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Everything posted by HerMajestyLottaTheFirst
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HerMajestys Ship Guides: Japanese Cruisers (aka How to get Zao fast)
HerMajestyLottaTheFirst posted a topic in Cruisers
HerMajestysShipGuide: Japanese Cruisers Tier V-IX June2020 version 0.9.5 Be welcome to the second of our guides. Last time we did the Russian tech tree cruisers, and as we are currently grinding our way through the Japanese for a second time, we thought why not just make a guide out of it? So here it is the guide about how we love to play the nippon fun machines. “At this point we really have to talk about a thing that occurs from time to time while having fun with the MM. Often times while playing tier VII we have games in which we meet so called “fail-divisions”, divisions in which for example one player has a tier V New York and one or two others use tier IV cruisers. What happens is that the matchmaker cannot handle these squads and ends up putting them in one team so that team with normally tier V to VII ships is stuck having two tier IV instead of tier V and the other having normal tier V to VII ships. This cripples the team with the tier IV ships so much and they end up losing much of their offensive power, as a tier IV in most cases has no chance of being offensive against the tier VII that sit on the other side. This happens because the Power difference when jumping form IV to V is enormous. For example, Kuma is not a bat ship, but Furutaka is better in any point, better guns, better speed better armour, and so on. This is also the case in most other nations. So, in most cases if the “normal team” does really big mistakes, the “fail team” will end up losing. There for we do ask you, just don’t do Tier IV/V or V/VI squads, it is for your own good.” So, let us begin with the guide: The characteristics stay the same on all ships of this tree, with only Mogami being an exception depending on the guns that are used. Therefore, we will write one guide on how we played the Ships and only make a small exception for Mogami’s gun choice. All of them can get pretty decent detection range when maxed out so they are quite stealthy. All of them are using or can use the famous Japanese 8-inch naval guns. These have decent AP which can devastate broadsiding cruisers and do good damage on broadside BBs when fired on their upper belt. The HE has high damage an incredibly good fire chance and like all 8-inches after the IFHE rework they have 34mm pen so you wont need IFHE. The range on the other hand varies a little bit as Furutaka (T V) only has 13.9km range but it gets constantly better from ship to ship until we reach the peak of 16.5 at the tier IX Ibuki. The range is enough to keep enemies at a comfortable distance while engaging or kiting away but do note that there are lot of cruisers who get much more range. Their downside is that their main guns take ages to turn which makes it mandatory to plan ahead while moving and fighting. They have very powerful torpedoes which do much damage, are travelling at a good speed, and have longer ranges than all other cruisers. They are all able to fire torpedoes at enemies while kiting them and getting a good chance for the enemy to get into the range of the fired torpedoes as they all have a very small gap between getting detected and getting in torpedo range. Some of them are even able to stealth fire their torpedoes as them have less detection than torpedo range. However nearly all of them are only able to fire broadside and backwards so facing away from the enemy is mandatory for torpedoing. Their AA is really crappy until you get to the tier IX Ibuki and tier X Zao they have at least okayish AA power. The fact that your AA will not stop any CV from attacking, makes it necessary to dodge their Attacks and getting a good routine at doing this. Armor wise they do behave more like light cruisers, so there is no scenario in which you can bow tank fire from enemy BBs. However, your armour is enough to angle and bow tank cruiser AP and most of them have enough belt armour to prevent BB shells from penetrating their citadel through it while the ship is angled. They all can move at high speeds and have good rudder shift times, but they also have turning circles that are over 700m which makes it impossible to turn in front of an enemy without giving them a good opportunity of just deleting the entire ship. Because as mentioned above, their belt armour is not enough to protect the citadel against incoming fire when not angled correctly. Consumables: From tier VI on all of them get the choice between Hydro or def AA for their first slot, while Furutaka has no choice and mounts the Hydro. Which to choose depends on your play stile. If you are really annoyed about CVs def AA at least helps to shoot down a few of their Planes although it really is no game changer for their AA. Thy hydro however while not being German is still good enough to help if you must engage a DD. All of them get a catapult fighter whose effect is very rng dependent. Zao gets the option to change this catapult fighter for a spotter which I really encourage you to do so. From tier IX you get a standard cruiser heal which also helps staying afloat as long as you don’t eat citadels. Our little Furutaka and Mogami Gun special: These two are the only ships we get with multiple options for our main battery. For Furutaka its very simple, just get the 8 inch guns as soon as you can, the 200 guns are just crap and inferior in every aspect. With Mogami it’s a little bit different, she can choose between the 155mm guns she had historically first, or she can use the 8-inch guns she was refitted with. We prefer the 8-inch guns, as they do have far less HE damage per minute, but they do have 34mm of HE pen. The 155mm only have 31mm He pen so in order to make them more