, manually designate aircraft for your guns to fire on, and try and play mind games with an enemy CV. (If you see an imminent torpedo plane strike, one of the best things you can do (if travelling at full speed), is immediately cut engine power and turn to the right or left) (This tactic can be good, but good CV players can see through this, also you have to time it correctly, otherwise they will visibly see you slow down and turn before they have already called in their strike.) You should rely on your team and yourself for AA when fighting aircraft, because these are your first lines of defense, otherwise, my best advice for you is to turn into or away from torpedo planes, staying the same course is just about always what an enemy CV wants you to do. 

 

7. PLAY TO WIN, AND CHOOSE TARGETS WISELY: Though it may be easy to unload your shells into an enemy BB, as well as easy for you to score lots of hits and damage, it is not the best thing that you should be doing when typically engaging enemy forces. If you aim for cruisers and DD's, you are definitely shutting off and absolutely demolishing potential enemy ships and potential sources of enemy firepower, as well as inspiring your allies to play better and inspiring fear into your enemies. Cruisers and DD's are often easy to kill and easy points for a battleship. Overall, I would tell you to fire upon the enemy in the most vulnerable situation above all else however. Fire upon enemies that are closer to you, broadsiding you, the most dangerous enemies, etc etc. 

 

Also, dont fire on an enemy because he has low health and you want an easy kill: This game rewards you more for damage than kills, let your allies finish off any almost-dead enemies, and unless an enemy is about to escape death and you need to stop him from escaping by firing a salvo into him, you should be prioritizing targets that are the most dangerous and have a good amount of health. As I said, you are the heavy hitters of your team.

 

There are so many more other tips and tricks, but I have included many of the biggest ones so far, and if you like what I did here, than please tell because I may post a complete list of all tips and tricks for battleship players, that is more thorough and complete.

 

ONE LAST LITTLE TIP: This is one that the inexperienced should not think about when using a battleship, but if you have all of the previous tips down like clockwork, or are an experienced BB player, you might consider doing: 

 

As a BB, you are scary, and cruisers and DD's will watch you, and more specifically, they will watch where you point your guns. If you want to bear down on an enemy CA, DD, or BB, they will notice when you turn your ship and bear every single one of your enormous turrets on their position, and in turn they may evade or freak out, messing up an otherwise very good lead. (Remember, ships will maneuver against enemy targets, and if you aren't firing on them, they will often ignore you). Therefore, what I recommend you do is point your guns comfortably away from them (do not aim directly at them), until your reload has been completed, and then suddenly turning (using both the turrets and the ship), to your new target, and suprise suprise unloading your broadside into them. (Of course this applies mostly if you do the typically fire everything at once tactic), otherwise you shouldn't wait for all of your guns to reload, and just go at a target with whatever you have at the time being.

 

 

 

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#4. While I am not God I'm close enough.

Interesting reading though.

Edited by J30_Reinhardt

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+1, especially for the lack of any of the usual tired, unoriginal WASD memes. :medal:

 

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#4. While I am not God I'm close enough.

Interesting reading though.

 

Haha basically

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I came into this thread expecting another "learn to use WASD" post but was pleasantly surprised. Good write-up, OP. +1

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Everyone talks of the WASD but never about the QWES!!

 

Solid info there OP, just started playing BB's.

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 - Learn to throw off your enemies line of fire

The moment you spot a DD anywhere remotely near you, you must assume he is or already is in the process of sending torps at you.. this is where adjusting speed and angle comes into play. Adjust speeds AT ALL TIMES, even to come to a dead stop at times. Its all about throwing off you enemy line of fire.. including torps!

 

- Learn Rudder control.. and performing HARD turns

This has been a life saver for me many many times, You can perform a hard turn on a BB by throwing yourself in full reverse while turning, this slows down the ship dramatically and thus turning harder and faster, You can then pop the throttle back to full to start gaining momentum back again when the desired bearing is achieved. This takes time and practice.. but Its a life safer for torpedo walls and torp planes. Learning to command your rudder to navigate through torp volleys is essential. Remember that rudder is slow and laggy and takes practice.

* invest in the 20% rudder turn increase in the modules menu. Huge lifesaver!

