Jump to content

Search the Community

Showing results for tags 'Tier 9'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunità Italiana
    • Comunidad de habla española
    • Türkçe Topluluk
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section

Calendars

  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 23 results

  1. tabarly54

    Seattle

    Bonjour, petit après usage du seattle. Donc nouvelle branche US, spécialisée 152mm. On passe donc de l'excellent Cleveland, à la purge de la lignée. Ses soucis Il est long, il est large . Son accélération est mauvaise comme son prédécesseur, mais en plus la manœuvrabilité se réduis même avec la 2éme coque. Bref il a tout pour plaire aux AP adverses. Les obus sont toujours aussi lents. La rotation de tourelle ralentie. Mais surtout, l'AA est moins bonne !!! Ses avantages Cadence, portée très largement augmentée avec l'amélioration 6 et le 2éme système de contrôle de tir. On peut toujours tirer en cloche mais 2 îles plus loin. Les modules, les consommables en pagaille. (on a enfin accès à la réparation, et elle sers régulièrement). Pour le moment, je dirais que ce n'est pas un mauvais navire, seulement il est niveau 9, et les joueurs ne se laissent plus arroser d'obus sans réagir. Le manque de maniabilité combiné avec un blindage composite papier/carton en font un navire de soutien d'escadre. Vous ne pourrez pas retourner une situation comme un des moines. Juste suivre les cuirassés et les appuyer contre tout ce qui pourrais les ennuyer, grâce aux radars, consommables aériens ou aux sonars. Ou bruler les cuirassés ennemis, les croiseurs devenant votre plus grande menace.
  2. Miithrandir

    Alsace

    Salut les gars ! Bon, j’ai pu tester l’Alsace hier, donc je me permets de vous en faire un retour rapide. Je lui ai mis une config standard, un peu axé sur les secondaires. Ce que je peux d’emblée vous dire c’est que c’est un navire assez agréable à jouer. Il m’a un peu fait penser à l’Amagi. Armement : Franchement, c’est super. La dispersion des canons ne m’a pas dérangé. Les 380mm pénètrent bien, sans autant faire trop d’overpen. Les tourelles sont un peu lentes, mais c’est gérable. La tourelle arrière par contre, je ne m’en suit pas trop servi. Parce que quand vous montrez le flanc… En revanche, moins de 19kms de portée en T9, moi je trouve ça moyen. Et pas d’hydravion éclaireur ! Quand on pense que le GazCoin ou le Richi, avec les mêmes canons, ont 24kms de portée ! Par contre j’ai pas testé les HE. Bref, quand même, quand on vient du Dunkerque, ça fait du bien. Les secondaires sont bons ! Avec 10kms de portée, sans drapeau, franchement ça sert. Même en T9. Les CV et DD ont tendance à plier bagage quand ils se reçoivent une bordée. Bon la précision des 150mm (les plus gros secondaires), c’est bof. Mais je ne l’ai pas améliorée. L’AA est très moyenne… A savoir que je ne l’ai pas améliorée. Blindage : Globalement bon. De face, tous les obus de CV ricochent. On ne prend pas trop de dégâts. Par contre de côté… là je dirai, comme le Dunkerque. Faut pas s’y amuser. D’où le manque d’utilisation de la tourelle arrière. Même les obus de certains CV passent… J'ai pas non plus pris plus d'incendies que ça. Dans la moyenne je dirai. Protection anti-torpille médiocre. Faites tout pour les éviter !! Manœuvrabilité: Je dirai comme l’Amagi. Même un cran en dessous. Comprenez-moi bien. Le navire est très long. Il ne tourne pas très bien et craint les torpilles. Donc je vous recommande vivement d’améliorer le gouvernail ! Ah, j'oubliais. Pour moi le boost de vitesse ne sert vraiment pas à grand chose... j'en ai pas vu l'utilité, ni senti le besoin de l'utiliser quelque soit la situation. En fait, vu la taille du navire, il n'est pas assez "puissant" pour servir à quelque chose. J'ai pas encore bien compris comment l'utiliser. Faut que je fasse quelques parties encore. Mais le meilleur compromis que j'ai trouvé hier est de la jouer un peu façon Dunkerque, de face en faisant gaffe aux flancs. Voilà voilà… et les autres, vous en pensez quoi ?
  3. Model 3D : https://sketchfab.com/3d-models/sovetsky-soyuz-f597ec02b925486e9ce2d3fe9ff83e03 Statistiques générales Canons principaux : 406mm /50 MK-1-406 Cadence de tir : 1.8 tirs/min. Recharge en 33 sec. Vitesse de rotation des tourelles :6 deg./sec. 180° de rotation prend :30 sec. Portée de tir : 19,70 km. Dispersion maximum : 264 m. Sigma : 1.70 Détails des munitions Obus explosif ( HE) : 406 mm HE Model 1937 Obus perforant (AP) : 406 mm AP Model 1937 Dégât maxi d'un obus HE : 5,800 Dégât maxi d'un obus AP : 13,250 Vitesse de l'obus en sortie de bouche : 830 m./s. Vitesse en sortie de bouche : 830 m./s. Poids de l'obus : 1,108 kg. Poids de l'obus 1,116 kg. Chance d'incendie : 40 % Ignore 28mm et moins Indice de pénétration : 67mm Inefficace sur 68mm Retardateur : 0,033s Manœuvrabilité Vitesse maxi : 28 nœuds Temps de basculement du gouvernail : 14,9 sec Rayon de giration : 950 M Détectabilité Portée de détectabilité par la mer : 16,20 km Portée de détectabilité par les airs : 13,36 km Plus de détail sur ce lien
  4. Juesty_Tylor

