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Found 305 results

  1. Ise

    Hi I see the mobile game introduces the hybrid cv ISE tomorrow, will she come to the pc version?
  2. Hallo liebe Gemeinde, in diesem Thread soll es sich um die Taktiken drehen, die RPM-schwache Schiffe wie Schlachtschiffe oder schwere Kreuzer gegen schnelle Schiffe mit hoher Feuerrate anwenden können. Angesichts der rasanten Feuergeschwindigkeit etwa der russischen (etwa Grozovoi, Khabarovsk) oder japanischen Kanonenboote (etwa Kitakaze, Harugumo), aber auch bestimmter leichter Kreuzer, fragen sich bestimmt einige Kapitäne, welches die beste Kontertaktik in langsam feuernden Kampfschiffen ist. Dieser Thread soll als Brainstorming und Erfahrungsaustausch dienen. Ziel ist es, weniger erfahrenen Spielern Ideen an die Hand zu geben, um ihnen die Furcht vor RPM-starken Schiffen zu nehmen und das Teamplay zu stärken. Ausgangssituation: Kampfschiffe mit niedriger Feuerrate sehen sich schnell bewegenden, eingenebelten oder verdeckt stehenden leichten Einheiten mit hoher Feuerrate entgegen. Der Spieler will sein Schiff möglichst optimal zu Wirkung bringen und teamdienlich spielen. Eine Flucht an den Kartenrand oder den Verzicht auf Unterstützung seines Teams kommt für ihn nicht in Frage. Er stellt sich die Frage, wie er am besten vorgeht. Fragestellungen könnten sein: - Wie gleiche ich die niedrige Feuerrate meiner Geschütze / meine unterlegene Geschwindigkeit aus? - Welche Skills sollte ich verbauen, um im Jagdrevier RPM-starker Schiffe gut gerüstet zu sein? - Welche Taktiken fahre ich einzeln / zu zweit / in der Gruppe um solchen Gegnern das Leben schwer zu machen? - Laufe ich besser ab oder fahre ich auf die Bedrohung zu? Wie richte ich mein Schiff aus? Ich freue mich auf Eure Erfahrungen und Ideen. Besonders freue ich mich auch auf die Einlassungen der erfahrenen Gunboat-Spieler: Was macht Euch das Leben schwer und lässt Euch einen Angriff eher abbrechen als ihn durchzufechten?
  3. On 4 August 1960 HMS Vanguard was towed from Portsmouth Harbour to the Breakersyard at Faslane in the Gareloch,Scotland, just a few miles from where she first set sail in 1946. Under the command of Lt. Cdr. W.G. Frampton were two officers and sixty ratings.She had been sold to the British Iron and Steel Corporation for £560,000. A look back at halcyon days. Tip top old boy!
  4. Dear captains, The Agency is on the hunt for a battleship captain for the next season of Clan Battles and possibly other tournaments, we need someone with very good individual skills, good understanding of game mechanics and the ability of being a team player. Requirements: Before you apply, please ensure you meet the minimum criteria: - You are fluent in English. - You are 16 years of age or older. - You have the Ability to get along with our odd mix of players. - You have to use Discord and have a decent working mic. - Being a BB captain isn't just enough, you need to be a hard hitter. - Experience in competitive isn't that important but it will be taken into consideration (individual Stats will have a bigger impact). - Finally you need to be present for CBs sessions at least 3 times a week. the recruitment will be open until the 4th season of Clan Battles is about to start. in case that we end up with multiple people that fit the requirements we are able to have only 2 players (some tournaments needs 2 BBs ) so keep that in mind. if you are interested you can reply to this post PM me on the forum or in-game or through Discord @OM40#2543. Good luck and have fun, OM40
  5. Maraton - Etap III - Pancerniki

