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Found 49 results

  1. tzizt

    Harugumo

    Und hier dann bitte alles zur Harugumo hinein.
  2. tzizt

    Kitakaze

    Hier dann bitte alles zur Kitakaze hinein.
  3. YukiEiriKun

    Went to Kure again...

    So .. I went to Kure again. Looked at the dock where Yamato was made. And the 1:1 mock up bow section they have made of the Yamato there. But since we are getting submarines for our Halloween event, I decided to go to the Japan Maritime Self Defend Force Submarine display that they have next to the Yamato museum. :) The museum .. or display, is free admittance, which was a (somewhat) pleasant surprise, I would have gladly payed for the entrance but they did not want my Gaijin-money. :D At the lower level, there was some information of the forming of IJN (and JMSDF): 1889 - Naval station and Kure 1916 - Pre JMSDF History 1954 - Birth of the JMSDF 1976 (my birth year! yay!) - Growth of the JMSDF 2012 - The 60th Anniversary and the Future of JMSDF All very interesting if you are interested .. but I wanted to see the "not-so-float-botes", i.e. submarines. To my dissapointment, this truly was JMSDF excebition and there was almost no mentions about the second world war and the IJN. Poor japanese people are as shamed (as the germans) of their history. Well ... winners write the history and so on... There was a BIG Know your BOTE!! cross-section of the bote "JDS Akishio", a diesel-electric Yūshio-class submarine. This is the same bote (Iron Whale / 鉄のくじら館 (Tetsu no Kujira Kan)) I was about to enter. Most of the excebition was focused of the after-war mine destruction and such, which is understandable. After the Hiroshima and Nagasaki events, Japanese people have been very .. peaceful. Still they put up these great "peace" museums for their great machines of war, not to boast, but to remind everyone how destructive wars are. :) Still, there were comparisons of the old IJN Myoko and the modern JMSDF Myoko as well as the old IJN BB Ise and the new JMSDF Ise. Many others as well, but these were the closest to the WoWs, so I did not take pic's of the others... :-/ Also they were showing how gatling guns were used as anti torpedo armament even though I'm pretty sure gatling guns were way POST WW2. :) But hey, a gatling gun! :D Interior shots, and a shot through the periscope can be found from my JDS Akishio folder here. And if you are into Formula 1, I've uploaded some vid's here. No need to comment or upvote, they are there just for my entertainment, not for any kind of monetization. :)
  4. Ueberflieger7

    2.Zerstörer-Line Tier IX, X?