    Jutland

    ST, British destroyer Jutland, tier IX Hit points – 18400. Plating - 19 mm. Hull (A) main battery - 2х2 and 1х1 114mm Hull (B) main battery - 3x2 114 mm. Firing range – 13.2 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 3.5 s. 180 degree turn time - 9 s. Maximum dispersion - 114 m. HE initial velocity - 746 m/s. AP initial velocity - 746 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 15533. Range - 10.0 km. Speed - 62 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense - 3х1 40 mm, range - 3.5 km, damage per second - 26. 2х2 40 mm, range - 3,5 km, damage per second - 38. 3х2 114 mm, range - 5.0 km, damage per second - 45. Maximum speed - 34 kt. Turning circle radius - 610 m. Rudder shift time – 4.2 s. Surface detectability – 7,0 km. Air detectability – 4.1 km. Detectability after firing main guns in smoke – 2,4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 110 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,37 km Ship detection range 3,51 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  5. Alors je m'en viens parlé un peu du navire, il me semble que c'est le dernier croiseur russe qui n'a pas de sujet pour lui, comme le fletcher fut un moment, ont en parle très peu (Enfin bon la branche est encore jeune) Alors que vaut le Dmitri donskoi ? Bon commençons avec un petit résumé du navire Capacité de survie Alors pour ce navire nous avons 43 400 PS avec un blindage allant de 19 a 100mm alors mise a part le blindage il n'a pas a rougir sur ses point de structure légèrement supérieur au Balti et a l'Ibuki, seul le Roon le dépasse bien (Avec ses 50 000 PS) donc sur ça pas de dépaysement, il n'est pas a la ramasse pour un croiseur T9 en tout cas comparais au autre Reste que vous êtes toujours aussi peu résistant, et votre citadelle est toujours bien haute sur ça il est vraiment similaire au autre croiseur, comme le Chapayev et le Shchors Artillerie C'est la que se fait enfin le changement, alors ont passe de 12 canon de 152mm a cadence de 7.5tir/m et une portée de 17.2km a 12 canon de 180mm qui a une cadanche de tir de 4.8tir/m avec une portée pouvant allez juqu'a 20.6km Bon alors ce 180mm ? bizarrement je préféré largement le 152mm, je trouve que le 180mm te fait perdre sur beaucoup de point et gagne sur pas assez, alors déjà niveau dégât alpha c'est pas la fête, ont a 100 voir 200 dégât alpha supplémentaire sur la HE par exemple, avec 1% de chance d'incendie supplémentaire ce qui est donc pas vraiment une augmentation, vus que le 152mm a une cadence de 7.5tir/m et donc envoie largement plus d'obus en 1 minute L'une des seul qualité que je peux trouver au 180mm, c'est déjà sa pénétration renforcé comparais au 152mm, c'est pas encore ça, mais y'as déjà du progrès pour l'Ap mais surtout, c’est la vitesse d'obus, elle est agréable, les tir a 20km+ ne son pas plus compliqué qu'un BB voir peut être un peu plus facile Torpille Alors enfin, la portée des torpilles est augmenté a 8km mais bon, 55knots, c'est pas terrible autant vous dire que déjà, en plus de les utiliser rarement (Car bon généralement elle s'utilise quand un croiseur viens vous chercher, mais sinon votre but reste quand même de garder vos distance) si vous les lancé a 8km, avec sa vitesse, elle vont rien toucher ça reste toujours bien d'en avoir, mais très très situationnel, de plus les tube quintuple sont placé un peu comme sur le trpitz, bien exposé sur le flanc du navire, bien ouvert, et donc sont détruit (Permanent) assez souvent Défense AA Bon la tous ce que je peux dire, c'est que il a 12 point supplémentaire que le chapayev, n'étant pas spé AA je ne peux pas trop jugé l'efficacité de sont anti aerien, en tout cas de base, avec en plus la compétence active du Tir AA défensif, il y a moyen de bien vous protégez conte les avions, sa AA de base reste meilleur que l'Ibuki et le Roon Maniabilité Boooon enfin, le point faible de tout croiseur russe, alors nous avons quoi Déja vitesse de 36knots, plutôt très bonne vitesse pour un croiseur T9 (La meilleurs?) Une courbe de giration de 760mm (L'ibuki est a 770mm, le chapayev 890mm je rappelle) Temps de basculement du gouvernail 8.4s Bon clairement vous laissez pas avoir par ses chiffre, selon ses chiffre, il serait plus manœuvrable que le Chapayev, et largement même, hors ce n'est pas du tout le cas dans mon impression, je pense vraiment qu'il y a un problème dans le calcul de la courbe de giration de ce navire, il est donc aussi maniable que les croiseur d'avant, c'est a dire, pas terrible, vous rendant plus vulnérable Dissimulation Aaaaaah enfin !, enfin ont prend la dissimulation des russes dans les dent, sans aucune amélioration de la dissimulation, le croiseur est repéré a 16km (Une préparation pour le TX et ses 18km) autant vous dire que c'est finis la chasse au DD, en plus d'avoir un rechargement moins rapide, vous avez une discrétion très mauvaise, vous reste donc que le radar qui servira toujours pour sécurisé une zone ou contrer une smoke Booon voila voila alors au final le navire ? Bien ? pas bien ? et bien personnellement, seul sa vitesse d'obus m'as vraiment fait tenir le grind, le reste na pas grandement était amélioré ( a part par exemple le conso de réparation) voir il a même perdus comparais au T8 Comme le reste des croiseurs légers russes il est a sa place en seconde ligne, voir même derrière ses BB, ce n'est toujours pas clairement un navire de corps a corps, vous avez plus a y perdre qu'a y gagner, par contre, pour spam l'ennemis a 20km bah vous excellez dans ce domaine, encore un gameplay de snipe/spam longue distance Je ne m'attarderais pas trop non plus sur la manière de le jouer, je ne ferais que répété ce que j'ai mis sur mon topic sur le Chaayev, étant très similaire dans la façon de le jouer, enfin dans la façon dont moi je le joue
  6. Bonjour, A la suite de mon petit tuto sur le Fiji, je continue sur ma lancée . Ayant débloqué l'Edinburgh qui était pour moi une légère amélioration du Fiji à tous point de vue (donc encore un très bon navire coté anglais ) , je suis arrivé au Neptune . Ce croiseur est tout simplement superbe , pour ma part je ne me lasse pas de ces croiseurs anglais . Le Neptune petite présentation Le Neptune , croiseur TIX anglais est une grosse amélioration de l'Edinburgh. Il est l'un des tournants de la branche selon moi pour plusieurs raisons que j'exposerais plus tard. Coté stats que vaut il ? -44 900 hp -12 canons de 152 mm avec une portée de 16.5km pour 4.4sec de temps de rechargement (amélioré) . -4*4 tubes lance torpilles avec 10km de portée pour une vitesse de 62 nœuds. -33.5 nœuds pour la vitesse de pointe avec une courbe de giration de 710m ,un temps de basculement 8.6sec pour le gouvernail (une fois amélioré) -une valeur d'anti-air proche de 100 , surtout 6*2_114mm et 4*3_152mm pour ce qui concerne la DCA lourde. -enfin une valeur de dissimulation de 10.1km une fois full (ce qui est une des plus mauvaises dissimulations des navires anglais) Neptune dernière ligne droite ? Comme dit plus haut le Neptune est un bond dans la branche anglaise . Tout comme l'Edinburgh il est capable de réparer 40% de son pull HP max !!! Cela est juste hallucinant et malgré la faiblesse de son blindage, ce point en particulier lui permet une très bonne survivabilité lorsqu'il est bien utilisé . Un temps de rechargement de 4.4sec contre 7.5 sec précédemment sur l'Edinburgh mais un temps de vol des obus légèrement plus long . Et oui Le Neptune devient une véritable machine-gun . 2 lanceurs quadruples sur chaque flanc !! La aussi nous trouvons un fossé entre le TVIII et le TIX , on passe de 6 torp sur l'Edinburgh à 16 sur le Neptune . Enfin nous trouvons un petit up intéressant sur la DCA, avec les tourelles principales en double usage + les 6*2_114mm . Cela permet l'utilisation très efficace de la DCA manuelle , ce qui nous donne un croiseur infâme en terme d'AA malgré l'absence de barrage . Le Minotaur n'est ni plus ni moins qu'un Neptune amélioré d’où , la "dernière ligne droite de la branche" Le gameplay Ici pas de différence fondamentale avec le gameplay du Fiji, je vais donc un peu me répéter et ajouter de nouveaux éléments. Bien évidement on reste sur un gameplay très exigeant Le placement reste fondamental sur ce navire , être au bon endroit au bon moment. pensez y a deux fois avant de smoke !! Et oui beaucoup des dégâts que vous infligerez à vos ennemies seront infligés sous le couvert de votre smoke . Donc une smoke bien posée peut être déterminante pour le déroulement de votre game , de plus avec la grande cadence de tir du Neptune il est vraiment aisé pour vos ennemis d'estimer votre position . Tout sa pour dire que poser sa smoke c'est bien, mais pensez au après et au pendant, c'est beaucoup mieux, soyez toujours à la recherche d'îles pour "l'apres-smoke" et surtout soyez mobile dans votre smoke afin d'éviter la mauvaise surprise du "blind-shot". Le schéma parfait est une smoke derrière une ile basse qui vous offrira une protection pendant la smoke et surtout le temps de "tempo" votre prochaine smoke. Le Neptune reste bien évidemment un Glass-canon donc il est essentiel que vous contrôliez votre furtivité et vos engagements . Un placement agressif !! Et oui malgré sa fragilité le Neptune comme tout les croiseurs anglais a besoin d’être proche de la ligne de front de façon à être le plus efficace possible . Chercher au maximum les flancs des navires ennemis afin de les découper. Les AP sont toujours aussi dévastateurs quelque soit la cible de flanc CA/DD/BB . Des torpilles qui peuvent vraiment être utilisées aussi bien de façon offensive que défensive . N’oublions pas que les croiseurs anglais récompensent énormément les bonnes prise de risque et le jeu "juste et précis". Les éléments du navires -1 toujours la protection de notre armement principale -en second choix la portée de DCA , toujours pour combler l'absence de barrage. -alors pour le 3eime choix , amélioration de la cadence de tir pour tirer toujours plus d'obus par minute =) -en 4eime choix le gouvernail car notre maniabilité est la survie de notre navire lorsque l'on est repéré. -pour la 5eime amélioration bien évidement réduction du temps de basculement du gouvernail afin de mieux manœuvré -puis enfin en toute logique la furtivité pour l’amélioration N°6 Compétences du commandant En 1: -Alerte de tir en approche afin d’éviter les devats ^^ et ainsi "dodge" les salves ennemis En 2: -Multitâche qui prend tout son sens sur ce navire car il a un paquet de consommables (Vive la smoke qui a un temps de reload plus cour )(pensez toujours à la smoke premium qui est un vrai avantage sur ce navire) -Et bien évidement poussée d’adrénaline afin de renforcer le coté offensif de ce navire En 3: -surintendant pour la smoke supplémentaire entre autre. -expertise de l’armement des torpilles qui commence a être très utile sur le Neptune et qui est vraiment agréable sur le Minotaur (le spam de torp est toujours dissuasif pour vos ennemis) En 4: -expert en dissimulation pour bien évidement réduire sa détectabilité et donc se protéger (la furtivité d'un navire influence directement sa survivabilité). -Enfin l'AA manuel pour augmenter sa protection anti-air et donc palier au manque du barrage sur ce navire . On s’aperçoit que le build commandant est orienter à 90% sur le caractère offensif du navire . Je conseil un Build IDENTIQUE sur le Minotaur Pour conclure: -pensez gros DD avec une citadelle -la furtivité avant tout !!! -Avoir un excellent placement , être toujours à la recherche d'un potentiel couvert -Hélas s'adressant surtout a un public déjà bien expérimenté en croiseur/DD à mon sens -vous pousse toujours à améliorer votre placement et donc vos connaissances des maps -de pur DMG dealer , des dégâts , toujours plus de dégât !!! -Et oui la conclusion est identique a celle du Fiji , car nous avons la chance d'avoir un branche vraiment linéaire . -Ce que je rajouterais sur cette conclusion , c'est de vraiment chercher à "nuke" vos cibles grâce a votre placement et votre cadence de tir qui est infâme !! Petit exemple de l'efficacité du navire:
  7. JaguarEclair