    Rozpoczęcie etapu: 04.09.2018 12:00 Zakończenie etapu: 11.09.2018 12:00 Etap III - Pancerniki Zatopienie - 10 pkt Trafienie z działa - 2 pkt Zajęcie - 3 pkt Trafienie działami baterii dodatkowej - 0,1 pkt Osiągnięcie bohaterskie (Kraken/Duży kaliber/Wsparcie itd) - 7 pkt Zasady zgłoszeń jak poprzednio Nagrodą za zajęcie pierwszego miejsca w danym etapie jest 2500 dublonów, 1 kontener CC i 10 kamuflaży CC ( oczywiście odpowiednio mniej jeśli gracz otrzymał je od kogoś innego w danym miesiącu - limit 1x kontener i 30x kamo na konto/miesiąc) 2 miejsce: 7 dni premium + 500 dublonów 3 miejsce: 50x kamo Nieprzerwany ogień + Flaga Nieprzerwany Ogień, 10x kamo CC Ogólne zasady maratonu i zgłoszeń: WYNIKI ETAPU II: 1 miejsce @kubalkr 175,4 pkt 2 miejsce @Firkines 169,8 pkt 3 miejsce @Cyraxinainen 110,2 pkt Gratuluję zwycięzcom i zapraszam do dalszej zabawy! Nagrody postaram się rozesłać jeszcze dziś, najpóźniej jutro :) Link do tabeli z wynikami etapu II: https://docs.google.com/spreadsheets/d/1fbLHraMtVmcmaomwAYB9Z3l5cFROHra4IjXViYTsHOE/edit?usp=sharing (arkusze na dole) W klasyfikacji generalnej prowadzi @kubalkr!
  6. The U. S. N. Colorado

    I was watching some reviews of the old colorado (2 years ago). I want to know if the colorado with the buff of the HP, the buff of range of shoot, the buff of accuaricy and the buff of the armor, is now a god BB
  7. Iowa, its hull & is it worth it?

    Hello everyone, I have heard alot of stories about people saying the USS Iowa is really bad and other people who were shouting that it was an amazing ship, it just needed more skill to "master" her. Now since I'm almost able to get the Iowa I wanted to know it I should buy it or if I should just stop at my North Carolina and not go any further. Also, people are saying that the Iowa has really bad protection, while I read an article that stated that actually, the Iowa had less amount of armor but it was of a way better quality which made it really strong. So did Wargaming just make it "a bad ship" according to people? Also, apparently the citadels that used to be very high before have been "fixed" so to say. Does it make it really better or just better? I'm looking forward to complete answers if possible, not just people screaming it's bad or good without proper arguments. Thank you! Kind Regards, Nathan Link to the article: (It's the 3th topic; Armor) https://www.quora.com/Why-do-people-think-Iowa-would-have-been-able-to-defeat-Yamato
  8. Bonjour, bonsoir à vous tous. Pour commencer: 1) j’espère ne pas poster au mauvais endroit 2)Non il ne s'agit pas d'un post ouin oui/réaction à chaud ou autre, seulement d'une proposition d'équilibrage. Vous connaissez tous (j’espère) les compétences de commandant BFT et AFT. En soit la compétence ne pose pas (enfin selon moi) de problème sur les destroyers et croiseurs. Le problème est pour moi centré sur les cuirassé orientés secondaires. Oui je parles de vous Bismark/FdG/GK et autre Alsace/République. Je ne joue pas CV, mais les streams/vidéo et autre screens avec des montant d'avions abattus sur des navires pas prévus à cet effet nous montres que ces navires qui sont pourtant sensé être faible vis à vis de l'aviation deviennent capables de découper des escadrons avec une "certaine facilité". Je me suis donc demandé si un rework de AFT/BFT ne serais pas envisageable. D'une part une version AA et de l'autre une version secondaire (soit en crééant une version AA et une versio Secondaire, soit en devant sélectionner le bonus de notre choix). Les bonus apportés serait très proches de la version existante de la compétence mais plus précis. Version AA Version Secondaire Bien entendu on ne touche pas au bonus de portée de la batterie principale pour ne pas impacter les navires comme les DD (Gearing, Akizuki ou autres...) qui prendront toujours AFT/BFT version AA, idem pour les croiseurs qui se monte AA qui garderons AFT/BFT en version AA. Les navires les plus touché seront les cuirassée, on ne verras plus de GK secondaire avec des l'AA (81.8 dps à 2.4km, 257.4 à 6 et 163.7 à 6.2) et des secondaires à 11.6km ou des République secondaire avec des secondaires à 12.1km et de l'AA (402.6dps à 5.4km, 43.6 à 6km et 165 à 6.2km). On verras ne pas non plus de Montana monté AA (même si ça se fait pas trop) avec de l'AA (95 dps à 2.9km, 159.7 à 2.9km, 418,4 à 5km et 207.2 à 7.5km) et des secondaires qui portes à 7.6km. Peut être que le rework des CV apporteras aussi un rework de l'AA et des compétences de commandant, mais pour le moment voici ce que je propose. J'espère avoir était assez clair et compréhensible. N’hésitaient pas à faire vos retour, poser vos question, continuer la réflexion. Bonne journée et bon jeu à tous. Ah, oui aussi, désolé si il y a des fautes de français/grammaire trop flagrantes ou quoi que se soit n'hésitaient pas à me le signaler.
  9. Battleship (un)balance