    Hallo zusammen. Ich wollte mich mal erkundigen, ob und wann eine Vollendung der 2. japanischen Zerstörer-Line ansteht. Momentan ist ja bei Akizuki schluss und da ich mir vorstellen könnte, die Reihe mal zu spielen wäre es interessant zu wissen, was da noch so kommt. VG, Paul
  5. Die German Ghost Division sucht in WoWS Aktive Kameraden um gemeinsam die Ozeane unsicher zu machen! Uns liegt mehr daran zusammen zu fahren und den Gegner in Angst und Schrecken zu versetzen !!WIR suchen Kameraden für Clan-Gefechte!! ------------------------------------------------------------------------------------------------------------------------------------------------------------- WIR Rekrutieren wieder! = Was Wir Euch bieten = - Eigener Discord Server - Kameradschaft - Tipps & Tricks = Was Wir verlangen = - Ein T-8er Schiff (nur für Die Leute Pflicht, die bei CW mit fahren möchten) - Aktivität, auch auf Discord (Pflicht) - Du bist 16 Jahre + - Du Besitzt ein Funktionstüchtiges Headset - Vernünftiger und respektvoller Umgang mit den Kameraden - Teamplay & Kommunikation Bei Interesse melde Dich noch heute bei der German Ghost Division per InGame Nachricht bei folgende Ansprechpartnern... ------------------------------------------------------------------------------------------------------------------------------------------------------------- Führungsebene GER_GrimReaper Todbrot Anwerber - Rekrutierungsoffizier Fieldmarshal93 EnderDestruktion ------------------------------------------------------------------------------------------------------------------------------------------------------------- WIR suchen Dich!
  6. Hallo mal wieder, meine Arbeit an den KuK Schlachtschiffen hat mir erstaunlich viel Spaß gemacht, also versuche ich mich hier mal an etwas ganz anderem: einem japanischen Kanonenboot-Zerstörer. Die Idee kam mir, während ich mir erste Videos zur Harugumo angesehen habe. Der Gedanke dahinter war, anstatt einem Riesenteil mit 10 kleinkalibrigen DakkaDakka-Kanonen die Akizuki zu nehmen und davon ausgehend eine "große Schwester" zu entwickeln. Das Ergebnis ist die Yukigumo. Anstatt der 100mm-Rohre greifen wir auf 127mm-Rohre mit (für japanische Verhältnisse) hohe Feuerrate zurück, die sich dank größeren und schwereren Granaten (27kg) auch ohne IFHE zumindest nützlich machen kann. Wird Yukigumo Harugumo eines Tages womöglich ablösen oder ergänzen? Ich glaube nicht. Was ich hier ausgearbeitet habe, ist eher ein Zeitvertreib, während ich die letzten beiden KuK Schlachter fertigstelle. Nichtsdestotrotz bin ich mit dem Resultat meiner Mühen sehr zufrieden. Es ist ein Fantasieschiff, aber Roon und Hindenburg sind das auch, und ein stimmiger, kompletter Zweig ist mir lieber als einer, der im Endspurt die Fahnen streicht. Jetzt sollte ich aber aufhören, zu schwatzen. Viel Spaß beim lesen! _____________________________________________________ Stufe X: Yukigumo Yukigumo-Klasse Eckdaten Abmessungen: 138 x 12,5 x 4,2m Verdrängung: 3.500t Panzerung: 19mm Gürtel Antrieb: 79.000 WPS Geschwindigkeit: 37,5 Knoten Bewaffnung Bewaffnung: 4x2 12,7cm/50 Typ 1 Flugabwehr: 6x2 40mm Bofors "Chi" 18x1 25mm Typ 96 Torpedos: 1x6 61cm Typ 93 Flak-DPS Rumpf: 158 Mein persönlicher Gegenvorschlag zur jetzigen Harugumo wäre eine konsequente Weiterentwicklung der Akizuki. Das Kaliber der Bewaffnung wächst auf 127mm an und kann mit der Konkurrenz gleichziehen. Dadurch habt ihr außerdem den Vorteil besserer HE-Pen, was der Akizuki nun doch etwas zu schaffen macht. Bei der Hauptartillerie handelt es sich um den Entwurf eines Zwillings-Mehrzweckgeschützes für Schiffe. Die (geplante) Feuerrate wäre zwischen 13 und 18 RpM. Da ihr insgesamt acht Rohre habt, würde ich die RoF eher im unteren Bereich ansetzen, so ungefähr bei 14-15 RpM. Die geplanten Granaten wären außerdem stärker geworden, das Gewicht sollte 27kg betragen (+4 kg ggü. Shimakaze) und die Mündungeschwindigkeit wäre zwischen 880 und 910 m/s gelegen. Das Geschütz wurde zum Kriegsende hin zu einer landgestützen Flak umgewandelt, die eine Drehgeschwindigkeit von 18°/m gehabt hätte, eine Kehre um 180° hätte also 10 Sekunden gedauert. Diese Werte sind zugegebenermaßen für das Landgeschütz, aber die könnte man 1:1 übernehmen, da Yukigumo ohnehin als Kanonenboot ausgelegt ist. Bei den Flaks haben wir die japanischen Bofors, 25mm-Einzelkanonen und die Hauptartillerie hilft auch gut mit. Den DPS der 127er würde ich auf 15 ansetzen, was auf dem Niveau der Gearing läge. Alles in allem hätten wir so ein kampfstarkes Kanonenboot, das "Zerstörern" wie der Chabarovsk auf Augenhöhe begegnen kann. Die Torpedos sind bedingt durch nur einen Werfer von begrenztem Nutzen, der Nachladebooster kann hier aber etwas Abhilfe schaffen. _____________________________________________________ Danke für's Lesen und bis später, LegioDamnatus