comfortable when fighting BBs which have 32mm plating it is needed to use the IFHE skill. But this will drastically decrease the chance to set fires whereas the 8-inch guns already get a better chance of setting fires than the 155mm. Also, the longer reload on the 8-inch guns decreases the times we have to overextend when kiting away. Also the 8 inch guns turn faster than the 155mm guns and for the last point they get much better angle when firing backwards than the 155mm which again leads to more comfortable kiting. Our play style: The good concealment allows us to get a little bit closer than we could do with the Russian cruisers. But we don’t really push in before we have the intel on where each enemy is. The good torpedo armament often tempts players into trying early torpedo attacks. Don’t do that. See the Torpedoes of these ships more as a bonus tool for specific situations. If an enemy follows you can set a trap with your torps. Also torps are most effective when you are unspotted. And especially with Japanese cruisers, as your limited arcs let your enemy see by your movement if you have torpedoed, therefore take your time and torp when unspotted. If we face BBs we try to roll with our mates but are careful not to attract focus fire. In most situations kiting against enemy BBs is the easiest way to dodge incoming fire. And never forget that they can overmatch you. If you have to decide, nose in is the better option than making an open turn in front of a BB, but our aim is always not to get trapped into such situations. When there is no BB endangering us and we get only faced by cruisers we tend to play very aggressive. If they seem to open up we fire ap but if they try to nose tank we just spam them with HE. While fighting cruisers it is always important not to overextend, as they can devastate us when doing so the same way we punish every overextension. If we have to choose between overextending to bring in the rear guns and not doing so, don’t using the rear guns is often the better option. When we start getting focused by multiple enemies, we just stop shooting at them to get unspotted and get more distance. For this to work you need to always keep more distance to your enemy then your detection range. In the sum we really love this ships as they reward tactical and calm gameplay and with the torpedoes always keep an ace in the backhand. Our upgrade choices: Tier V Furutaka: Tier VI Aoba: Tier VII Myoko: Tier VIII Mogami: Tier IX Ibuki: Captain Build: This are the builds we are running across this line. Note that there is a variety of builds that can be used on this line especially for kiting/ He spam. For example preventive maintenance can also help very much. We use incoming fire alert to further support our kiting and dodging. Last stand is very important to keep mobile when kiting away even when modules are damaged. From tier IX on he superintendent is useful to get the extra heal but for the lower tears its not that useful. Survivability expert is very useful for cruisers as often times that last HP keeps us longer afloat than anyone would believe. The demo expert is very useful as it just buffs the already quite high fire chance on the 8-inch guns. Radiolocation is big help against enemies that have better concealment than us. And concealment expert is mandatory to improve the gap between detection and torpedo range. And now that you are finished, sail out and get you that Zao! Yar Majesty -
HerMajestys Ship Guides: Russian Cruisers in 0.9.4 (aka How to get Moskwa fast!)
HerMajestyLottaTheFirst posted a topic in Cruisers
HerMajestysShipGuide: Russian Cruisers Tier V-IX May2020 version 0.9.4 Be welcome to the first of our guides. Initially next up we wanted to make a review of our friend the Duke of York or the Azuma, but we felt the urgent need to grind for Moskwa as she will get removed from the tech tree in 0.9.5. So now we instead will make a guide on how we are playing through the rather “interesting” Russian light cruisers and end up having fun with them. We start with the Tier V Kirov, note she that differs from the rest of the line, as she is one of the two ships mounting 180mm guns. We will not see these guns again until tier IX on the DM. Donskoi. This guns at Tier V are just glorious, good reload of 13.5 seconds, good AP damage of 4100 good HE with a nice fire-starting chance of 13%. The main difference to the 152mm calibre of the rest is that the AP is just one step more hilarious. In the other aspects Kirov handles like the rest of them. This leads us to the main aspects accompanying us through the whole line till Tier IX. First, the guns are quite simple to use. All of them have Russian standard infused AP penetration and hitting power. It is important to note that the AP is also very affective at mid ranges. And the HE is fun to use to, good damage and nice chance to start fire. All of them have good range on their guns when stock, and very good range when you get the fire control system B. The Ships are overall quite fast in a strait line and have good to average rudder shift times. This may let you think: “Well this sounds quite manoeuvrable isn’t it your highness” And sadly, we have to answer, yes and no, as the third factor namely the turning circle is, let us call it “a little bit offset”, as none of them has a turning circle below 820 meters. And to make it even better all of them tend to lose some speed during turns. So yes they are fast but turning takes ages. So, we have light cruisers with high speed, good reaction time and gigantic turning circles which lose their good speed during turn. What do we have else? Well their armour is a little bit special and depends on your movement and positioning. The armour values are so bad, that showing the slightest portion of your broadside will be immediately punished and doing a full-on broadside…well, may I ask you to greet Poseidon