    Lion

    Je voulais réagir sur le bestiau et ne lui voyant aucun topic propre je me permets de le lui lancer Dernièrement WG a surélevé la cita du Monarch et du Conqueror (qu'ils indiquaient dans le dev blog). Il n'était pas mention du Lion et pourtant il a lui aussi vu sa cita être rehaussée, c'est un nerf très conséquent à vrai dire car maintenant, et notamment à distance longue, il se fait taper facilement la cita J'ai pu m'en rendre compte ^^ Je n'ai pas regardé pour le KGV tiens .. Sinon des retours sur le navire m'intéresseraient car ce n'est pas vraiment ma tasse de thé (qui plus est maintenant), c'est le cas de le dire
  8. Dark260

    Buffalo

    Bonjour, J'ai croisé un CC T9 USS Buffalo IG ce jour. Un des navire de la future branche? Un vieux premium?
  9. Sauron1978

    Chung Mu

    Hier alles rein für den neuen T9 DD. Wiki-Stats: http://wiki.wargaming.net/en/Ship:Chung_Mu
  10. Kloridrik

    Chung Mu

    Salut à tous, J'ai débloqué il y a peu ce DD tier 9, le moins que je puisse dire avec le peu de recul que je possède dessus c'est qu'il me semble réellement excellent! Je ne pensais pas ressentir une telle évolution après le Hsienyang. J'ai cependant une question avant de claquer 3 points d'xp capitaine : est il plus opportun de prendre le skill qui accélère le reload des torpilles ou le skill qui fait encore baisser de 10 % la cadence de tir... j’hésite , je me dis que pour les duels entre DD la cadence de tir doit être le meilleure possible et la faire tomber sous les 3sec peut faire la différence en game, peut être plus qu'un gain de 8 ou 9 sec pour recharger les torps. bref sortir un DD en début de partie tier 9 -10 me semble plus essentiel que de sortir un BB rapidement. Je pense que les pros du Fletcher se sont déjà posés la question aussi ! Merci d'avance pour vos avis !
  11. Bigs_Destroyer_of_Worlds

    T9 IJN Azuma

    Hey All, So after checking out a lot of threads and reviews on the IJN Azuma, I decided to pull the trigger and get it. I have to say that despite all the negative press surrounding it, its a rather fun super cruiser to play when it isn't paired up against a 1v1 with a enemy battleship...let alone +2 BBs... Obviously this ship, unlike the Alaska or Kronstadt, cannot tank or bounce enemy battleship shells which seem to be the biggest weakness of it so it requires a long range or "evasion" style of play. I just took Flamu's last captain build as a starting point, but I noticed he didn't have a "revamped" newer released version. That said, I was curious what other Azuma captains are taking for skills and upgrades on this ship?
  12. Culhaut_AlexX

    Izumo

    alors voilà . je viens d’arrêter la branche des BB us pour commencer celle des Japs et j'ai lu dans 2-3 topics qu'elle n'était pas le meilleure, voire problématique . À vrai dire, l'idée d'un bateau de guerre problématique au tier 9 me hante ! dites-moi pourquoi il est problématique et s'il est vraiment dur à passer et ... ennuyant mercii -alex100dre
  13. JymmBlack

    Roon

    Bon, j'ai le bestiau, quelques parties, allons y pour un sujet. Qui l'a, le joue, l'envisage, le veut ? Avis ? Mes premières impressions : - une agréable versatilité ! Il est capable de sniper comme un cochon tout comme de mettre une bordée dévastatrice à courte portée (one shot un Mogami à 9,5 km) ; - il garde les qualités d'un "Allemand" avec une balistique vraiment intéressante, une grosse allonge, la capacité d'infliger des dégâts respectables à la HE comme à l'AP, mais en plus il semble encaisser pas mal ; - il est relativement agile, je m'attendais à un truc totalement pataud, c'est pas le cas ; - comme c'est mon premier T9 je pensais perdre des crédits, c'est pas le cas, la surprise est bonne. Trop tôt pour faire un bilan complet, mais l'outil m'a paru très agréable dès la prise en main, ce qui m'a d'ailleurs conduit à quelques prises de risque peut-être excessives ... mais sans regret. A mon humble avis le jouer exclusivement à longue distance serait gâcher le potentiel de l'animal, qui me paraît énorme. Et franchement, ces canons, cette balistique ... miam !
  14. whitebird2012

    Get rid of Izumo

    Before we go any further I do have experience with the Dunkerque with its two forward turrets and I deliberately bought this ship in order to get used to the unusual gun configuration that would be on the Izumo. In other words I know how to play the ship. The Izumo as a battleship at tier 9 is simply just not cut out for the tier. The Amagi would be better suited for tier 9 than the Izumo. Due to the large size of the Izumo it has poor concealment even with the upgrades resulting in many occasions where a cruiser can spam HE rounds without revealing their position to me that's how bad it is. The 410mm guns are nothing short of shotguns and that's with the B Hull. They do little damage if they even hit the target and completely fail to penetrate an Iowa at 5km. Playing with the Amagi these guns were good even with the RNG. Just simply put the Izumo a fire magnet and I'll confess I've enjoyed shooting at them with the Amagi the ship is an easy target to hit. There were many design prototypes back in the 1930s with Izumo being one of them, perhaps WG should look into finding something else or rearrange the tech tree like they did with Japanese destroyers, i.e. the Fubuki becoming tier 6. What do you guys think, is it worth keeping it at tier 9 on the Japanese tech tree or should another ship take its place?
  15. Execute0rder66

    IFHE on T-IX& T-X CAs/CLs

    Cheers All, Is IFHE on T-IX& T-X CAs/CLs dependent on the nation? If so, which ones do benefit from it? And if there is any statistical/numerical study that shows the rate of damage with&without IFHE in an average game of T-IX& T-X cruisers? Thanks!
  16. In the video Musashi has the 44 refit of more Anti-Air guns and removed some secondary guns for it. ¨While the ship was under repair in April 1944, the two 15.5 cm wing turrets were removed and replaced with three triple 25 mm gun mounts each. A total of twenty-one triple 25 mm mounts and 25 single mounts were added at that time, giving the ship a light AA armament that numbered one hundred and thirty 25 mm guns.¨ Why is the Naval Legends using the '44 refit in the video, but not the Musashi we will see in-game?? I think this is a poor balancing of Tier in the matchmaking of not using the latest upgrade Musashi got. Musashi wasn't know for shooting planes down like a boss, but would do a good job of defending it self to it's capability. Think Wargaming should give us the final version of Musashi, not the first build.
  17. HMCite