  7. Updated: 2018-05-28 Hi! So a while ago I downloaded and edited Secession's Imperator Nikolai I's custom white-and-gold skin, turning it into a black-and-gold and a black-white-and-gold skin. After that, I started editing skins of my own, making a whole bunch of them. So here's my custom skin collection... Previews: Files: Russian Empire/Union of Soviet Socialist Republics: Okhotnik - Imperial Russian Navy: http://www.mediafire.com/file/f0ek6t4k9tatiw0/Okhotnik_-_Imperial_Russian_Navy.rar Aurora - Imperial Russian Navy: http://www.mediafire.com/file/6u00slid55lksiu/Aurora_-_Imperial_Russian_Navy.rar Svietlana - Imperial Russian Navy: http://www.mediafire.com/file/g50y1668z1tvoyn/Svietlana_-_Imperial_Russian_Navy.rar Imperator Nikolai I - Black and gold: http://www.mediafire.com/file/w3dl6q1rt9d2h9d/Nikolai_sec_mod_v1.12_(black-and-gold_edit).rar Imperator Nikolai I - White, black and gold: http://www.mediafire.com/file/3b68vu18y3d3v76/Nikolai_sec_mod_v1.12_(Black-white-and-gold_edit).rar Oktyabrskaya Revolutsiya - Imperator Nikolai II: http://www.mediafire.com/file/5bint1wgme722ai/Oktyabrskaya_Revolutsiya_-_Imperator_Nikolai_II.rar Germany: Dresden - White and orange camo for B hull: http://www.mediafire.com/file/ulg8mh0nkfk7g4s/Dresden_-_White_and_orange_camo_for_B_hull.rar Nassau - German grandfather: http://www.mediafire.com/file/8pw6pnowjd60tbt/nassau_skin_(white_%26_orange).rar König Albert - Very slightly improved prema-camo: http://www.mediafire.com/file/z9bw4x2la1f92id/König_Albert_-_Very_slightly_improved_prema-camo.rar Bayern - Non-Buddhist post-Axis defeat compliant cross: http://www.mediafire.com/file/ah959o3c2m9h7et/Bayern_(yellow_turrets%2C_light_grey_hull%2C_not-a-swastika).rar Gneisenau - Dance Dance Revolution: http://www.mediafire.com/file/435fl7c76f1jdbd/Gneisenau_-_Dance_Dance_Revolution.rar Bismarck - Embrace the bias: http://www.mediafire.com/file/sdx6mavuh0462u0/Bismarck_-_Dance_Dance_Revolution.rar SMS Admiral Tirpitz: http://www.mediafire.com/file/797tb7xrwdfbsvn/SMS_Admiral_Tirpitz.rar Friedrich der Große - Post WWII-compliant skin: http://www.mediafire.com/file/td5m4q2svlm4cl2/Friedrich_der_Große_-_Anti-buddhist_propaganda.rar France: Jurien de la Gravière - possibly historical skin: http://www.mediafire.com/file/c9d833t89fp5lq9/Jurien_de_la_Gravière_-_possibly_historical_skin.rar Algerie - Fleur d'Acier(ish): http://www.mediafire.com/file/d56oqvqbjs73kj3/Algerie_-_Fleur_d'Acier(ish).rar Turenne - As historical as this ship gets: http://www.mediafire.com/file/3e76bl5a0zxzd59/Turenne_-_As_historical_as_this_ship_gets.rar Courbet - Historical(ish) skin: http://www.mediafire.com/file/c30g4oceodw3d4b/Courbet_-_Historical(ish)_skin.rar Bretagne - Historical(ish) skin: http://www.mediafire.com/file/fotlr8lgtxsxwrz/Bretagne_-_Historical(ish)_skin.rar Dunkerque - FTFY Fleur d'Acier: http://www.mediafire.com/file/km0vevl1zm9nqfo/Dunkerque_-_Fleur_d'Acier_cammo_(no_french_colours_on_the_sides%3B_wooden_deck).rar Dunkerque - Fleur de lis: http://www.mediafire.com/file/bbms1u913qs9oj7/Dunkerque_-_Fleur_de_lis.rar Lyon - SS Normandie knockoff TOTALLY ORIGINAL DESIGN: http://www.mediafire.com/file/ado9wnnrgei6rgb/Lyon_-_SS_Normandie_knockoff.rar Richelieu & Gascoigne - High contrast République camo: http://www.mediafire.com/file/zz7zce8j33qqktb/Richelieu_%26_Gascoigne_-_High_contrast_République_camo.rar Richelieu - Fleur de lis: http://www.mediafire.com/file/nrdzh56gv262vrp/Richelieu_-_Fleur_de_lis.rar Super french BB skin super pack: http://www.mediafire.com/file/4kv7vao84e29l3c/Super_french_BB_skin_super_pac.rar/file - Includes Richelieu (A hull included) Gascogne Alsace France République Italy: Duca d'Aosta - - - - - Something something white skin: http://www.mediafire.com/file/ffra5w20e9sgwcs/Duca_d'Aosta_-_Something_something_white_skin.rar Duca degli Abruzzi - Something something white skin: http://www.mediafire.com/file/pa1642x23g6ajjd/Duca_degli_Abruzzi_-_Something_something_white_skin.rar