 

- AP vs HE.. Know your enemy

Basics here... learn your shells.. learn broadsiding!!! Its not about how close a ship is to you.. its about how Exposed his broadside is to you. On DDs.. always us HE. Cruisers you should use AP as most of their armor are squishy. On BB vs BB battles.. depending on range and angle.. if your opponent is hard angling his armor on you, you may want to switch to HE and do more dmg vs watching your AP rounds deflect. This is especially effective vs BB that you know are I to II tiers higher than you and hard to penetrate.

Edited by djanico
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 - Learn to throw off your enemies line of fire

The moment you spot a DD anywhere remotely near you, you must assume he is or already is in the process of sending torps at you.. this is where adjusting speed and angle comes into play. Adjust speeds AT ALL TIMES, even to come to a dead stop at times. Its all about throwing off you enemy line of fire.. including torps!

 

- Learn Rudder control.. and performing HARD turns

This has been a life saver for me many many times, You can perform a hard turn on a BB by throwing yourself in full reverse while turning, this slows down the ship dramatically and thus turning harder and faster, You can then pop the throttle back to full to start gaining momentum back again when the desired bearing is achieved. This takes time and practice.. but Its a life safer for torpedo walls and torp planes. Learning to command your rudder to navigate through torp volleys is essential. Remember that rudder is slow and laggy and takes practice.

* invest in the 20% rudder turn increase in the modules menu. Huge lifesaver!

 

- AP vs HE.. Know your enemy

Basics here... learn your shells.. learn broadsiding!!! Its not about how close a ship is to you.. its about how Exposed his broadside is to you. On DDs.. always us HE. Cruisers you should use AP as most of their armor are squishy. On BB vs BB battles.. depending on range and angle.. if your opponent is hard angling his armor on you, you may want to switch to HE and do more dmg vs watching your AP rounds deflect. This is especially effective vs BB that you know are I to II tiers higher than you and hard to penetrate.

 

Yes yes very good ill probably include these if you guys want a full version

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- Tactics

 

- DD's barrelling down to you

 

Your best defensive stance against an aggressive DD is engage him while running away from him at full speed. This makes your harder to catch up to, harder to shoot torps at.. The rule is "Aft to DD at all times"  If you have a full AP salvo loaded on your guns, take the shot (less dmg yes but better than wasting it altogether switching to HE) it will also serve as a scare tactic or make him throw off his attack. If you are halfway loading to another AP salvo.. switch immediately to HE.

 

If hes coming headlong to you.. immediately perform a hard 180 turn away from him.. Start by performing a full reverse rudder turn away from him (read above explanation) until you are around near the 90deg mark.. then reapply full throttle to complete the rest off the 90deg turn.  (or near 90.. doesn't have to be a full 180 deg turn. .but the main gist is to get "aft to DD") and full speed away.

 

The "Lean to stance" Use the learn to stance for 2 purposes while you are running away from the aggressive DD.. 

1> learn just enough away to one side to get your front guns in a good firing position.

2> it gives the DD the false impression that you are turning to one side, thus may make him fire his torps shot while you are in a slight angle, its so much easier to make a hard lean against turn away from the torps than if you where either full aft, or full broadside.

 

See pic below.

8ESpyChm.jpg

 

 

Edited by djanico

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4. DO NOT ACT LIKE GOD: You are not god. If you take the lead when travelling with your enemy team, being the first ship to encounter enemy fire, you will be the primary target of ALL enemies in range, and will be destroyed by the combined fire of all of these ships. Also, if you go out alone against the enemy team, you WILL LOSE. You can be a god, but only with support. Let cruisers and destroyers take the lead and screen for enemy DD's and cruisers, stay within your battle group. If you stay back and fall behind, your team will be much less effective without your presence and firepower, if you get too close you will get burned by the enemy ships, stay within your battle group and provide good support and some tanking (inevitably), and you will become the god tank that you have always wanted to be. 

 

 

 

Overall good advice, but the above part is borderline bad. Way too much emphasis on avoiding getting hit.

 

Sometimes a BB needs to be the focus target. Not all the time, and not before the rest of the team is ready to exploit it, but sometimes the BB needs to move forward. Particularly, they need to get in front of cruisers.