for me? But if you are active angling or dodging the armour will surely do the job against light and heavy cruisers. Against BBs you should always kite. As all BBs you face will overmatch your bow and stern, and past Tier VI most of them can overmatch nearly all your armour apart from the main belt. On Tier V to VII the AA is garbage on the A Hull and acceptable on the B hull. The defensive AA consumable helped a lot but more on this later. Tier VIII and IX have good AA to start with and nice AA when you get the B hull. On the gimmick side, Tier V-VII get a spotter plane and the option to use hydro or defensive AA. Tier VIII and IX exchange the ability to use spotter plane for a 12km ranged short time radar and on Tier IX you also get cruiser heal. That was it for the base information now on our advice on how to play them. Remember, we are fast so we can choose our position, but we have no armour to speak of, so we do not want to get shot at. We have good to excellent range and impressive HE which seems to be blessed by Stalin himself. The following is the playstyle we found working best for our self, so this is not the only way these ships can be played. We usually like to play aggressive, taunt our enemy or make cheeky early game torp attack, depending on the ship. However this was the first thing we learned not to, no matter how fast or slow your team is, you can move into position, but do not show up first on the enemies screen and never be in the first line at the start of the match. For the start we felt it worked best just playing as support, stay with the others or shoot from a position where you can retreat very fast. If you engage your enemy face towards or away from him but at no coast show broadside or over angle. When fighting against no BBs both can work but we highly suggest kiting away while engaging. One way to create such a scenario can be to go towards your enemy and then start turning away before you get closer than 12km (if you do not have any camo, it should be 13km) to the nearest enemy, for this to work it is important to know the position of the nearest enemy, so make sure you know where the DD is or if there are any. If an enemy DD is spotted, support your DD and try to prioritize the DD every time you can, as removing the enemy DDs will get you much more freedom of movement and room to work with. This does not work so good with Kirov and DM. Donskoi as both have terrible camouflage values. With them you must use terrain and islands for cover or to break line of sight so you can make your turn. You need a good overview which enemies can and are currently firing at you so you can dodge them effectively. If you have no chance to make an unspotted turn but don’t want to charge your enemy try to wait for them to shoot you so you can dodge the first salvo before the turn, and hopefully finishing the turn before they can shoot again. They will most likely make their second shot when you are in the second half of your turn, this is dangerous, but this way you can still try to dodge and are not caught direct in the turn. And while you are kiting away, HE spam any potential enemy and just do as Dave Amato has sung and "keep the fire burning". Do not hesitate to use your AP, even at 14km, if you see an enemy cruiser broadside or open up, punish them. If you are fighting cruisers in a one versus one, angle to mitigate damage and use HE when they face towards or away from you but switch to AP as soon as you think they want to open up. On Tier V-VII use your spotter while kiting away so you can further extend your range. On Tier VIII and IX you don’t have this option, but you will have radar which you can utilize to support your DD. We stayed to use defensive AA instead of hydro acoustic search, as the likeliness of getting torpedoed while in the back row is very low, compared to the threat CV is due to spotting and attacking you. When researching modules, we suggest always researching the fire control first, as the extra range helps to stay away from your enemy and thus making dodges easier. The extra HP is not very likely to save you as the overall target is to get not hit at all and getting hit by a BB will punch your citadel in most scenarios. However the Hull upgrade gives you a much better rudder shift time and thus a better reaction time while dodging, so it may also be valuable to choose the Hull first, we just felt the range is more important and helps more. For the upgrades we will show you what we did, or would, utilize on each ship. We focus mainly on keeping our Guns and steering intact, get some more precision and buff manoeuvrability. On the later ships we favourite camo and range to get more space to work with. Tier V Kirov: Tier VI Budjonny: Tier VII Schtschors: Tier VIII Tschapaew: For Tschapaew we you can try a full mobility build or a mobility plus camo. You should ask yourself if you want more and quicker control over the ship for better kiting, or if you want more time before you get detected and therefor more space to navigate. Tier IX DM. Donskoi: Here again you can use a build with camo or the full-on manoeuvre build. Captain Skills: We found that you can easily use the same captain for all the ships as the profit from similar to identical builds. If you are building your captain up you can take the path on the right side as we did. Later superintendent becomes handy for the extra radar. Then you may choose superintendent as it shortens the cooldown on your consumables. Survivability expert may also be useful as the ships are very fragile and HP can be very handy. And now that you are finished, sail out and get you that Moskwa! Yar Majesty-
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HerMajestys Ship Reviews (English)
HerMajestyLottaTheFirst replied to HerMajestyLottaTheFirst's topic in Other
You are fully right, we meant penetrate. Thank you for the correction, we will edit that. -