Giulio Cesare - - - - - Something something white skin: http://www.mediafire.com/file/1d3tpdav2mfer9a/Giulio_Cesare_-_Something_something_white_skin.rar Roma - - - - - - - - - - - Something something white skin: http://www.mediafire.com/file/yua7dzmppesavtd/Roma_-_Something_something_white_skin.rar United Kingdom: Iron Duke - Dazzling new look: http://www.mediafire.com/file/7i01e113ws1a1ne/HMS_Iron_Duke_-_Dazzling_new_look.rar Warspite - Fascist dazzle: http://www.mediafire.com/file/trg6m2yte00b573/HMS_Warspite_-_Fascist_dazzle.rar Hood - Fleur d'Acier knockoff Rule Britania: http://www.mediafire.com/file/1ihwkg7j3d5afj2/HMS_Hood_-_Rule_Britannia.rar Japan: Kawachi - Because this ship deserves some love (and a f**kton of buffs): http://www.mediafire.com/file/dvn93n2ajjorexc/Kawachi_-_White_hull.rar Myogi - The Mikasa style menace: http://www.mediafire.com/file/a840nx24oa8vack/Myogi_(Mikasa-style__white_and_black_skin).rar Ishizuchi - Mikasa style christmas special: http://www.mediafire.com/file/8v347yz3v3a000s/Ishizuchi_(Mikasa-style__white_and_black_skin)_-_copia.rar Kongo - Attack of the Mikasa style: http://www.mediafire.com/file/al13hbqgw2h3hnq/Kongo_(Mikasa-style__white_and_black_skin).rar Fuso - Revenge of the Mikasa style: http://www.mediafire.com/file/hx56b766a6uqbt2/Fuso_(Mikasa-style__white_and_black_skin).rar Mutsu - And now for something completely different: http://www.mediafire.com/file/7jd1na1klc75vds/Mutsu_-_Something_something_white_skin.rar Ashitaka - Premium One: A Mikasa style story: http://www.mediafire.com/file/iit9qc1pkbda03x/Ashitaka_(Mikasa-style__white_and_black_skin).rar Nagato - A new Mikasa style: http://www.mediafire.com/file/2gv30j1cbrmusii/Nagato_(Mikasa-style__white_and_black_skin).rar Amagi - Mikasa style strikes back: http://www.mediafire.com/file/muj35cidui3589d/Amagi_(Mikasa-style__white_and_black_skin).rar Kii - Return of the Mikasa style: http://www.mediafire.com/file/va48mebuxs03vsa/Kii_(Mikasa-style__white_and_black_skin%2C_plus_darker_Kobayashi_skin).rar Musashi - Empire of the Rising Sun (RA3): http://www.mediafire.com/file/02cslm300dmhy2p/Musashi_-_Empire_of_the_Rising_Sun_(RA3)_-_copia.rar Yamato - Empire of the Rising Sun (RA3): http://www.mediafire.com/file/1cajqqq5im5tus2/Yamato_-_Empire_of_the_Rising_Sun_(RA3).rar HSF Musashi & Yamato - As seen on TV: http://www.mediafire.com/file/pabeeyawp9ca4dl/HSF_Musashi_%26_Yamato_-_As_seen_on_TV.rar Russian Federation (North American Subject Republic): St. Louis - Great White Fleet skin for B hull: http://www.mediafire.com/file/0q47rtpovu1s1jy/St._Louis_-_Great_White_Fleet.rar South Carolina - Great White Fleet: http://www.mediafire.com/file/jic9w0apkl0vp76/South_Carolina_-_Great_White_Fleet.rar Arizona - Historical camo from USS Oklahoma: http://www.mediafire.com/file/qllmflx38qrdrdq/Arizona_-_Historical_camo_from_USS_Oklahoma.rar Missouri - Make America Great Again (AKA the Trump Wagon): http://www.mediafire.com/file/yiu3uh12sluetax/Missouri_-_Make_America_Great_Again.rar Notes: Also, a quick guide to removing permanent cammos: First, you need to put this file into the \Games\World_of_Warships\res_mods\0.7.0.2 folder: http://www.mediafire.com/file/356nv1mjpp9mmdq/camouflages.xml Then you open it as a text file and open the search tool (Ctrl+B). You search for a key word matching the ship's cammo you want to edit (hint: look at the name of the skin files; some ships have names completely different from their in-game names) Here I'll look for the Aurora, which for some reason they put under the name "avrora" with a "V". You keep hitting next until you find something like this: If the ship has more than one permanent cammo, like the Tirpitz, you'll find them one after the other: Below that you'll find four lines reading "<color0>" thru "<color4>" with a string of numbers. You only need to change those four lines of numbers from whatever values they have to "0.000 0.000 0.000 0.000". Then you save the file. And you're done! Now the cammo is invisible, but you still enjoy the bonuses it offers. Warning: Unlike skins, which you can change, add or remove while running the game and see the changes on your ships by just selecting another ship, then going back to the ship you want, this doesn't work with the game running. You need to close the game and launch it again to see the change. Enjoy!
  8. SamuraiShakaViking