    Air Craft Carriers

    Air Craft Carriers are the seriously ignored class of Ships in the game. These are the reasons Why 1- In lower tiers its playable, but as one advances , the insane AA makes it impossible for CV players to maintain interest in the game. 2- Every now and then Buffs are coming for different ships except for CVs 3- New ships/lines being introduced are having such insane AA. Others have Defensive AA. 4- Every Player has the ability to increase his captain skills to Be able to increase his AA DPM by basic , advance and Manual skills, yet CV doesnt get any Captain skills for improvement of Squaderent health and endurance. 5- BBs and cruisers who are AA specked are already untouchable, add to that new DDs like KIDD and Grozovoi and US DDs Defensive AA, so CV can actually have no impact in the start of the game. 6- CV does spotting, Defends allies and also at times harldy manages to strike on enemy despite all defensive AA and enemy CV AA planes and at the end the Reward for CV is the worst in all the ship types. 7- New changes to DDs AA is further Humiliation to CVs. Either CVs need to be buffed or AA needs to be nerfed with good rewards at the end If wargaming keeps the same trend , one day people will say, remember when there used to be CVs in the game??
  18. Hello guys, I'm slowly grinding through high tiers ship, currently my only tier 9 is Donskoi, i just unlocked Izumo and waiting for a discount because i'm always short on credits. Anyway, i'll unlock soon Neptune, Fletcher and Friedrich Der Grosse. So, the thing is: When i'll unlock tier 10 ships, why would i keep tier 9? with few exceptions (like Fletcher and Gearing) tier X ships are straight up upgrades over their tier 9 counterparts. Credit Earnings: You don't play tier 9 for credit earnings, you play your premiums or tier 6-7 ships for that (In fact, i kept all my tier 6 ships and all my tier 7 besides the shchors) Ranked: I think they will never make tier 9 ranked, because of Black and Missouri Competitive: It's tier 8 Clan Battle: It's tier 10 MM: Tier 9 ships 90% of the time have same MM as tier 10 So, as a F2P player (i got a couple of premium ships but no regular premium time besides supercontainers), why should i keep my tier 9 ships in port? As of now, the only ship i could keep are Fletcher and maybe CV (tier X CV Economy is really hard and tier 9 CVS can compete in tier X MM).
  19. LittleWhiteMouse