Hello, In this section we will post my series of Ship reviews. In my reviews we wil talk about the important stats of the ships and compare them to others in their matchmaking range. But our main goal is to also share our impressions on feelings playing the ships. We am working bilingual and post each review in the german speaking forum and here. Therefore sometimes there will be a little delay betwen the posting of the two versions as we are working on the translation. if you want to see the German versions follow the link below. fair seas yar Majesty
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HerMajestys Ship Reviews (English)
HerMajestyLottaTheFirst replied to HerMajestyLottaTheFirst's topic in Other
HerMajestysReview: Tier VI Prinz Eitel Friedrich May2020 version 0.9.3 Be welcome to the first of our reviews. We are always writing an English and a German version and we link the opposite at the beginning of the article in case you found only this one and want to read it in the other language. In German: https://forum.worldofwarships.eu/topic/135300-hermajestys-reviews/?tab=comments#comment-3476838 Overview: A mobile and well armoured battlecruiser with magnificent secondaries, powerful AA and somewhat wonky but interesting main battery. Gadgets: Here is really nothing special to see P.E. Friedrich is equipped with standard repair party and damage control. Different then the Tier VI tech tree BB Bayern she does not get access to a spotter or fighter plane, but she does not need them anyway. Mobility: With a top speed of 28 knots base P.E. Friedrich is one of the fastest Tier VI BBs, but compared to the two other Battlecruisers on Tier VI, Dunkerque and Normandie, she is the slowest Battlecruiser in her Tier as the named to are capable of 30 knots. She does need some time to get to full speed but that’s ok as she does not take ages, she just needs some time. At 800 meters she just claims herself the place to own the second largest turning circle at Tier VI only succeeded by Ismail with her 830 meters. The rudder shift time of 14 seconds is just about average on Tier VI BBs. All in all, she does feel very agile and fast. Her turning circle is very gigantic and feels exactly like that, but nevertheless she handles very good and Torp Beats are definitely a thing. Survivability/Sturdiness: Only looking at the numbers her Armour belt looks really good, but sadly she is heavy or something else, so the result is that the beautiful belt sits at waterline and below, so its impact is…limited. But despite that her armour is enough to shatter most HE shells. Only the superstructure, bow, stern, and the casemate section between the two rear turrets are 26mm or below and therefore vulnerable. After the IFHE rework bow and stern were buffed to 26mm but this doesn’t change that much as 380mm Guns and larger are still able to overmatch. She stands out to be the only German BB in game without turtleback armour, perhaps since she is Battlecruiser and not a Battleship. This leads to her citadel being worse protected than on the other German BBs. However, her citadel is, very much like Hoods, just below the waterline so that the low armour belt protects her in some kind and it is near impossible to citadel her at short distances. The horizontal armour is nothing special, but the low citadel does help a lot. All in all, armour is good, but it is needed to maintain an angle to your opponent to use the armour effective. You should watch out for Tier VII and VIII 380mm and higher as they can let you have an awfully bad day. It is possible to minimize damage when angled and using shorter ranges. This way we could prevent citadels even from Wladiwostock but they still do 10k average per salvo. The Tier VI 380mm and bigger guns are technically also dangerous to you, but we haven’t had much problem dealing with them active angling and short distance really helps. P.E. Friedrich plays very well if used aggressive and is pretty sturdy. She rewards correct angling and despite the large turning circle she usually does survive turning in front of an enemy BB. However, her performance highly depends on her facing 406mm Guns or not. Anti-Air: Mid and short range AA do average dps but compensate with some of the best ranges in Tier VI. The real deal is her Long range suit (gaaawwd this 10,5cm dual purpose <3), these have the best dps (179) and bursts per salvo (5) of all Tier VI BBs. The burst damage of 1260 is only surpassed by Ismail and Dunkerque (1330 each). This is only held down by the 10,5s range of 5.2km which is still above average. Against Tier VI CVs her AA is just devastating and even helps your team when in formation, on Tier VIII VCs she at least does a good chunk of damage, so she does not feel completely helpless. The downside of this is that her AA suit relies heavily on those 10,5s which also means that she also relies on those blasts to shred whole squadrons. And this does very heavily depend on whether the CV is good ad dodging or not. We must mention that her AA suit felt reliable and we saw a lot of squads just burning away, very satisfying, thank Rheinmetall for the 10,5cm Flak 38! Armament: Main battery: Her main battery will be the point where probably most of you will decide if she sounds good to you or not. They use the “uncommon” main calibre of 350mm with a range of 17.8km which cannot be extended. At 2.0 her guns have the highest sigma value Tier VI BBs can have so far. However, her horizontal dispersion is similar to Dunkerque´s and therefore mediocre. Though the sigma does compensate for this very well which makes her feel superior to Dunkerque. With the main battery reload of 28 seconds she has se second fastest reload at Tier VI. (Dunkerque having the fastest at 26 seconds) Her main battery turrets need 45 second to do a 180 degree turn which is faster than Bayern´s 51.4 seconds, but the turrets