    Hello guys . has been a while , today i want to talk about BBs , and this thread is going to be add / family friendly because WG really didn't like my previous post and they they performed " speech freedom " ban on me . ( not that its a big deal but since WG isn't in my christmas list i am mentioning it ) so , i want to talk about BBs in general and 1 in particular . so lets go : at tier5 : i have met the Galelo cesar and its clearly over powered not even funny compared to everything else in that tier , ( even at higher tiers ) at tier6 : i just finished the grind of new mexico , new mexico is too slow , would like it to have some speed buff . at tier7 : Gniesenau is so so bad its not even understandable how a ship with only 6 small caliber gun be so inaccurate . but hey , this game is balanced and Gniensenau is as good as Lyon , maybe i just suck at playing . at tier8 : very well balance , and i mean it , apart from saying again what i said again about Gniesenau for bismark , its too inaccurate and there is no need for that . at tier9 : we have fredric the great or as i like to call is fredy the j.e.r.k , hat ship is now the worst after izumo was buffed , then again maybe i am bad and i dont understand how the play the ships . at tier9.9: we have the amazing musashi and kronchdat and missouri , i got 2 of them and they are well balanced for a tier9.9 ,,, ( if that doesn't give you an ida how OP these ships are , i dont know what will ) at tier10 : the republique , or what i like to call '"the tier8 tier10 " why would you make 2 sisterships and pu one ( gascone ) at tier8 and one a tier10 ( republique ) ? and now to the star of the topic ,,, and i would like you guys to guess what it is . whats the ship that citadels / divastate strike you in your crappy little Des moins with just his 2 back turrets ? whats the ship that shoot you in your crappy little DD for 15k dmg each time and kills you ? whats the BB that is used in 90% of the time in clan battles and competitive ? whats the ship that has a 3 million module that allows her to turn into an orbital lazer guided cannon ? WG ,,,, fix the montana , its really really annoying to fight , she is too accurate , she has very good HE and 203 mm resistence , she is too fast . just nerf it , i would say remove the 3 m accuracy module , what you think guys ?
  10. Just looking for some additional tips on aiming on specific parts of the ship to gain the most benifit(I can calculate lead aready). Had a Helena run into a island, showing full broadside, I aimed at it, fired and got 5 bloody overpens.(fuso) And on the other hand, deleted a New Orleans who is bow in to me.(fuso) Where do you guys usually aim at to deal as much damage as possible? Currrently from my experience(t6 mm as of now) bow in or semi angled (more then 45 degrees) cruisers yields more reliable damage than even broadside ones, vs BBs pretty much all over the place,
  11. I am currently looking for a clan to play lots of clan battles with. I have CB experience and am looking to improve my gameplay. I expect a similar attitude and skill. https://wows-numbers.com/player/510708905,Golgaphail/? I will be active most evenings and would like to play lots of Clan battles! Discord as a voice com is a plus ;)
  12. The six battleships of the H-class were the projected successors of the battleships Bismarck and Tirpitz . Those ships, which would have been the core of the fleet build according to the Z-Plan, were mainly enlarged and improved versions of their predecessors. In difference to them, those ships were planned with commerce war in mind, therefore diesel engines were selected instead of the usual high pressure steam engine used by the German navy in those days. Design of these ships started in 1937, and a total construction time of 50 months was projected to complete a ship of this class. All ships were scheduled to be completed by 1944. Only two of the ships were actually started, Schlachtschiff H at Blohm & Voss, Hamburg on June 15th, 1939 and Schlachtschiff J at AG Weser, Bremen on August 15th, 1939. Construction was stopped on October 10th, 1939 as the focus in German naval construction switched to the construction of more U-boats instead of battleships. Up to this day, 1200 tons of steel was already used for the Schlachtschiff H , 3500 tons were in construction and another 12000 tons were already ordered. (Schlachtschiff J was still in an earlier phase of construction). In 1940, the used material was wrecked on the shipyard and used elsewhere. Although it was obvious that Germany would not be able to build a complete new battleship during wartime, the plans for the H-class battleships were further developed and improved, to study the design of a competitive battleship and increase sheer ship scale to counteract increasing bomb weights. Lessons learned in naval conflicts including German warships, like Norway, the sinking of the Bismarck and the loss of the Scharnhorst were used to upgrade the plans, so the size of the later H-class designs increased in a very spectacular way. Comparing the basic data of the different H-class designs shows this very effectively, as shown in the table below: It is obvious that everything after the H40 was far from realization. The H44 would have been bigger than the latest U.S. Nuclear Aircraft Carrier, the John C. Stennis . There even would have been no usable port for a H44 in Germany. http://www.german-navy.de/kriegsmarine/zplan/battleships/schlachtschiffh/history.html more info : https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/H-class_battleship_proposals.html#cite_note-1
  13. Prinz Eitel Friedrich