    Premium Ship Review: USS Missouri

    Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The Mighty. Quick Summary: A modified Iowa-class Battleship with reinforced forward and rear citadel protection, a radar consumable and tremendous credit earning potential. Cost: 750,000 free experience. This works out to 30,000 doubloons for conversion, or approximately €100 ($110 USD). Patch & Date Written: 0.5.15, December 6th, 2016 Closest in-Game Contemporary Iowa, Tier 9 American BattleshipDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I don't think anyone is surprised here. The differences between the Iowa and the Missouri are minor and well advertised. The Missouri loses the aircraft of the Iowa and gains radar instead. There's slight differences to their AA load out. Most telling, the Missouri has reinforced citadel armour along the transverse bulkheads, making her better at bow-tanking while avoiding citadel damage at this angle. PROs: Reinforced forward bulkheads, providing better forward protection than the Iowa. Versatile guns with tremendous AP hitting power for their tier. Guns can specialize for either the best medium range battleship accuracy in the game or for the best battleship DPM at her tier. Excellent range of 23.4km which can be increased to 27.1km with a module. Very good anti-aircraft firepower, especially at medium range. For a Battleship her size, she's very fast at 33.0 knots. Has the same radar as the tier 9 Baltimore-class cruiser. Choice of two camouflage patterns. Earns 100% bonus experience. Earns 50% more credits than a tier 8 Premium, 100% more than a tech-tree ship. Available for "free" just by playing the game. CONs: Extremely vulnerable citadel that sits high over the water. Bow is easily overmatched by the 460mm rifles of the Yamato. Poor torpedo defense with only a 25% reduction from hits. Large base dispersion values coupled with a low muzzle velocity on her AP rounds. Without the accuracy module, the Missouri is one of the least accurate ships in the game. Wide 920m turning circle and 19.4s rudder shift time. The amount of free experience required to unlock her is prohibitively high and will nominally require clever use of premium time, consumables or simply spending money to acquire her. The Missouri doesn't correct a lot of the problems found on the Iowa-class. In fact, for those accustomed to the Iowa, she will seem familiar -- perhaps painfully so. The Missouri is the twelfth premium Battleship to be added to World of Warships (not including the Arpeggio Kongo-class sisters) and she certainly tops all of the others for the attention she's grabbing. The promotion of a certain action-hero aside, the Missouri is an important historical vessel. Wargaming has paid a nod to both their Hollywood endorsement and the Mighty Mo's 15 minutes of fame with fun details visible on her decks in port. But perhaps most importantly to players of World of Warships, the Missouri represents a departure from premium ships that have come before it. This is a premium tier 9 ship with accelerated economic boons. She earns 50% more experience and credits than tier 8 premiums. It's this latter ability that made me raise an eyebrow. A lack of credit earning has long been the bottleneck in progression in World of Warships and the Missouri steps all over this. If you have her, earning a couple million credits in the span of an hour's worth of casual game play is laughably simple. Players with this ship will be at a marked advantage over those who don't when it comes to acquiring new vessels or simply financing premium consumables or high tier content. In fact, the Missouri could be an utter potato boat and she'd be worth looking at if only for these economic gains. But let's take a closer look at what Wargaming has cooked up for us and see if she's worth the astronomical sum of 750,000 free experience. Options There's two big points to mention in regards to the Missouri's options. The first, during testing we had two camouflage patterns to play with. These both did the same thing, providing a bonus 100% to experience gains as opposed to the 50% normally provided by premium ship camouflage between tiers 6 and 8. This is on par with premium camouflage purchased for tech tree ships at tiers 9+, though, so it's good to see the Missouri keeping pace. Note that the Missouri's credit earning potential isn't baked into her premium camouflage, but rather the ship itself. The camouflage also doesn't provide any reduction to repair costs. So your choice between the two is purely cosmetic. Or you could use some other camouflage in your reserves if you prefer. It won't hurt your credit earning. In addition, the Missouri has access to Radar. This has a 9.45km range with a 35 second active period. This is identical to the radar found on the tier 9 USN Cruiser, Baltimore. She does not have the option for any kind of aircraft. Consumables: Damage Control Party Repair Party Radar Module Upgrades: Six slots, standard USN Battleship options. Premium Camouflage: There are two versions of the Missouri's camouflage. Both provide a 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. The two colour schemes for the Missouri. One nearly matches the colour scheme of the premium camouflage of the Iowa. Firepower Primary Battery: Nine 406mm rifles in 3x3 turrets in an A-B-X configuration. B is stationed in a super firing position over top of A. These have a stock range of 23.4km. Secondary Battery: Twenty 127mm dual purpose rifles in 10x2 turrets along the sides of the ship. The American 406mm 50-calibers Mk7 rifles are interesting. They combine some of the hardest hitting shells at their tier with some of the worst gun dispersion. Yet, thanks to the combination of modules the American ships can take, the Missouri can potentially be the most accurate Battleship in the game at ranges around 12km, and on par with the IJN Battleships at about 18km but at the cost of her rate of fire. It's that 6th module slot which unlocks at tier 9 which is the culprit for this. Every other nation in the game gets a 7% dispersion reduction module for their 2nd slot (found at tier 5+) with Aiming Systems Modification 1. The American Battleships instead have a range boosting module. It's only with the 6th slot where the USN can reduce their dispersion. Artillery Plotting Room Modification 2 provides an 11% reduction to dispersion. However this comes at a price. The other module competing for everyone's attention in the 6th slot is Main Battery Modification 3 which provides a rate of fire increase. This forces USN players to choose between DPM and Accuracy. Player preference will largely dictate which setup they prefer. If a player chooses to accelerate her reload then the Missouri, like the Iowa, will have the best DPM of any of the tier 9 Battleships with her AP shells. At 13,500hp per citadel hit, these can quickly doom anyone rash enough to make themselves a target. I personally believe that the accelerated reload is the way to go though there's a firm argument to be made in favour of accuracy. There are two primary downsides to these guns. The first has been touched upon already. Their dispersion, unless properly mitigated, can be downright trollish. This is combined by a rather slow muzzle velocity for her shells of 762m/s with her AP rounds. They thankfully retain energy well due to their heavy mass but this still leads to a longer lead time than with the IJN guns, for example. The only other 'bad' point worth mentioning is that due to the overmatch mechanics, anything with 32mm of bow armour can tank the Missouri's guns and remains largely immune to her AP shells so long as they keep their prow pointed towards her. This includes all tier 8+ Battleships which can make for long, drawn out stalemates. The secondary gun batteries of the Missouri are regrettably forgettable. While deadly enough to a low health destroyer that strays within range, the Missouri doesn't put out the same fearsome volume of fire of the German or Japanese Battleships. While it's possible to specialize into their performance, this usually happens as a happy coincidence rather than a deliberate act, with skills such as Basic and Advanced Fire Training being taken primarily to boost her AA power rather than with an aim to increase her secondary potency. Summary: Versatile guns that can be specialized for either high DPM or high accuracy. Excellent range. Very hard hitting AP shell with excellent alpha strike potential. Struggles somewhat against angled enemy Battleships due to overmatch mechanics. Secondaries are adequate but weaker than her contemporaries With a range that can exceed 27km, the Missouri often finds herself engaging enemies from one extreme of the map to another. Without an accuracy