still cannot keep up when the ship is executing a full turn. The HE is typically German, anaemic alpha damage, horrible fire-starting chance but somewhat good penetration. They are enough to deal with DDs but are not really scary. The AP have the lowest Penetration among all Tier VI BBs, leading to serious problems when fighting BBs at long range. But they are perfect to fight cruisers as they don’t over penetrate that much as other BBs might do. Whereas the secondary battery is some scary crap. They are easily the best we have ever enjoyed at Tier VI. They have the German ¼ pen rule resulting in excellent penetration values of 26mm for the 10,5cm dual purpose and 38mm for the 15cm casemate guns. Both are enough to penetrate bow, stern, and superstructure on most Tier VI and VII BBs and will easily punch through Cruisers, DDs, and CVs. Do keep in mind that there are BBs who have an “Icebreaker bow or extended armour belt” which they cannot penetrate. They have a high rate of fire and are very precise, topped by being able to have the best Tier VI secondary range of 7.6km when maxed out. Their chance to start a fire is rather low but this is compensated by the above-mentioned factors we ended up setting some fires in each engagement. All in all, the main battery is strong enough to keep up and sty relevant, but forces to change ammo types often depending on situation. Fighting same Tier BBs the AP works best below a range of 12km. Although we did manage to land some good salvos at 13-15km, but be aware that in this case we highly suggest aiming for upper belt and casemate as in most cases the AP lacks the pen tu punch through the main belt. Despite the occasional wonkiness her main battery feels very precise especially for a German ship. And as mentioned above the guns will wreck most cruisers pretty hard. The absence of a catapult fighter is nothing bad as we really would not want to fire these guns at ranges above 17km as at 16 they force you already to load HE shells which are, as mentioned before, very German. In a brawl her secondary adds up nicely to the fast firing main battery and charging an enemy in general fells very good. You can either push their range to 7.6km and make them 20% more precise using the secondary mod or use them just on 6.6km with AFT and signal plus aiming module which does also boosts the main battery precision and in my opinion makes more use of the good sigma. Both options work very well, but we usually use the latter option as we feel in general the need for main battery precision on German BBs. My Build: Upgrades: Slot 1: Auxiliary Armaments Mod 1 Slot 2: Damage Control System Mod 1 Slot 3: Aiming Systems Mod 1 Slot 4: Steering Gears Mod 1 Captain: We use the captain usually sitting on G. Kurführst which is skilled to a survivability and secondary hybrid. German secondaries are pretty good and most important very fun to play so we just have to spec into them but at the same time do the survivability part to stay long enough afloat to use them. However please do note that this captain build is not ideal as there are other perks that should be skilled for P.E. Friedrich namely the “Expert Marksman”. Also a Complete Secondary build could be fun perhaps with Concealment. Or a more long-time endurance build could be more comfortable for some players even if we think that this is not something the ship really shines at, that immediate action seems to me more her thing. Conclusion: So, what is our final opinion? Prinz Eitel Friedrich is quite fast and relatively manoeuvrable, but you should think about turning directly in front of an enemy BB, as she can survive this and take very low damage it can also happen that she eats a lot of penetrations and loos a good chunk of HP. She can bounce quite a lot and be a pain in the [edited]to deal with if she is angled and positioned right. Her secondary is a force of their own. Her AA is quite powerful and it makes us smile just see that carriers planes melting away, though it is quite important to dodge especially torpedoes as most of the damage from them can’t be healed. The main drawback is her main battery, as they are very situational and not as flexible as they should be to comfortable adapt to most situations. This leads to her being a possible good ship for newcomers and a good trainer to practice and learn angling, dodging areal attacks, and the right usage of AP/HE. But and…that is a very big but her performance depends heavily on the matchmaking you get. Tier VI and below is a piece of cake here she really feels like mean machine. Tier VII is a little bit trickier, here she begins to face 406mm guns, but they are not too much, so it is very manageable just be cautious and play thoughtful. Tier VIII is the real pain train, her armour isn’t holding up anymore, her speed is standard and a lot BBs even surpass it. Though it is possible to be successful with her in these battles, it becomes quite frustrating as her usual playstyle does not work here anymore. We want to close distance but that becomes incredibly dangerous and we are somewhat bound to attacking cruisers and support in combat against other BBs, she kinda loses her overall carry potential. We had a lot fun playing her and got quite some good battles. We rarely felt useless to the team but as mentioned Tier VIII battles where a pain in the [edited], although there were some which ended pretty nice on the results. Pros: +fast +armour is quite useful +excellent secondarys +good AA Cons: -tricky main battery -uptiers poorly -combat against BBs highly situational We began to use the majestic plural in this article, as we thought it would match our nametag quite well. We would be happy about feedback regarding this and if it makes reading the article harder or not. fair seas yar Majesty -
We are close to finish the English review for P.E. Friedrich. It should be realesed on May 13th.