 

The way it should work is that CA/CL should be in front of the BB until they get spotted. After the cruisers are spotted, where the BB goes should depend on where enemy DDs are likely to be, and where enemy BBs and cruisers are. Ideally, the BB should be an easier target than the CA/CL, and should move up into range of enemy CA/CL and BBs Usually that would mean being along side or just a bit in front of your own CA/CL.

 

I mean, overall the point is good -- don't overextend. But it's a BB's job to take some fire, and doing so makes it easier for the CA/CL to stay where they can hit enemy DDs, which pushes enemy DDs back and makes things safer for your DDs as well as giving the whole team more safe space to move forward.

 

There needs to be a bit of balance to it but a BB which is not taking fire is not doing it's job. The general rule is that you shouldn't be far enough forward that you can't angle your armor towards any enemy that can really hurt you, and you shouldn't be so far back that no enemies are shooting at you.

 

Basically, you're not wrong, but being too aggressive is better for a BB than being too timid, and frankly I more often see BB players being too timid. Letting the CAs in front of you die is no better than overextending and dying, because you're gonna die after your allies get steamrolled anyway. Probably the most important part of playing a BB is knowing how to take a hit.

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- Tactics

 

- DD's barrelling down to you

 

Your best defensive stance against an aggressive DD is engage him while running away from him at full speed. This makes your harder to catch up to, harder to shoot torps at.. The rule is "Aft to DD at all times"  If you have a full AP salvo loaded on your guns, take the shot (less dmg yes but better than wasting it altogether switching to HE) it will also serve as a scare tactic or make him throw off his attack. If you are halfway loading to another AP salvo.. switch immediately to HE.

 

If hes coming headlong to you.. immediately perform a hard 180 turn away from him.. Start by performing a full reverse rudder turn away from him (read above explanation) until you are around near the 90deg mark.. then reapply full throttle to complete the rest off the 90deg turn.  (or near 90.. doesn't have to be a full 180 deg turn. .but the main gist is to get "aft to DD") and full speed away.

 

The "Lean to stance" Use the learn to stance for 2 purposes while you are running away from the aggressive DD.. 

1> learn just enough away to one side to get your front guns in a good firing position.

2> it gives the DD the false impression that you are turning to one side, thus may make him fire his torps shot while you are in a slight angle, its so much easier to make a hard lean against turn away from the torps than if you where either full aft, or full broadside.

 

See pics below.8ESpyCh.jpg

 

 

For some reason the pics aren't loading in your original comment, but when I reply they do. 

 

Yeah, these are also good tips that ill probably include in the full version (if I do make one.) The best thing you can do as a BB against a DD is to go the opposite direction, or play mind games with the DD. Sometimes if a DD pops up close, I will keep on the same course and keep my guns pointed the same so he thinks I do not see him and have tunnel vision on some foe, then after a few seconds I immediately turn hard towards him so I dodge his torpedo spread (that he planned for me, an unsuspecting BB).

 

A good BB can totally destroy DD's using maneuvering tactics.

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All these references to "you can be like a god, but you're not" reminds me of the Old Spice commercials.

 

God: "Look at your ship and back to me. It's not me, but you can play it like it's me. Look down, back up. You're on open water with shots on the broadside you love. Look again: the shots are now citadels! Anything is possible when you play like me and not a tomato. I'm on a boat." [insert jingle]

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Overall good advice, but the above part is borderline bad. Way too much emphasis on avoiding getting hit.

 

Sometimes a BB needs to be the focus target. Not all the time, and not before the rest of the team is ready to exploit it, but sometimes the BB needs to move forward. Particularly, they need to get in front of cruisers.

 

The way it should work is that CA/CL should be in front of the BB until they get spotted. After the cruisers are spotted, where the BB goes should depend on where enemy DDs are likely to be, and where enemy BBs and cruisers are. Ideally, the BB should be an easier target than the CA/CL, and should move up into range of enemy CA/CL and BBs Usually that would mean being along side or just a bit in front of your own CA/CL.

 

I mean, overall the point is good -- don't overextend. But it's a BB's job to take some fire, and doing so makes it easier for the CA/CL to stay where they can hit enemy DDs, which pushes enemy DDs back and makes things safer for your DDs as well as giving the whole team more safe space to move forward.