    Golden Week: Great Event

    Just some positive feedback for WG devs and also PR / Marketing & Community divisions, which is often lacking on the forums perhaps. I think the whole Golden Week event and the accompanying rewards and discounts are awesome . Thank you and well done. This is a great idea and great implementation of cool content. It benefits especially new players, but also veterans too; and its both skill stimulating and also more FUN!. Its very encouraging and motivating and makes one want to keep playing even after getting the 12500 second crate. (usually i stop after 12,500 xp , but not when there's events like this that last a week, not just 2-3 days on the weekend only. (ofc some of us can only play more after work during the week, and are busy/away/out on weekends; so getting objectives and more to play for during week days is really VERYwelcome. Please bring it on more!! :)) I am always impressed by the historical links in WoWs and also the incredible programming and IT design goes into this game. The beauty of the ships themselves. The ambience of the maps and playing environment. And that 30 players from many countries can all participate together in a game!, Even some I know even on low spec machines. And all in a free to play game! And its extra awesome when events and challenges promote historical and naval events and campaigns. You also honour veterans, and promote awareness of naval history and events that really affected and even changed our course of history. Its fascinating to learn so much and be able to feel immersed into participating in this. The historical department do a great job; and even explain it all in videos etc. The campaigns and missions and so on too are commendable. Dare I say "We want more!" in future hehe ;). This is very promising for the direction and future of the game imho Well done, thank you, and please keep up the good work. Honto ni arigatou!
  9. SkullBreaker007