Wir sind beinahe fertig mit der Englischen Review von P.E.Friedrich. Sie sollte im verlauf des 13.05. realesed werden.
fair seas
yar Majesty
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HerMajestys Ship Reviews (Deutsch)
HerMajestyLottaTheFirst replied to HerMajestyLottaTheFirst's topic in Videos, Streams & Blogs
HerMajestysReview: Stufe VI Prinz Eitel Friedrich Hallo und willkommen zu meiner ersten Review. Diese Review ist von Mai 2020. Ich schreibe immer eine Englische und eine Deutsche Version, die Englische reiche im im verlauf der Woche im Englischen Foren Abschnitt nach. Übersicht Ein mobiler und gut gepanzerter Schlachtkreuzer mit ausgezeichneter Sekundärbatterie, ungewöhnlichen Hauptgeschützen und starker Flak. Mein Build: Slot 1: Hilfsbewaffnung Mod 1 Slot 2: Schadensbegrenzungssystem Mod 2 Slot 3: Zielsystem Mod 1 Slot 4: Steuergetriebe Mod 1 Kapitän Ich benutze einen Überlebens/Sekundär Hybrid den ich auch auf meinem Kurführst fahre. Ich mache das, weil ich Deutsche Sekundärbatterien einfach zu Spaßig finde, um sie nicht zu benutzen und sie im Nahkampf sehr nützlich sind. Trotzdem ist diese Skillung nicht ideal und eigentlich ist der Eliteschütze dringend zu empfehlen. Ausstattung Prinz Eitel Friedrich hat ein Standard Schadensbegrenzungsteam und einen Standard Heal. Allerdings fehlt im Gegensatz zur Bayern und einigen anderen Tier VI Schlachtschiffen die Möglichkeit einen Jäger oder Aufklärer zu benutzen Mobilität Mit einer Höchstgeschwindigkeit von 28 knoten ist die Prinz Eitel Friedrich eines der Schnelleren Schiffe unter den Stufe VI Schlachtschiffen. Aber verglichen mit Dunkerque eher langsam. Sie braucht ein wenig Zeit, um auf Höchstgeschwindigkeit zu beschleunigen beschleunigt aber nicht zu langsam. Sie hat mit 800 Metern den zweitgrößten Wendekreis auf Stufe VI, nur Ismail hat mit 830 mehr. Die Ruderstellzeit von 14 Sekunden ist ok und verglichen mit den anderen Stufe VI Schlachtschiffen guter Durchschnitt. Alles in allem fühlt sie sich agil an und hat eine komfortable Geschwindigkeit. Ihr Wendekreis ist zwar gigantisch, aber trotzdem würde ich sagen dass sie sich wendig anfühlt und Torpedo Beats möglich sind. Haltbarkeit /Widerstandsfähigkeit Der Panzergürtel sieht alleine von den Werten her sehr gut aus, aber leider sitzt er viel zu tief im Wasser sodass er keine allzu große Auswirkung hat. Aber trotzdem ist die Panzerung größtenteils ausreichend, um gegen Hochexplosivgranaten zu bestehen. Empfindlich sind nur die Aufbauten, Bug, Heck und die Kasematte zwischen den hinteren beiden Türmen. Die Panzerung in Bug und heck beträgt seit dem IFHE Rework 26mm sodass 358mm Geschütze und größer in der Lage sind zu overmatchen. Auffallend ist das sie im Gegensatz zu den meisten andern Deutschen Schlachtschiffen keinen Turtleback hat, weshalb ihre Zitadelle deutlich schlechter geschützt ist als bei zum Beispiel der Bayern. Allerdings liegt die Zitadelle knapp unterhalb der Wasserlinie, sodass die Zitadelle auf kurze Distanzen ähnlich wie bei der Hood nicht zu treffen ist. Auf hohe Distanz ist die Zitadelle aufgrund des geringen Schutzes aber deutlich anfälliger. Die Deckspanzerung ist ausreichend aber nichts wirklich Besonderes. Alles in allem ist die Panzerung gut, es ist aber sehr zu empfehlen auf einen guten Winkel zum Gegner zu achten. Achten sollte man vor allem auf 380 und 406 Geschütze, da beide in der Lage sind die 26mm Bug und heck zu overmatchen. Große Probleme hatte ich allerdings nur gegen Stufe VII, Stufe VIII 406mm und Stufe VIII 380mm Geschütze. Gegen Stufe VI und VII 380er konnte ich meistens erfolgreich Bowtanken, was aber viel dem Verändern des Winkels zu tun hat. Technisch sind sie trotzdem in der Lage zu overmatchen und sind dementsprechend mit Vorsicht zu behandeln. Prinz Eitel Friedrich lässt sich sehr aggressiv fahren und ist auch recht widerstandsfähig. Sie