modification, doing any damage at these distances is chancy at best. Like all Battleships, she really starts coming into her own at medium to close range, however her fragility makes getting this near to the enemy extremely risky. Sometimes the rewards are worth it. Maneuverability Top Speed: 33.0 knotsTurning Radius: 920mRudder Shift: 19.4s The Missouri has some very long legs. It's a shame she so seldom gets to flex them in the current high-tier meta. At 33 knots, the Missouri and Iowa are the fastest Battleships in the game, bar none. This should, in theory, allow her to dictate the range of any engagement with other Battleships while also allowing her to redeploy as needed. However, this straight line speed comes at a cost. Her handling is downright horrific with a 920m turning circle and a sluggish rudder shift to boot. So while you can navigate from point A to B with alacrity, you're not going to want to do so under fire as it will expose your Missouri to enemy artillery and torpedoes. Dodging the latter, never mind the former will be an extreme challenge. DurabilityHit Points: 78,300Maximum Protection: Up to 368mm + 38mm external citadel protection, 432mm turret faces, 439mm conning tower. Min Bow & Deck Armour: 32mm (immunity to 420mm rifles)Torpedo Damage Reduction: 25% The Missouri is much lauded for its improved forward protection with the reinforcements made to her transverse bulkheads. This beefs up her citadel protection to 368mm + 19mm at best or 297mm + 19mm at worst, depending on how high or low these forward penetration shells strike. The only ship that will severely be testing these forward bulkheads is the Yamato unless you over angle your Missouri. While this looks great on paper, it pays to look at the Missouri (and the Iowa-class overall) objectively where her durability is concerned. For people hoping that the Missouri would correct the errors in the Iowa citadel placement, don't hold your breath. It's still enormous. It's still extends well above the water line. She bow tanks decently, and that's about it. The buffs to her transverse bulkheads aside, the Missouri isn't the fixed Iowa-class some have been praying for. The German Battleships created a new standard for what "good" armour protection is back when they were introduced in the third quarter of this year. I hate to parrot my Iowa-review, but the Missouri doesn't have good protection. Her citadel is placed far too high in the water for that. If an enemy ship catches her broadside, you will take citadel damage -- it's almost a matter of course. Combined onto this, she has weak torpedo defenses with a paltry 1/4 reduction of torpedo strikes She also still has that enormous hole in her citadel protection directly to the rear, just beneath her #3 turret. In order to stay safe, the Missouri needs to bow tank -- keep all of her enemies directly in front of her. In this way, she can bounce an enormous level of punishment, forcing enemies to instead pick on her superstructure or switch over to high explosive fire in order to stack any reasonable form of damage. This isn't a trait unique to the Missouri or the Iowa-class as a whole. The Friedrich der Große is just as good at it, if not better with her improved deck armour around the turrets which can make even Battleship caliber HE explode for no damage. So what does this buff to the Missouri's transverse forward bulkhead mean, exactly? Well, it means it's a little harder for a Yamato to citadel you through the bow. It might occasionally come into play if you over angle and another battleship tries to bulls-eye your citadel from the front. I couldn't test this out in a training room to see for certain so pay close attention to this if you pick her up. Bow-tanking. It's not pretty. It's not historical. But it is effective. Concealment & Camouflage Surface Detection Range: 16.2km Air Detection Range: 14.2 km Minimum Surface Detection Range: 12.16km Concealment Penalty while Firing: +12.2km (vs 27.1km gun range) For a tier 9 Battleship, the Missouri has good concealment, particularly if she specializes into keeping herself undetectable by enemies. This allows her to finally make use of her speed and redeploy without nearly as much fear of having her citadel blown out the moment she's not presenting her bow towards her opponents. This all goes away the moment you fire her guns though, but that's to be expected with any Battleship. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 151 / 318 / 104 One of the most significant differences between the Missouri and the Iowa is her AA power. The Iowa has nineteen quad 40mm Bofors mounts while the Mighty Mo has twenty. The Iowa bests her with small caliber guns with thirty two dual-20mm Oerlikon mounts (for a total of 60 guns) to the twenty-nine single mounts found on the Missouri. It's these Oerlikon mounts which makes the difference giving the Iowa a 75dps advantage over the Mighty Mo up close. In practical terms? No CV player is going to want to get close to the Missouri when there are softer targets available, especially lower tiered carriers. Still, she shouldn't venture alone when there's an enterprising CV present. Midway and Hakuryu are more than capable of overwhelming even the formidable guns of the Missouri and ruining her day, especially with her general lack of agility to facilitate dodging a point blank drop. Nope.jpg. Try again, Hiryu. Overall Impressions Skill Floor:Simple/ Casual / Challenging / Difficult Skill Ceiling:Low/ Moderate / High / Extreme How patient are you? Patience and planning largely defines success in the Iowa-class and the Missouri is no different. Reckless aggression will get you sunk in a hurry. Being overly cautious may preserve your ship but it won't win you any battles as your guns keep idle for fear of reprisals. This is a challenging ship to do well in, largely because of her fragility and how the bow-tanking and passive meta found in high tier game play will make finding those juicy targets so much more difficult. When top tier, you carry the heavy burden of needing to punch at your weight class and do a lion's share of the damage, but the Missouri's fragility to being caught broadside makes finding those opportunities difficult. Much of what I said in my Iowa review holds true to the Missouri. She's not terribly forgiving. If you catch the enemy in a bad position, you will look like a total rockstar, farming enormous amounts of damage. But if you just opt to trade fire with wary opponents, your results will be very lackluster. The truly excellent Iowa players look for and create these opportunities to shine while the mediocre wait for those one off games which hand them great results. Mouse's Summary: Excellent guns. Her protection almost seems good enough until it isn't. Which is often. Turns like a pregnant Yak in a mud wallow. Very respectable AA power. Pees on the high-tier economy and laughs at everyone who struggles to afford their tier 10 boats like they were filthy peasants. I spent a lot of time in Co-Op with the Missouri trying to isolate her credit earning potential. I suppose I owe the few not-bot team mates a sincere apology for my lack of performance in said matches. The only way to reliably get a measure of just how much the Missouri earned compared to other premiums involved getting myself killed without doing anything of consequence. A half dozen matches in the Missouri and the same done in the Tirpitz, Atago and Mikhail Kutuzov helped pin down the value of the Missouri's credit income. I can say with confidence: She earns approximately 50% more credits than a tier 8 premium ship. This is before any expenses, of course. For repair costs, the Missouri will set you back 60,000 credits. Compare this to the Iowa with premium camouflage, which spends 96,000 credits to fix the ship and earns only half of what the Missouri does. In the days leading up to the Missouri's release, there's been a lot of talk about equivalents to the Missouri's earning potential. This naturally comes at a consequence of the very high cost of the Missouri. 