    Should I start IJN BB's line

    Hey now that I have been olaying us bb's for quite a while I am about to get the tier vii bb colarado( havent heard good things about it) So far the USN BB's have been somewhat disappointing except for New Mexico. Now after a ling time as im just about to get Colarado I hear its probably the worst US bb. Im thinking of checking out the japanese battleship line and hear it has some nice midtier bs . I just have 2 questions 1. Is it better for now to focus on US bbs and get to iowa or montana or shoild I start checking the ijn bbs? 2. A dumb question but I have the ishizuchi battleship does that mean I can research kongo ir do I have to get myogi for that. I dont have access to my PC so I cant check out.
  10. Konnichi wa, nachdem wir nun erfolgreich unseren Clan gegründet haben suchen wir weiter aktive Mitspieler! Aktuell sind wir 10 Leute die wirklich Mitglied im Clan sind und 2 Interessenten die ab und an mit uns zusammen fahren! Wir sind eine Gruppe von Spielern die sich hauptsächlich auf den japanischen Techtree konzentrieren und auch eine entsprechende Leidenschaft für die Schiffe mitbringen. In Wettkämpfen setzen wir allerdings auf Schiffe die sich dafür besonders gut eignen. Näheres über unseren Clan erfahrt ihr unter: http://clan.nippon-kaigun.eu/ Und hier könnt ihr euch direkt bewerben: http://clan.nippon-kaigun.eu/bewerbung/ Sayounara, Kopriunu Dai-Gensui
  11. My idea for an addition to the IJN aircraft carrier tech tree, which includes some (in my eyes) sadly, left out carriers. I think the addition would enrich the carrier game play, you wouldn’t meet the same enemy again and again which is kind a boring sometimes. The numbers besides the name are the number of aircrafts, the bolt one the in game number and the other one the historical, which can diverse. Shinano is a bit a special case although only having an own air group of 47 it was planned to be a forward refuelling and rearming station for planes of other carriers (finally the marking mishmash of the planes would make sense ) and so was able to accommodate up to 120 planes (at least some sources say that, others go with less), so you could easily bump her up to tier X but I didn’t really found another suitable tier IX, to fill the gap. IV 21/24 Hosho V 30/30 Zuiho VI 48/48 Ryujo Hiyo 48 VII 90/85 Kaga 73/72 Hiryu Soryu 71 VIII 84/72 Shokaku Akagi 81 IX 75/83 Taiho Shinano 47/72-83 X 100 Hakuryu The addition would branch of from the Zuiho and start with the Hiyo a converted passenger liner (Kashiwara Maru) commissioned in July 1942 sunk during the battle of the Philippine Sea, June 1944. Next up is the Soryu at tier VII the “sister” ship of the Hiryu, the first IJN carrier to be planed us such from the beginning, commissioned in 1937. She fought, as part of the first air fleet’s carrier division 2 (together with Hiryu) in several battles including Pearl Harbor and Midway where she was sunk, June 1942. Her air group consisted of 63 aircrafts plus 8 in reserve equalling a total of 71. With 34 kts she’s also capable to swiftly reposition, which is always nice. And she just looks great On tier VIII we got the Akagi, which was converted from the battlecruiser Akagi and finished 1927 having three flight decks. In 1937-38 she was reconstructed losing to of the three flight decks and so increasing the aircraft capacity to 66 plus 15 reserve giving a total of 81. Probably being the most famous Japanese carrier of the Second World War, served as the flagship of the First Air Fleet. She led the attack on Pearl Harbor and other battles and was sunk in Midway, June 1942. The Akagi is one of the ships I had absolutely no doubt we would see in the original tech tree. At tier IX sits the Shinano being the conversion of the third Yamato-class Battleship Shinano, probably the most impressive carrier during the Second World War, certainly the largest. Commissioned in 1944 she got sunk only 10 days later hit by four torpedoes of USS Archerfish will traveling from Yokosuka to Kure to finish her fitting (which also included finishing waterproofing and adding missing counter-flooding and damage-control pumps). Not really fast but considering her Displacement (which results in HP) and Armour she should be quite a sturdy ship. As above already mentioned her air group can have a wide range, I would go with something between 72-83 aircrafts, depending how important the sturdiness factor is considered to be (in my eyes rather unimportant at this tier). From the Shinano we would get back to the main line and to the Hakuryu. This addition would in my opinion not only include some interesting ships but also reduce the dullness of having the same CV as opponent again and again. Character wise there wouldn’t be a change from the already included IJN carriers. thanks for reading, tell me what you think about it and don’t hesitate to point out faults. After some responses I made a little Update to the tech tree: IV 21/24 Hosho V 30/30 Zuiho Chitose 30 VI 48/48 Ryujo Hiyo 48 VII 90/85 Kaga 73/72 Hiryu Soryu 71 Unryu 63 VIII 84/72 Shokaku Akagi 81 IX 75/83 Taiho Taiho-Kai 75 X 100 Hakuryu Shinano 47/90-100 It now splits of from the Hosho to the Chitose, a conversion from an auxiliary to a high-speed seaplane carrier. After Midway she was converted to a carrier and commissioned as such in January 1944. She was sunk in the battle of Leyte Gulf in October 1944. She would play pretty similar to the Zuiho. Instead of the Soryu or as a further addition we got the Unryu at tier VII. Being similar to the Hiryu design she was finished in August 1944, with additional AA and protection. She was planned to embark 57 aircrafts plus six in reserve totalling 63, though it’s most likely that she never had a full air group due to shortages. In war she transported aircrafts and high-priority cargo to the Philippines, till she got hit by two torpedoes from USS Redfish and sunk December 1944. Like Hiryu and Soryu she has a nice top speed of 34kts. In game I would give her around 70 planes like Hiryu. At tier IX we got the Taiho-Kai (design G-15) an improved Taiho, mainly better AA and protection, carrying 53 to 75 aircrafts sources differ her. Those ships were part of the Modified 5th Naval Armaments Supplement Programme drawn up in September 1942, the first of the five planned was due to be finished in 1948. After Midway other faster to build carrier programmes got priority and the date got shifted back. In August 1943 all five ships were cancelled. Although similar to the Taiho, surly an interesting ship which allows us to place the Shinano, with a bigger air group, at tier X, were such an impressive ship belongs.
  12. HNMLS_Bloyesvantreslong

    Flotilla leaders small cruisers or large destroyers.

