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Everything posted by BillydSquid
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Not a huge difference, they still have paper armour broadside on, but the hits they receive aren't as devastating. I was in a T10 game yesterday, caught a potato Iowa broadside on at about 15km, too good an opportunity to pass up, he took 20k damage incl. a citadel from the first full salvo from my Kurfurst's forward guns, then carried on sailing broadside on (didn't learn obviously) and took another 25k salvo when I brought my aft guns to bear and fired a full broadside. Previously I would have been able to delete him at 15km with multiple citadel hits from a full broadside salvo, he still lost around half his hp from just 2 salvos, even with the Kurfurst's dispersion at that range I caught him with 2 citadels. It's a bit more forgiving to players which get sniped by campy Yamatos when trying to maneuver, but you will still get paddled hard if you give broadside, just not outright nuked with the first full broadside salvo that hits you.
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Might want to consider Auxiliary armament mod in slot 1 to keep your secondaries alive if you're going full secondary build. Yamato attracts a crap ton of HE and which'll hurt your secondaries and diminish the firepower as the game goes on, I've never had a main turret destroyed in the Yamato or Kurfurst, but the +100% survivability of your secondaries from the mod is really, really useful if you intend to engage close. I've got 13.6km detection radius on my Kurfurst, which is just ridiculous for a ship that size, but prior to that, she tended to attract a lot of shell spam and lost secondaries until the new mods came in and I swapped in auxiliary armament mod. I might lose 1 maybe 2 secondary guns in a game, and it's uncommon, never had my main guns knocked out though.
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How many 19 points captains do you have?
BillydSquid replied to Leo_Apollo11's topic in General Discussion
None I have 2 18 point captains one on Yamato and the other on Kurfurst. (my Kurfurst has a detection range of 13.6km now, gonna be hilarious) With several 16 point captains on various T10 and T8 ships. -
What modules are you equipping? BFT adds 20% secondary rate of fire so if you're going full secondary it'll be worth it. But as you've got adrenaline it kind of offsets the increase RoF from BFT. If you're going to keep Target Acquisition, then go Superintendent / BFT for staying power vs increased secondary/ AA. Vigilance and Target acquisition Imo is overkill. If you chose to drop the target acquisition then think about Vigilance/ Super intendant instead to give you more staying power. There's no real right or wrong build with the Yama or Kurfurst at 18/19 pts either way it's going to be extremely powerful. Personally I prefer to go with the stability of the 3 tier 4 skills so have to forgo adrenaline rush unfortunately.
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Biggest problem Yamato has with brawling is the turret traverse is slow, to trying to keep the main guns on target while maintaining the angle of the hull becomes a problem, especially with Main battery mod 3, which helps reload speed, but slows the traverse speed, Yamato may have heavy citadel armour, but she's still vulnerable to getting citadell'd in close range brawls especially with the Kurfurst, Kurfust has a better rudder shift, better turret traverse, reload speed and secondaries and is harder to citadel close range. So you've got 2 options, maybe 3. 1) long-mid range sniper (personally I find this incredibly boring so I've never gone for it.) 2) AA build, which is basically the same as 1 but the mods are geared towards AA survivability/ range and manual AA on the captain skills (IMO there aren't enough CVs in the high tier meta to warrant this build unless you're in a division with CVs) 3)Secondary brawlers. The mods and skills I've used are more of a hybrid between full on secondary build and keeping some mods and skills to buff the main battery. If you want full secondary, go for secondary battery mod and BFT skills to boost the rate of secondary fire by an additional 40%. And you'll hose anything nearby in HE. But you lose some reload speed, gain turret traverse and you'll be seen a mile away as the Yamato has high detect ability. Personally I like to be able to have lower concealment to get closer without getting sniped and HE spammed.
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British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
So BBs can't be hamstrung by smoke and DDs isolating them. Basically one stop shop class of all eventualities. RN CL in smoke? Radar. DD behind the lines? Radar. Pushing into an area? Radar. Really *Edited move, Missouri was bad enough, but at least that had a barrier to entry of 750k free xp. T10 people can fail their way up the tree so we'll get a bunch of camp happy potatoes which think they've contributed by nuking a radar'd RN CL after spending 15 minutes sitting back and lobbing shells at people (which they won't hit because the travel time lets even BBs angle and see the salvo a mile away) seriously anything over 18km away I don't bother with unless there's nothing else to fire at, the hit ratio at that range is dire, most of my engagements in the Kurfurst and Yamato take place inside 15km ideally 9-12 km. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
Yeah, that and the raised citadel. Screams long range shell spam. If they want to get BBs *Edited giving the new line's T10 the longest range in the game, with high accuracy and then gimp it with a raised citadel simply means no one will bother closing due to the risk of citadel hits, given the Conqueror can out range even the Yamato, what's the point in moving? Bow camping for the win! /sarcasm Hope they change the 29km range and citadel position and just get rid of radar and hydro from the Lion and Conqueror. Some good ideas in the RN ships, but there's other things that make you think wut? How was that ever a good idea? -
Yamato can be played as either a sniper or mid/ close range BB, personally I go for the close mid range builds as sniping puts me into a coma it's so boring, so I split my games 50/50 between CA/ CLs and BBs. Her secondaries aren't as good as the Kurfurst's, but they're more than adequate to do start fires on BBs and do damage DDs. I use the same build on the Yamato as the Kurfurst. Auxiliary Arms Mod., Secondary Battery Mod. Main Battery Mod 3 . Damage Control Mod. Rudder Shift. Concealment Mod. I run Concealment Expert, AFT, Manual Secondaries, Superintendent, Expert Marksman, Preventative Maintenance for captain skills. Yamato, you may want to swap out the Main Battery Mod. 3 as her turret traverse is slow and may cause issues in brawls, but with it you get the reload time for the lol pen main guns to 26s which is always nice as the bulk of the damage will come from them. In a pinch you can still snipe with that build as Yamato has high Sigma and flat shell trajectory.