belohnt richtiges anwinkeln und hält es auch aus vor einem Gegner zu wenden. Allerdings Hängt ihre Widerstandsfähigkeit vor allem davon ab ob sie gegen 406mm kämpft oder nicht. Flak Die Kurz und Mittelstrecken Flak machen eher durchschnittlichen schaden aber haben eine sehr gute Reichweite. Das besondere aber ist ihre Langstrecken Flak, diese hat unter allen Stufe VI Schlachtschiffen den besten Schaden pro Sekunde und auch die höchst Anzahl auf Stufe VI von fünf Explosionen pro salve. Zudem ist der Schaden pro Explosion einer der höchsten auf Stufe VI und wird nur von Ismail und Dunkerque überboten. Zurückgehalten wird dies nur durch die Langstreckenreichweite von 5.2 km, womit sie aber auch hier eher überdurchschnittlich ist. Gegen Stufe VI Flugzeugträger ist die Langstrecken Flak absolut zerstörerisch und an Stufe VIII Trägern kann sie wenigstens noch ordentlichen schaden verursachen. Der Nachteil liegt darin dass sie sich hauptsächlich auf ihre Langstrecken Flak verlässt und gerade die Effektivität der Explosionen stark davon abhängt wie gut oder schlecht der CV Spieler im Ausweichen ist. Geschütze Die Hauptgeschütze sind wohl der Punkt an dem sich vor allem entscheidet ob einem die Prinz Eitel Friedrich liegt oder nicht. Die Haupt Geschütze haben das Kaliber 350mm mit einer Reichweite von 17km die sich aber nicht durch ein Flugzeug verbessern lässt. Sie haben mit 2.0 den besten Sigma Wert den Stufe VI Schlachtschiffe bisher haben können. Die vertikale Streuung Hingegen ist auf einem ähnlichen Level wie die der Dunkerque und ist eher mittelmäßig. Trotzdem fühlt sich das schiff relativ präzise an, entweder die salve trifft sehr gut oder trifft wie ne Schrotflinte. Ich würde schätzen dass das Verhältnis ungefähr 50/50 ist, es hat sich ür mich aber besser angefühlt. Mit einer Ladezeit von 28 Sekunden hat die Prinz Eitel Friedrich den zweit besten Nachladewert unter allen Stufe VI Schlachtschiffen der nur von den 26 Sekunden der Dunkerque übertroffen wird. Ihre Turmdrehzeit führ eine 180 Grad Drehung beträgt 45 Sekunden und ist damit zwar besser als die Bayern, allerdings sind die Türme immer noch so langsam dass sie bei einer vollen Wende des Schiffes nicht mit drehen können. Die HE Granaten sind typisch deutsch sehr unterdurchschnittlich und haben auch außer einem guten Durchschlag keine Besonderheit. Allerdings reicht sie aus um sich gegen Zerstörer zur Wehr zu setzen. Die AP Granaten haben unterdurchschnittlich schlechte Durchschlags Werte, was zu großen Problemen im Kampf gegen Schlachtschiffe auf hohe Distanz führt. Sie eignen sich aber hervorragend um gegen Kreutzer zu kämpfen, da sie eben durch ihre geringe Durchschlagskraft eher selten Overpens produzieren. Die Sekundärgeschütze hingegen sind das beste was ich bisher auf Stufe gespielt habe. Sie haben den hervorragenden Deutschen ¼ Durchschlag, wodurch die 105mm Mehrzweckgeschütze 26mm und die 150mm Kasemattgeschütze 38mm Durchschlagsleistung haben. Sie können ohne Probleme die Meisten Stufe und VII Schlachtschiffe in Bug und Heck durchschlagen und haben kein Problem mit zerstören, Kreuzern und Flugzeugträgern. Sie haben eine hohe Feuerrate, sehr präzise und können voll ausgebaut eine Reichweite von 7.6km haben welches die beste Sekundärreichweite auf Stufe VI ist. Die Brandwahrscheinlichkeit ist eher gering, was allerdings durch Feuerrate und Präzision ausgeglichen wird. Alles in allem ist die Hauptbatterie stark genug um sich zu behaupten, zwingt einen aber dazu je nach Situation den Richtigen Granattyp zu wählen. Wenn Man gegen Schlachtschiffe kämpft funktionieren die AP Granaten am besten auf einer Distanz unter 12km. Auf 15km sollte man dann auf den oberen Panzer Gürtel beziehungsweise die Kasematte zielen. Die Geschütze fühlen sich trotz der Ausreißer sehr präzise und sie sind wie schon gesagt gegen Kreutzer absolut vernichtend. Die