    Temat poświęcony, zapewne niemieckiemu "pancernikowi" premium, który nawiedzi wkrótce te wody. Choć historycznie miał to być krążownik liniowy (typu Mackensen czyli rozwinięcie typu Derffingler) albo jak po niemiecku "wielki krążownik", to tutaj staje się on pancernikiem. Co o nim sadzicie? Czy kupicie?
  14. Hallo, wollte Fragen was alles in der Einzigartigen Version der Verbesserten Hauptbewaffnung drinnen ist (Hab die Möglichkeit mittels eines mehrstufigen Auftrages diese Verbesserung zu kriegen)
  15. Main Gun Reload Booster breaks balance

    This is copied from FB development blog. New consumable Main Gun Reload Booster are added in game for testing. Reload Time of the Main Caliber -50%; Duration 30 s; Cooldown 120 s and 80 s for Main Gun Reload Booster II; Charges 2 and 3 for Main Gun Reload Booster II; Main goal of the new consumable get a chance for ship's owner boost for a small period of time reload main guns and fire a final salvo. I do know that it is still in testing and might be changed. Still I would like to make you all aware of it's power in time so you, and the ST, can shut it down before it breaks the game. In FB, this is just coming for te new ship Jean Bart, but it might come up later again for other ships. And the developers do not see it as OP, whereas I do. And if the ship is not balanced around this consumable it will ruin the balance. So first how does it work: You pop it, your reload goes down by 50% starting from there for 30 sec. For a skilled player it means Step 1: lose a bit of HP so AR kicks in. Suppose our reload is now 28 sec instead of 30. (even easier for potential T10 BBs with reload module) Step 2: pop it right before you shoot. Then you get e.g. B/[1,15,29]/B,43,... In 30 seconds you can reload 3 whole salvos! Or, in 43 seconds you can shoot 4 volleys. If that still does not sound crazy consider this. What happens if we just spam the consumable, 4 charges: B/[1,15,29]/B, 43,71,99, B/[127,141,155]/B , 169,.... So each 126 seconds you shoot 6 salvos, where you would need usually 168 seconds. In numbers, for the period if 8 minutes you can improve your average DMP by 33%. Still does not sounds scary? Well, that is just if you consider a player to spam it without strategy. So in the worst case, it only improves your average DMP for 33%! You could argue about only 8 min duration if you spam it. Did you consider that it takes a BB like 5 mins to get into a position. And most games don't last more than 15 mins altogether. And even if they do, I do not expect every BB to survive that long. So in essence, you could spam this consumable for your entire time of impact as a good BB player during a game. And if you time it right, like stay safe during cooldowns, push while active, it will get even better results. Just by that I conclude that the consumable borderline makes 25% more damage for the BB during the game (since damage close range has more impact than sniping at the start). And if that is not evidence enough for you that it breaks the balance, should it come out for several BBs, think about who suffers most. -BBs who both have such a consumable? Unlikely, since you can tank a BB and both have same risk/reward issues. -CAs who snipe he from range? Yeah well, you can get some more salvos, but it remains the same as just a DMP buff. Though still for kiting cruisers like zao, that can only kite, it is still an issue. Before you could be sure that you are safe for 25-30 