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British BB (mod. Lion class) at Tier X, WoWS ASIA seems to have an (unintentional) scoop of some sorts.
BillydSquid replied to ShortySunderland's topic in Battleships
What are you talking about? No one cares how historically she may have performed when we're talking about in game mechanics, the fact is the mechanics preclude 14 inch shells from over matching CA armour bow on at T8+, so unless they allow for greater AP pen angles combined with the shorter AP fuse in game she's going to have issues. And targeting the super structure isn't going to produce results as it suffers from damage saturation mechanics heavily and over penetration, these are not 152 mm RN guns we're discussing here. And I doubt that they'd change the fuse duration to allow 14 inch shells to detonate inside the superstructure. While the Hood 381 mm guns, so she already over matches CA armour, unless you meant KGV? So she's going to struggle vs an angled Bismarck, Tirpitz, Amagi or North Carolina. Theoretically she's got the highest DPM, but without knowing the details of AP angles, fuse duration etc. with the current mechanics 14 inch guns won't cut it in T8+ especially if she's up tiered to T10, where the BBs have enough armour to shatter AP shells. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
New rule for WG, no drinking at the concept idea stage, ideas which seem like good ones when drunk are often terrible in the cold hard light of day. -
Which is a really bad idea. Why the insist on sticking gimmicks in I dint know. Solid armour, good turning circle, high sigma for a BB with high calibre guns, but slower turret traverse with a boosted repair party HP recovery but with a lower HP pool combined with a lower muzzle velocity making shells arc is a perfect base to work from. Basically Warspite as the basis for the line's characteristics
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British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
Yes, if the game becomes fundamentally unbalanced, word gets out that it's broken and the only class worth playing are BBs, excessive match wait times etc. people will leave. The aim is to keep people playing and keep putting small amounts in regularly or larger purchases now an again over the course of months. What you will get is people getting burned out after a few months, dropping the game after a couple of purchases and disappearing. it strangles the cash flow as WG can't attract enough new players which pay money to replace the ones leaving. Think through the business model before you go off half cocked. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
Given the in game increased ship size and diminished range, I doubt they'd run along the strictly historical basis of thinner belt armour given that BBs are most effective inside 12km where the shells have an almost flat trajectory and it'd make the Lion and Conqueror unplayable in close to mid range. But as you mentioned thinner armour could be a possibility in an all or nothing armour scheme, where heavier fore and aft armour tend to act as a shell trap for larger calibre shells in higher tiers. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
I seriously doubt they're accurate. Here are the historic armour values for the Vanguard. I really do doubt that the likes of Conqueror and Lion class will have worse armour than the values of the Vanguard. Armour: Belt: 4.5–14 in (114–356 mm) Deck: 2.5–6 in (64–152 mm) Barbettes: 11–13 in (279–330 mm) Gun turrets: 7–13 in (178–330 mm) Conning tower: 2–3 in (51–76 mm) Bulkheads: 4–12 in (102–305 mm) -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
I'm getting the impression English isn't your first language? What it means is that game balance comes first, historical accuracy is a secondary consideration and only applies where it doesn't detrimentally affect game balance. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
And? We've long established that historical accuracy is a slave to game balance. If you want to give a nod to historical accuracy simply give the RN BBs high sigma, like the Warspite, as a nod to radar directed fire control systems. Done. None of this messing around with radar consumables. while being easy enough to balance by adjusting the lines other characteristics to counter the higher sigma value. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
Agreed, high sigma, large calibre guns, higher rate of repair ability with a smallish turning circle (basically the Warspite) Perfectly fine characteristics for the RN to be based round. None of this nonsense with Radar. I'd look at the Warspite as the basis of what the RN line should be derived from. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
If only ships existed which had Hydro, high rate of fire, heavy armour, heavy citadel protection, great secondaries, good shell trajectories and fast turret traverse; then BB players could push in right? Oh wait, we tried that with the Germans and there's still a bunch of [edited]sniping from 18km with high tier German BBs despite the entire design of the ship being close to mid range combat specialists and having the worst average sigma of the current lines. You're hamstrung by your inability to play the class properly, not by a failing of the class itself, BBs have the deck heavily stacked in their favour at the moment. What you're asking for is to skew the meta even further, at this point we may just as well scrap all other classes and do all BB games. So far CVs are still broken a over a year later, IJN DDs and torpedoes got hit with the nerf bat and then stealth fire got nerf'd if you STILL can't make a BB function at this point I seriously have to ask what are you doing in high tier games? We all screw up from time to time or get outplayed, but saying it'll help BBs push in is just patently ridiculous, it didn't help in the last 3 rounds of nerfs and it didn't help when the German BBs got hydro. I should know, because I'm usually the one getting pelted with shells in the Yamato or Kurfurst while another 2 BBs sit at the back picking their nose. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