 

There needs to be a bit of balance to it but a BB which is not taking fire is not doing it's job. The general rule is that you shouldn't be far enough forward that you can't angle your armor towards any enemy that can really hurt you, and you shouldn't be so far back that no enemies are shooting at you.

 

Basically, you're not wrong, but being too aggressive is better for a BB than being too timid, and frankly I more often see BB players being too timid. Letting the CAs in front of you die is no better than overextending and dying, because you're gonna die after your allies get steamrolled anyway. Probably the most important part of playing a BB is knowing how to take a hit.

 

Note I do say that you shouldn't overextend and you shouldn't be timid, you should really just be in the middle. BB's can combat at the same level as cruisers. I don't think they should get in front of cruisers unless there are destroyers in front of them, because this leaves them open to enemy DD attacks. Someone needs to be screening for BB's. In a situation where there are no DD's, I would say it is much more advisable to get ahead of the fleet.

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Geez and here i am trying to head nearby islands while driving a BB. The aircraft is another - I need more situation awareness in the air!

Thanks, great write up!

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Great Information all around, I would add that as a Battleship my primary targets are cruisers.  2 good volleys usually kill them and get there guns off the map. The same can be said with targeting almost dead ships.  Even with 1 hp left a ships guns and torpedoes do full damage.

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Great Information all around, I would add that as a Battleship my primary targets are cruisers.  2 good volleys usually kill them and get there guns off the map. The same can be said with targeting almost dead ships.  Even with 1 hp left a ships guns and torpedoes do full damage.

 

Yep, too many BB players fire primarily at BB's. Get those cruiser guns of the map and then you and your team can team on enemy BB's and make quick work of them. 

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#4. While I am not God I'm close enough.

Interesting reading though.

 

#4.a), Imperator NIkolai......

"when someone ask's you if you are a God, you say... YES"

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Note I do say that you shouldn't overextend and you shouldn't be timid, you should really just be in the middle. BB's can combat at the same level as cruisers. I don't think they should get in front of cruisers unless there are destroyers in front of them, because this leaves them open to enemy DD attacks. Someone needs to be screening for BB's. In a situation where there are no DD's, I would say it is much more advisable to get ahead of the fleet.

 

Yeah. As I said, it's borderline. The tone of the paragraph is to emphasize not taking hits.

 

Of the ways that I see people screwing up with BBs, going too far forward is a lot less common than hanging back too far, so I feel like players in general already have too much fear when they play their BBs.

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Yeah. As I said, it's borderline. The tone of the paragraph is to emphasize not taking hits.

 

Of the ways that I see people screwing up with BBs, going too far forward is a lot less common than hanging back too far, so I feel like players in general already have too much fear when they play their BBs.

 

Oh yes I agree, especially with IJN BB's and their range. I don't know why BB players are so bad, honestly. Maybe ill make a poll as to why people play certain classes?

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I started playing BB's, though not very well, for one reason to actually fight not cower behind an island as I see with most BB's.

 

Most players see a DD round and run, I see one and go LUNCH!!!  Yeah I play a tad too aggressive lol

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I started playing BB's, though not very well, for one reason to actually fight not cower behind an island as I see with most BB's.

 

Most players see a DD round and run, I see one and go LUNCH!!!  Yeah I play a tad too aggressive lol

 

Islands can be good cover and LoS breakers, just make sure the islands you pick aren't the ones near the back of the map, like I see some BBs do. And you can easily obliterate non-IJN DDs, because many of them have to make a run on you. You just let them do their little yolo-rush with the wiggling trying to bait you into firing early, then delete them when they finally have to haul around and show more hull to release the torps. Some of them it helps to fire one turret or two to get them to turn. Even with AP loaded you can kill DDs this way, so long as you lead right and RNG doesn't flip you off.

 

 

Oh yes I agree, especially with IJN BB's and their range. I don't know why BB players are so bad, honestly. Maybe ill make a poll as to why people play certain classes?