sec between shots, while now you cannot even got broadside in a zao for any moment to shoot all of your guns. And considering Zao is balanced only around that HE spam you cannot call it fair to be able to punish it that way. -CLs and agressive Cruisers, that Push in to support the caps, objectives, dds. They will suffer the most. E.g. a Hindenburg that goes Brawling- well have fun with surviving 4 salvos in 40 sec... DM that got close to radar and holds an agressive position: when you had at least a chance to trade before you die, now it is out of question.Or like you know you can suvive for 2 salvos before your team punishes enemy BB. Well now it will be 4 instead of 2. Only way now- stay [edited]out of any agressive spots. -DDs... Did I mention radar can keep them lit for 35-50 sec, and a BB can shoot up to 4 volleys in 45 seconds? I am completely sure this consumable in the right hands is as good as the healing one. And if the ship is not balanced around it by making him weaker (and I mean up to 25% less average DMP), which the developers do not intend to, it will just simply make the BBs ridiculously powerful. I would be fine with BBs chosing between this one and the heal. Or a better suggestion, keep it, but make the guns reload only 20% faster, and give it to the light cruisers instead of radar. Would be great, since you can benefit from it, if the BBs push a worcester it is dead anyway and dds live a happier live. But pls make anything possible to not let that crap happen on bbs.
  16. Der erste deutsche Schlachtkreuzer betritt die Arena: ST, German battleship Prinz Eitel Friedrich, Tier VI Hit points – 52 300. Plating - 25 mm. Armor belt – 270 mm. Torpedo damage reduction – 27%. Main battery - 4x2 350 mm. Firing range – 17.8 km. Maximum HE shell damage – 4000. Chance to cause fire – 27%. Maximum AP shell damage - 10500. Reload time - 24 s. 180 degree turn time - 30 s. Maximum dispersion - 241 m. HE initial velocity - 815 m/s. AP initial velocity - 815 m/s. Sigma value – 2.0. Secondaries - 8х2 105 mm, range - 5,0 km, Maximum HE Shell Damage - 1200, Reload Time - 3,4 с. 14х1 150 mm, range - 5,0 km, Maximum HE Shell Damage - 1700, Reload Time - 7,5 с. AA defense - 12х1 20 mm, range - 2,0 km, damage per second - 36. 8х2 37 mm, range - 3,5 km, damage per second - 21. 8х2 105 mm, range - 4,5 km, damage per second - 134. Maximum speed - 28 kt. Turning circle radius - 800 m. Rudder shift time – 14,0 s. Surface detectability – 12,4 km. Air detectability – 12,4 km. Detectability after firing main guns in smoke – 11,0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Repair party All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary. Natürlich "etwas" modernisiert, obgleich dezenter als die Schlachtschiffe. Da die Stats sich noch ändern können sage ich dazu besser nichts... außer eine Sache: 12,4 KM Tarnwert? So sneakyfür ein 223 Meter langes 35.000 Tonnenschiff.
  17. Baltic Fleet in 1937. This bb only could be the "Parizhskaya Kommuna", returned to her original name on 31 May 1943, Sevastopol, Gangut class bb, like Oktyábrskaya Revolyútsiya https://elpais.com/cultura/2018/06/06/actualidad/1528303636_914219.html
  18. Ship Numbers

    Hi all Out of interest what are peoples view's on ship numbers in game. i.e. do you think 5 BB's, 5 DD's and 2 cruisers per team is acceptable? My own opinion is that this kind of MM seems unbalanced........ What do you all think?
  19. Wich faction have the better BB?