750,000 free experience is nothing to sneeze at. If you weren't already sitting on a significant pile of free experience before the price was leaked, you weren't likely to see this as an affordable sum -- not without some herculean grinding tolerances. While ships like the Montana and Iowa can match the Missouri for experience gains, they cannot touch her where credit earning is concerned. Tier 8 premiums are comparable to her earnings but even they fall short. In terms of time spent to rewards earned, the Missouri will outpace the tier 8 premiums. You'll need to play 3 games in your Atago to equate 2 in the Missouri for income earned. For those players who feel perpetually strapped for credits, I cannot stress how liberating this ship will be for them once they own it. Bad games in Random Battles will net you 200,000 to 300,000 credits. Good games can score upwards of a million. Even Co-Op becomes economically feasible for grinding credits with the Missouri and a premium account. So long as you can earn a minimum of 250 to 300 base experience, you will make money (not much at that low experience, but a fair chunk at 500xp games or higher). Once you peel back all of this money talk, the Missouri is an Iowa-class at the end of the day. She can bow tank. She can spank enemies with her 406mm rifles just as well as the Wisconsin ever could. But the buff to her forward armour didn't solve the vulnerability problems inherent with the class. The Iowa-class has always been reasonably strong when bow tanking -- that's not where the problem was. It's that enormous, high-water citadel that causes so many issues for the ship and that's not corrected in the Missouri. If you were hoping for an improved Iowa, I'm sorry to disappoint, the Missouri is only an incremental improvement in that regard and not the big step forward some of us were hoping for. Cool stuff like this only happens when someone royally screws up. Would I Recommend? So let's talk about cost. The Missouri will set you back 750,000 free experience. This will make her largely inaccessible for non-veteran players in World of Warships and reflects a rather unique way of selling a premium ship. Theoretically, any player of World of Warships could earn her for free given enough time. Realistically and practically speaking, most players are going to end up spending some form of real-world money to facilitate acquiring this ship. There's some pretty ingenious suggestions out there, such as combining signal flags and premium camouflage onto an Anshan or tier 9+ tech tree ship with premium camouflage for maximum free-experience gains. For someone to pay for enough doubloons for the equivalent, the EU server has a bundle of 30,500 doubloons (500 more than needed) for €100 -- which is about $110 USD. Of course, said bundle isn't (currently) available on the NA server which means on this side of the pond, a player will be shelling out about $130 USD. For different players, this represents an obstacle of varying difficulty. Some will be able to throw that kind of quid at the ship without a second thought while others will see it as insurmountable. Few ships create such a change in the game experience as the Missouri, if only from trivializing credit earning. Let me be clear, it's not like the amount of credits she earns cannot be obtained by other means. She simply makes it easier and laughably so. Time is money, after all, and those with the Missouri will have time to spare. ForRandom Battle Grinding: I would absolutely recommend her for grinding. She is, hands down, the best USN training ship and credit earning ship in the game -- a fact that is unlikely to be challenged anytime soon. The only ship that comes close to her totals is the German Prinz Eugen for Captain Training, but the German ship doesn't come close to her credit earning potential. So if you want to earn bank and accelerate training up your Captains, the Missouri is a must have. For Competitive Gaming: Is the Iowa-class competitive? You'd be a fool to take her instead of the Friedrich der Große, IMO. But this whole question is sort of moot with there being a distinctive lack of tier 9 competitive game play. If it ever comes up? No, don't use your Missouri. Use the Friedrich instead. For Collectors: What's wrong with you? Yes, it's the Missouri. For Fun Factor: I don't like the current high-tier meta in Random Battles of World of Warships. So the Missouri wasn't fun for me. I prefer my action up close and personal and that's difficult to achieve in high tier games on the North American server. Most Battleships seem terrified of getting anywhere near the cap circles. Engagement ranges are usually up in the 18km vicinity. It's passive, dull and heart breaking. It involves waiting for one side to make a mistake and punishing those that try and make a move. Outfitting your Mighty Mo I'm totally cutting corners here and repeating what I said for the Iowa. When you're equipping your Missouri, there are two primary roles to consider. The first is whether or not you intend to fully specialize her as an AA-Ship or not. This is hardly an optimal build, but if you hate Carriers with a vengeance, it has its merits. If you decide against this, you can instead choose one of two gunship builds which focus on either accuracy or firepower. Recommended Modules If you are selecting an AA build, you want the following choices to best optimize your firepower. This will provide extra range and extra DPS off of your AA guns. In addition, this build also adds to your agility, reducing your rudder shift time. For your first slot, take Main Armaments Modification 1. Even if you're specializing for anti-aircraft firepower, you're still a Battleship and increasing your main battery survival should be near paramount. If you really hate detonations, you can alternatively take Magazine Modification 1. This will make the chances of it happening absolutely miniscule. For your second slot, take AA Guns Modifaction 2 to increase your AA range by 20% if you want to be a flak-boat. Otherwise, you should be taking Artillery Plotting Room Modification 1. This will boost your secondary range and accuracy by 5% and your main battery range by 16% which is huge. For your third slot, AA Guns Modification 3 is your next choice for an AA-ship. This will add an additional 25% to your AA power. If you're choosing to be a gunship, now you have the choice. If you want to go for rate of fire, take Main Battery Modification 3. If you want to go for accuracy, take Artillery Plotting Room Modification 2. All of the choices in the fourth slot are pretty terrible. At least Damage Control System Modification 1 will add 2% to your torpedo damage reduction, so take that one. You're again faced with a choice here for the fifth slot and each have their own merits. If you want to improve your rudder shift time, take Steering Gears Modification 2. If you would prefer to reduce the amount of damage you take from fires that are left to burn for their full duration, then Damage Control System Modification 2 is your best choice. And lastly, for your sixth slot, between the two options, Concealment Modification 1 is the better option for all builds. Recommended Consumables When it comes to premium consumables, it's easy just to splurge with the Missouri because of how many credits she tends to earn. The only players that need really concern themselves with their inherent costs would be those without a premium account looking to focus primarily on Co-Op. However, there are some that are just worth taking from a game play perspective. The premium version of both the Damage Control Party and Repair Party are both very important for mitigating damage in a Battleship. This reduces their reset timer considerably and it can (and will) save your ship on numerous occasions. Of less importance is taking a premium version of the Radar consumable. This will reduce the reset timer from three minutes down to two. I find the Radar on the Missouri to be highly situational. I went for a premium version, but to be honest, I seldom use it. Recommended Captain Skills Again, depending on whether or not you want to specialize as an anti-aircraft vessel or not will affect your Captain Skill choices. Optimally, you'll want to build towards specializing her for concealment and firepower, not for anti-aircraft duties. From tier 1, Basic Fire Training is your best choice. Basics of Survivability is a nice follow up after you've unlocked your 16th skill point. From tier 2, Expert Marksman is best. At tier 3 you've got a choice. Superintendent is nice for the extra charge of your Repair Party, but is only really worthwhile if you regularly find yourself going through all four charges that you have with the premium version of the consumable. Alternatively, Vigilance can assist with spotting torpedoes early which is of more importance on the Missouri without access to a float plane. Lastly, High Alert is handy for reducing the strain on your already taxed Damage Control Party. At tier 4 this is where you will differ between AA and gunship builds. For both builds, take Advanced Fire Training first. AA builds should follow up with Manual Targeting for AA Armament to make CV lives miserable. Lastly at tier 5, Concealment Expert is very handy for the Missouri. It gives her the opportunity to finally use her long legs and redeploy as needs be -- or simply fade from a gunfight she doesn't want to participate in anymore.
  20. SebBrady6602