 

It feels even worse when you main BBs and do another line. Then you have to watch the bad BB players (some with more games than you) hide and broadside and do all kinds of awful things, and are completely powerless to affect the match the way they should be doing.
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- AP vs HE.. Know your enemy

Basics here... learn your shells.. learn broadsiding!!! Its not about how close a ship is to you.. its about how Exposed his broadside is to you. On DDs.. always us HE. Cruisers you should use AP as most of their armor are squishy. On BB vs BB battles.. depending on range and angle.. if your opponent is hard angling his armor on you, you may want to switch to HE and do more dmg vs watching your AP rounds deflect. This is especially effective vs BB that you know are I to II tiers higher than you and hard to penetrate.

 

I tend to disagree. It takes 30 seconds to reload a BB turret, and it's just not justifiable to load anything other than AP given how much things could change in 30 seconds and that AP is by far the most effective round for a BB 95% of the time. The only time I switch to HE, even when fighting a DD, is if literally every cruiser and BB is dead so DDs are all I have to fight. 

Edited by poeticmotion

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I tend to disagree. It takes 30 seconds to reload a BB turret, and it's just not justifiable to load anything other than AP given how much things could change in 30 seconds and that AP is by far the most effective round for a BB 95% of the time. The only time I switch to HE, even when fighting a DD, is if literally every cruiser and BB is dead so DDs are all I have to fight. 

 

It matters what situation you are in. You should never really have to fight a DD, but if you do than you should switch to HE, depending on the situation. For example if there are only enemy DD's and maybe a cruiser or two on the enemy team, I would switch to HE, otherwise, AP works fine against DD's. Since a DD's healthpool is low, you will deal enormous damage regardless.

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Is a good guide & additions :great:

 

 Needs some love for EDSF players

 Pfffft, some of us are ',.o players :hiding:

 

DDs: Unless you know for sure that there are no DDs around (spotted on the other side of the map/all dead) then you need to assume that there is a DD 'in your baffles' & turn/vary speed periodically to throw off torps even when 6th sense isn't lit.

It doesn't take much to cause most 'suddenly torps' events to be well wide or at least easily dodged.

 

As above 30secs reload is a loooong time if you switch shells -> you might wind up needing to shoot at BBs or Cruisers -> only switch to HE if you're sure that you won't need your AP (again everything else is spotted elsewhere or dead)

AP overpens on DDs still do significant damage if you hit.

 

Turns: Personally I nearly never drop throttle to turn, the loss of speed can be lethal. I feel I've taken more damage from being stuck not moving when more torps come in than I've taken by being a bit fast. (may be more effective for the quicker IJN BBs though, I've not really played them)

 

Angling: A lot of the US BBs have rear/mid turrets with lousy traverse arcs, while its tempting to turn that little bit extra to shoot all your guns its rarely worth it because you'll probably get citadelled by the enemy BB you just turned broadside to.

eg in New York I basically played it as a 4 turret ship. A lot of the time there will be a BB/DD you can take pop shots at with the 'spare' turret while the other turrets are loading so you're actually not missing out on much dps.

I understand US T8+ you spend a lot of the time outright ignoring the rear turrets for the same reason but with less likelihood of having targets of opportunity.

When reloading you should angle for max survival & only pop out the rear to shoot then swing it back. You should try to time it to straighten out with the guns right on target just as you finish loading so the rear is swinging in immediately after you shoot.

When dueling an enemy BB you want to try to get into a pattern where you are on target & loaded as the other guy swings out -> shoot into his less angled side & be straightened out as his shells hit.

If he's holding his shots waiting for you to swing out then don't swing out.

 

Shooting: I prefer to fire full salvo. I'm a good enough shot that I get it right most of the time. Some people swear by the single turret thing but my opinion there are two reasons why you want to do full salvo: You only have to aim once every 30secs, can spend the reload time looking around/at minimap and planning ahead, its amazing how often you will find that the ship you thought far away/irrelevant on minimap turns out to be a juicy/important target when you actually turn camera to look at it.

Secondly, my feel is that I get more shots near the middle of the aim area from a salvo than with separate shots (though I think there has been stats that say otherwise).

For [edited]Sake take out the easy targets! So many times I've spectated a BB & watched them do stupid craplike ignore a 1/4 health Cruiser sailing broadside at good range in order to shoot at a further away, 4/5 health & angled BB, then get killed by the Cruiser...

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