Abwesenheit des Katapult Flugzeugs ist kein großes Problem da ich mit diesen Geschützen gar nicht erst über 17km kämpfen möchte. Ihr Sekundärbatterie unterstützt die schnell feuernde Hauptartillerie in einem Brawl und es fühlt sich sehr gut an mit ihr Gegner zu Chargen. Mann kann sie auf 7.6km mit sekundär Modul oder auf 6.6km mit besserer Haupt Batterie fahren. Beides Funktioniert gut, ich persönlich fahre sie einfach lieber mit Hauptbatterie Modul, da sie dadurch mehr von ihrem guten Sigmawert profitiert. Fazit Also was ist mein Fazit? Nun Prinz Eitel Friedrich ist schnell und relativ wendig man sollte aber genau überlegen ob man direkt vor einem gegnerischen Schlachtschiff wendet oder nicht. Sie ist wenn man richtig anwinkelt auch sehr widerstandsfähig. Ihre Sekundärbatterie ist einfach göttlich. Die Hauptbatterie ist der erste große Nachteil. Sie kann viel Schaden verursachen, ist aber im Kampf gegen andere Schlachtschiffe sehr situationsabhängig. Außerdem macht es großen Spaß mit ihr Flugzeugstaffeln vom Himmel zu holen. Sie eignet sich sehr gut um den Einsatz von AP/HE, das Anwinkeln von Panzerung, und richtige Positionierung zu lernen und ist daher gar kein schlechtes schiff führ Neueinsteiger. Aber, und das ist ein sehr großes aber, ihre Performance hängt davon ab in Welcher Gefechtsstufe sie kämpft. VI und weniger ist für sie kein Problem hier fühlt sie sich sehr mächtig an. Stufe VII ist manchmal kniffliger, aber auch hier kann sie sich behaupten es gibt zwar schon einige Schiffe mit 406mm Geschützen aber diese sind noch in der Unterzahl. In Stufe VIII sieht es allerdings ganz anders aus hier reicht ihre Panzerung nicht mehr gegen die Meisten Geschütze, ihre Geschwindigkeit ist der Standard und es gibt bereits viele deutlich schnellere Schlachtschiffe, hier ist es möglich mit ihr erfolgreich zu sein, aber die Gefechte sind oft sehr frustrierend, weil Ich mit ihr eigentlich die Distanz verringern möchte aber genau das nicht mehr funktioniert. Ich habe mit ihr viel Spaß und hatte mit ihr einige Gute Gefechte und habe mich selten überflüssig gefühlt, wenn ich allerdings mal in einem Stufe VIII Gefecht gelandet bin war es oft schwer etwas zu erreichen und entscheidend zum Sieg beizutragen. Pros +Schnell +Gut einsetzbare Panzerung +Sehr gute Sekundärbatterie +gute Flak Cons -Knifflige Hauptbatterie -uptiert sehr schlecht -Kampf gegen Schlachtschiffe sehr Situativ- 1 reply
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HerMajestys Ship Reviews (Deutsch)
HerMajestyLottaTheFirst posted a topic in Videos, Streams & Blogs
Seyd willkommen, Hier posten wir in Zukunft Reviews zu Premium Schiffen. Wir behandeln in unseren Reviews die markanten und wichtigen Stats der Schiffe und vergleichen diese unter anderem mit Schiffen in ihrem Matchmaking. Vor allem aber möchten wir auch unsere Erfahrungen mit den schiffen beschreiben und vermitteln wie sich diese beim spielen angefühlt haben. Wir verfassen alle unsere Artikel bilingual und es wir gibt immer einen Post im Englischen und um Deutschen Forum. Für die Englischen Reviews folget dem Link. ruhige Wasser Eure Majestät- 1 reply
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Greetings Fellow Captains,
At the moment i work on the Review for the Tier VI German battlecruiser Prinz eitel Friedrich, as she is one of my newer assets and a lot of the info on her you get is kinda outdated since the CV and IFHE rework. next up will be the Japanese Super Cruiser Azuma.
Seid gegrüßt Kapitäne,
Im Moment arbeite ich an der Review des Deutschen Schlachtkreuzers auf Stufe VI Prinz Eitel Friedrich, da sie eines meiner neueren Schiffe ist und vor allem viele der Reviews und Informationen zu ihr aufgrund des CV und IFHE Reworks veraltet sind.
Als nächstes werde ich eine Review zum Japanischen Super Kreutzer Azuma schreiben.
Noblesse oblige
HerMajesty