    I have tier Nagato, New Mexico and Scharnhorst and I want to star other line of bb but I dont know what is better, ¿ English BB, french or germans? Thanks to all the people who answer my question.
  20. Kronštát

    tak jak se vám pozdává? Dal jsem včera tři bitvy a jsem z něho takovej na rozpacích, všechno je docela vpohodě....ale ta disperze je otřesná. Co jsem včera vypálil salv na boky křižníků a z těch tří her z toho byly dvě citadely do neptuna, to bylo až v tý třetí. Kdybych seděl v bitevce tak jsem jich pár vymazal. Buď je to overpen nebo se netrefí. Ještě pár her mu dám, snad to bylo jen špatný rng. Jinak vzhledem k těm nástřelům mi přišlo, že má celkem dobrý xp.
  21. HMS Agincourt 1913

    Co sądzicie o premce jaką byłby HMS Agincourt jedyny pancernik z 7 wieżami w linii. :) Jako że kaliber 305 mm. coś bym obstawiał że mógłby to być tier V lub VI. A wy jak uważacie?
  22. Why so many BB's lately spam HE instead of AP? Is that because so many noob joined this game lately or what? There is not a single battle without some high tier BB trying to burn me alive, and those BB's are all nations exept RN who do have HE purpose. This game went from dumb to dumber...
  23. My short guide to "how to play Yamato"