    This is a question that keeps popping in to my mind. When you look at the Shimikaze and Akazuki Destroyers they are very large for their classes around 130 meters. The Atlanta is 160 meters officially a flotilla leader in game as a premium cruiser . The Dutch Tromp and the Heemskerk are officially flotilla leaders 130 meters. The amount of guns and size of the guns of these ships would then be one of the more powerful Destroyer classes in game . Or the most stealthy cruisers in game. If classified as Destroyer a destroyer tech tree would be more than possible. Just take a look at the specs of all 3 ship classes and the 2 dutch variants. Let me know what you think, flotilla leader a cruiser or destroyer. Akizuki on trial run off Miyazu Bay on 17 May 1942. Class overview Name: Akizuki class Builders: Maizuru Naval Arsenal Sasebo Naval Arsenal Mitsubishi Heavy Industries Uraga Dock Company Operators: Imperial Japanese Navy Republic of China Navy Soviet Navy Subclasses: Akizuki class (Pr. F51) Fuyutsuki class (Pr. F51) Michitsuki class (Pr. F53) Cost: 12,090,000 JPY in 1939 17,820,400 JPY in 1941 19,194,000 JPY in 1942 Built: 1940–1945 In commission: 1942–1945 (IJN) Planned: 6 (1939) + 10 (1941) + 23 (1942) Completed: 12 Cancelled: 20 Lost: 6 Retired: 6 General characteristics (as per Whitley[1]) Type: Destroyer Displacement: 2,700 long tons (2,743 t) standard 3,700 long tons (3,759 t) full load Length: 134.2 m (440 ft 3 in) overall Beam: 11.6 m (38 ft 1 in) Draught: 4.15 m (13 ft 7 in) Propulsion: 3 × Ro-Gō Kampon water tube boilers, 2 × Kampon impulse geared turbines, 2 shafts, 52,000 shp (39 MW) Speed: 33 knots (38 mph; 61 km/h) Range: 8,000 nmi (15,000 km) at 18 kn (21 mph; 33 km/h) Complement: 263 (Akizuki in 1942) 315 (Akizuki in October 1944) Armament: Akizuki in 1942[2] 8 × 100 mm / 65 cal Type 98 DP guns (4 × 2) 4 × Type 96 25 mm (0.98 in) AA guns (2 × 2) 4 × Type 92 torpedo tubes (8 × 610 mm Type 93 torpedoes) 56 × Type 95 depth charges Suzutsuki in April 1945[3] 8 × 100 mm / 65 cal Type 98 DP guns (4 × 2) 47 × 25 mm AA guns (7 × 3 + 26 × 1), 3 × 13 mm AA guns (3 × 1) 4 × Type 92 torpedo tubes (1 × 4) 8 × 610 mm Type 93 torpedoes 56 × Type 2 Mod.1 depth charges Shimakaze underway. History Empire of Japan Name: Shimakaze (島風) (Island Wind) Builder: Maizuru Naval Arsenal Laid down: 8 August 1941 Launched: 18 July 1942 Commissioned: 10 May 1943 Struck: 10 January 1945 Fate: Sunk in the Battle of Ormoc Bay near Cebu, Philippines, 11 November 1944 General characteristics Class and type: Shimakaze Type: Destroyer Displacement: 2,570 long tons (2,610 t) (standard)[1] 3,300 long tons (3,400 t) (full load)[2] Length: 129.5 m (424 ft 10 in) o/a 126 m (413 ft 5 in) w/l Beam: 11.2 m (36 ft 9 in) Draft: 4.15 m (13 ft 7 in)[3] Installed power: 75,000 shp (56,000 kW) Propulsion: 2 × Kampon impulse geared steam turbines 3 × Kampon water-tube boilers 2 × shafts Speed: 40.9 kn (75.7 km/h; 47.1 mph) Range: 6,000 nmi (11,000 km; 6,900 mi) at 18 kn (33 km/h; 21 mph) Complement: 267 (May 1943) Armament: As Built: 6 × 12.7 cm Type 3/50 cal dual-purpose guns (3x2) 6 × 25 mm (1 in) Type 96 25mm anti-aircraft guns (2x3)[4] 2 × 13.2 mm (0.52 in) anti-aircraft machine guns (1x2) 15 × 610 