I'd say less than 7km realistically if the BB knows what he's doing. Also, for RN Cls it'd be bloody nightmare given their effective range is under 12km. With Minotaur you've got 8.9km detection, so you'd have to limit operation to a 3km sphere where you're not instantly detected by the BB and nuked as soon as he activates radar. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
Wut? Yes it will. No CA or CL would dare operate inside 15km and under 12km would be suicidal, increased BB accuracy is ridiculous frankly given trying to dodge shells when you have a rudder shift in double figures in most cases at high tiers, without the mods, it would be extremely difficult if not impossible to avoid BB shells, which will still simply over match the fore deck and citadel you from the bow of the ship. So the RN would be useless given their short range, and all other CAs would operate at max range. Besides, are you going to improve CA and DD accuracy as well? Given the inevitable whining that will ensue from BB players getting spammed with laser accurate HE fire from 18km away, I doubt it. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
Pffffffffffffffffffffffffffffftttt. Not even close. There's an accuracy study from a Naval war college based on the projections of what they believed an Iowa class BBs guns should be a capable of hitting, made in WW2 and the target was Bismarck class BB. Range Percentage hits against a broadside target Percentage hits against an end-on target Ratio 10,000 yards (9,144 m) 32.7 22.3 1.47:1 20,000 yards (18,288 m) 10.5 4.1 2.56:1 30,000 yards (27,432 m) 2.7 1.4 1.92:1 If you think a BB inside 10km has an accuracy of 30% in this game then your head is in the clouds. BBs in WoW have significantly greater accuracy than this, so please dispense with the rubbish, decisions have been made for the sake of game balance to make the various ship classes playable and enjoyable in 20 minute games, which is fine we all accept it, but don't tell people BBs were anywhere close to as accurate as they are in game, because it's a bare faced lie. -
Discussion thread for "some interesting info around the world"
BillydSquid replied to Deamon93's topic in General Discussion
And therein lies the problem, and why the balance is currently in the shitter. Gimmick, over coherent application of balance, the next shiny shiny for the flavour of the month. It's why Kurfurst and FdG have such crap torpedo protection and designed as huge ships, because gimmick necessitated that WG screwed them in these two areas to give them hydro, regardless of how damn good their secondaries are, high rate of fire, turtle back armour and fast turret traverse. That wasn't enough to distinguish them from the IJN and USN, nope, they had to shoe horn hydro in. I'm just waiting for the Russian BBs to come out, the gimmick may as well be they fire nuclear missiles and end the game at the rate WG seems to be churning such ill conceived ideas out. -
British BB (mod. Lion class) at Tier X, WoWS ASIA seems to have an (unintentional) scoop of some sorts.
BillydSquid replied to ShortySunderland's topic in Battleships
Shhhhh. Cruisers are the equivalent of the Death Star, BBs need moar buffs -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
No, because we had this issue with Bismarck Hydro and RPF. Bismarck should never have been given hydro, FdG and Kurfurst yea, they're huge ships, based round brawlers and have absolutely terrible torpedo damage reduction 15% on the Kurfurst?! vs 55% on the Yamato and 37% on the Montana. We saw the problem crop up in ranked matches, where pre nerf Bismarck with Hydro was far too powerful, same with RPF divisions in ranked. Good luck trying to escape as an RN CL or DD if you have a division triangulating your position. You're screwed. Randoms, meh. They're random, some games you get good teamwork, but you don't really rely on someone having RPF so it's uncommon and not worth the 4 skill points, in ranked and matches, different kettle of fish entirely. -
British battleships incoming
BillydSquid replied to anonym_u5USg8CcK96I's topic in General Discussion
The fact they even thought that radar needed testing on a BB line is worrying, I do wonder whether they are perpetually drunk when they do these tests. The German BBs having hydro is countered by their absolute garbage torpedo bulge protection and the sheer size of the ships, but they've made a deliberate design choice for "flavor" reasons rather than balance considerations. And even then they're extremely powerful. Slap radar on the RN and say good by to any RN CL play, gunboat DDs and any form of tactical stealth play using IJN DDs and CAs given radar sees straight through islands. The Game will simply be BBs lobbing shells at each other from 18km away as playing anything else will be pointless.