    Introduction Hello! This is my fourth guide in my "how to" series. Links to my other guides: -> How to play Großer Kurfürst -> General guide on how to play Battleships -> How to play Montana Today I'll write about the oldest tier 10 Battleship in World of Warships: Yamato. A Battleship which has definitely been hit by "power creep" so to say, but it still holds its place as a extremely valuable tool for area denial. I'm making this guide with help from people of |OP| and people like @strangers123 (although Strangers absolutely dislikes the ship) Captain's Skillbuild As I said earlier Yamato is a ship that has greatly changed over the lifetime of this game. While the older builds often recommend a secondary based build, this is definitely not a thing you'd want to do now. There are 2 builds that I would see as usable, an AA build (questionable/very situational) and a tanky build. Personally I'd recommend using the tanky build since the AA build totally doesn't play in the Yamato's strength. Preventive Maintenance is there to avoid your turrets getting destroyed. While Yamato turrets are really tanky it does help, since your turrets turn so slowly it's likely that they will get hit in the side while turning. Direction center for catapult aircraft could be picked for extra torpedo spotting but I personally prefer having my main battery guns not break on me in combat, but it's up to personal preference. In the contrary Expert Marksman is a MUST HAVE on the Yamato, if you are going for the reload upgrade on your ship your gun turret traverse will slow down to a whopping 82 seconds (for a 180° turn) if you wouldn't use the Expert Marksman skill. While using it will bring that back down to 62 seconds (note that Isoroku Yamamoto is being tested with enhanced expert marksman making this even more valuable) Adrenaline Rush will help to increase your DPM (Damage per minute) once your hp goes lower (thrust me, it will). This will make you incredibly dangerous since your reload will drop down to +-23 seconds when you are at 50% HP. Basics of Survivability, a mainstay in tank builds, is a skill that will decrease fire and flooding duration, which is incredibly useful given that Yamato will be the focus of many cruisers. Superintendent will give you an extra heal which obviously helps in prolonged games, giving you an extra batch of repairable HP. Fire Prevention does the same as Basics of Survivability in helping you survive HE focused fire, it limits the max number of fires you can have on your ship, making the 2 most easy to hit fire zones into one big zone (the front and back of the midships) Concealment Expert is a skill I use on all my Battleships because it is just so valuable, it allows you to disengage and heal back up (in most cases). It can greatly stretch your lifetime in a battle where you are being pushed. Ship Upgrades Slot 1 Slot 2 Slot 3 Slot 4 Or for Manoeuvrability (Which I prefer) Slot 5 Slot 6 Slot 4 is really the only one of these upgrades that could be disputed. While Damage Control System 2 is very useful for tanking, I do prefer Steering gears mod 2 to help your ship turn. Yamato really needs to be able to turn to avoid exposing it's weak frontal citadel which I'll talk more in detail about in the next point. General Playstyle Yamato is as I said one of the older Battleships in the game and it does show. Compared to all her tier 10 counterparts she still has a very easy to hit citadel because it sits quite high in the water. The octagonal shape of her citadel also makes it so that Yamato can get quite easily citadelled even when angled. In the picture below I indicated what I am talking about with a blue line. When Yamato is angling like this, that panel sits at a flat angle compared to you, making it easy to penetrate given that you are in a Battleship are ship with a high enough calibre to do so. This is why I prefer the stearing gears modification over the damage control, it allows you to more easily hide this weakness. Because when you are sitting completely bow on to an enemy Battleship, the only other Battleship that is able to penetrate your hull is another Yamato. For it's play style Yamato greatly depends on her massive guns, but these also limit her in some points. Yamato is great at denying complete areas of the map by sitting bow on and stopping enemy battleships from pushing into her, this will make her a priority target of most cruisers, hence why I recommend using the tank build. It is better to wait out the first few minutes of the battle to see where you are most needed, the thing you do need to keep in mind is that you need support. Yamato is a Battleship that works incredibly poorly when unsupported and has great difficulties getting out of harms way unlike Montana or Kurfürst who can more easily turn around. Unlike these ships Yamato doesn't have a lot of firepower in the back of the ship and is also relatively slow. You should see Yamato more as a fortress, once it sits somewhere where it has secured its flanks, it is incredibly hard to dislodge her from her position. Her 460mm guns can overmatch the bows of all enemy battleships that could come to assault her, making pushes against her not an easy task at all. Carriers and destroyers will be a pain to deal with as they can launch attacks from angles that Yamato has a hard time defending, although her very impressive torpedo bulge will definitely take a lot of the sting out of torpedoes. Try to keep the enemy in front of you while withering them down and push when your team is ready. Whatever you do, don't brawl, your slow turret traverse will make it very hard to track enemies, even battleships at close range, on top of that your number 2 turret cant aim down over your first turret at short range, diminishing your damage even more. And when enemy battleships get around you and get you angled they will start reliably citadelling you in the spot that I mentioned before. What you should do when the enemy starts pushing in is trying to back off by putting your ship in reverse, this will give you more time to deal as much damage as possible. When you know you are going down, taking someone with you with a ram could also be an option you are willing to take. Try not to use your back turret when you are closer than 15 km unless the enemy really isn't paying attention. When you are able to use your back turret, this also means that you expose that weak spot in your citadel. (you basically need to outweigh your risks and rewards) On top of this try to stick to targets that are in front of your guns, thanks to the very slow turret rotation you will lose a lot of time if you switch targets very often. In short: Don't give broadside, get a good position with your flanks relatively secure (preferably close to your own destroyers for support), unload accurate 460mm shells until your ship runs out of hp or you need to start pushing, try to limit turning your guns, do not brawl and don't forget that your citadel has a weird shape. Outro As all my other guides I will try to keep updating these, if you have any points you would like to see added, please do leave them in the comments. Feedback is always appreciated and I will try to implement it as soon as possible. Have a nice day! Kathy.
  24. Musashi isn't balance

    Goodmorning, what do you think about the musachi? I think is too stronk tier 9 bb, i have the izumo and i can't do anything for counter that ship
  25. Pancerniki Austro-Węgierskie

    Co sądzicie czy WG doda do gry pancerniki typu Tegetthof?
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