    Whats going on with the Iowa?

    Right im not going to sit here and take ages going through things but ive been playing this game since the Beta so ive played a lot of this game, and i tend to sit in my favourite ship ever which is the Iowa class. But recently since the last patch what on earth is going on with this ship?! The guns are pea shooters. I came up against a one on one fight with a colorado class and we were both at full health. I was aiming exactly between his citadels and getting perfect hits, 7 out of 9 hits usually. And i was doing 2000hp of damage. What on earth is that about?! When he returns fire im just wiped out. Its across all games im noticing my damage output is horrendous getting 40 50 hits every game doing about 10K damage. An atago side onto me using AP rounds should be a good hit. Well it was. Now id be lucky to even do the overpen damage to him. This is ridiculous and is making me very frustrated with this game. Whats the point in playing tier 9 games losing so much money when everything will damage you far quicker than i can damage it. That isnt right. This is meant to be a tier 9 battleship not a tier 2 cruiser. Whats going on?
  21. Hi all I have just got myself into a tier nine battleship, hooray! all that grinding done. My question is why bother with tier nine and ten as they seem to be not viable for xp or credits, if you have a good round say with one kill but take lots of damage you could end up losing credits is this intentional to make us use premium? seems to me you can earn better credits in tier five and six?
  22. Formula1Dragon

    Epic Titanic Battle!

    Honestly, our club love to do things slightly different... And sometimes we get attacked for not just rushing in, while others do and get killed in the process... Here is a TITANIC battle, and a TITANIC rip off also!!!! Watch as a Tier 6 Fuso wipes out a Tier 9 Izumo at close quarters and turns the battle around in our favour!!! Oh and read the chat, and see the numpty crying about us for camping!!! Well it was worth the win...
  23. So i watched the older video on the US fleet. I was under the impression that ingame the Essex was a temporary Tier 10 until they got the Midway ready. But on this video the Midway is not included, and the tier 9 has not recieved a name. 1:50 for those who are lazy Do we know what the new Tier 9 is?
×