mm (24 in) torpedo tubes (3x5) 18 depth charges Early 1944 Refit: 6 × 12.7 cm Type 3/50 cal dual-purpose guns (3x2)[5] 16 × 25 mm (1 in) anti-aircraft guns (4x3, 2x2) (increased in June to 28)[6] 15 × 610 mm (24 in) torpedo tubes (3x5) 36 depth charges Tromp in 1936 Class overview Name: Tromp class Builders: Nederlandsche Scheepsbouw Mij. Operators: Royal Netherlands Navy Built: 1936–1940 In commission: 1938–1969 Completed: 2 General characteristics Type: Flotilla leader Displacement: 3,350 long tons (3,404 t) standard Length: 131.95 m (432 ft 11 in) Beam: 12.43 m (40 ft 9 in) Draught: 4.32 m (14 ft 2 in) Propulsion: 2 Parsons geared steam turbines 4 Yarrow boilers 2 shafts 56,000 shp (41,759 kW) Speed: 32.5 knots (37.4 mph; 60.2 km/h) Complement: 380 (Tromp) 420 (Jacob van Heemskerk) Armament: Tromp : 6 × 150 mm (5.9 in) guns (3×2) 4 × 75 mm 8 × 40 mm (4×2) 2 × 20 mm 6 × 533 mm (21 in) torpedo tubes (2×3) Jacob van Heemskerk : 10 × 102 mm (4 in) guns (5×2) 8 × 40 mm (4×2) 4 × 20 mm Aircraft carried: 1 × Fokker C.XIW floatplane (Tromp)
  13. So, ich habe es getan!!! Damit wir nicht mehr in einem "fremden Thread" (so sehr er auch passte ) uns austoben müssen mit Bildern unserer liebsten Waifus, habe ich endlich einen eigenen Thread dafür eröffnet. Um gleich zur Sache zu kommen: Ich habe es extra "Japano" genannt! So kann jeder interessierte seine Lieblings-Waifu posten, die aus Japan kommt und nicht nur aus einem Anime. Beispielsweise aus einem Manga OHNE Anime-Umsetzung oder einer Visual Novel oder einem Spiel wie Final Fantasy oder eine echte Waifu aus einer J-Pop-Gruppe oder oder oder... Ihr seht schon, ich gebe euch alle Möglichkeiten. Natürlich auch wie in meinem Rätselthread dürfen die Mädels (und Jungs) unter euch gerne auch ihre Lieblings-Waifu männlichen Geschlechts posten. Denn, ich bin kein Patriarch... und versuche auch hier keine Genderdiskussion. Das Alles dient wie immer dem Spaß! Ergänzung: Die Nationalität der Waifus spielt keine Rolle. Also eine Helvetierin aus einem spanischen Dorf mit einer französischen Musikschule... oder so ähnlich geht natürlich auch! So, dann haut mal rein und zeigt eure liebsten Waifus!!! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ WICHTIG!!! Es gibt die AGB's und klar, keine pornographischen Bilder hier rein!!! Um jedoch auf Nummer sicher zu gehen, schreibe ich mal Sehales, in wie weit Waifu Bilder zulässig sind. Ein kurzes offizielles Statement sollte uns 100% Sicherheit geben! Einfach, damit wir in Ruhe posten können!!! Nach Antwort von Sehales: Haltet die Bilder bitte FSK 12, vor allem bei Lolis!!! Und vermeidet Slips!!! Das sollte uns allen doch möglich sein und wir haben noch lange was vom Thread und unseren Spaß! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ So, auf Anregung: Ab sofort darf Sonntags jemand bestimmen, welche "Themenwoche" wir machen! Das heißt, in welche Richtung man Waifus posten, sehen, sonst was haben möchte. Als Beispiel: Themenwoche "Musik" ergibt dann (hoffentlich/eventuell) Bilder, die in Richtung musikalischer Waifus gehen... oder welche, die sich zumindest an Musik versuchen... oder, oder, oder... Ich vertraue darauf, dass ihr euch Sonntags darauf einigt, wer das nächste Wochenthema bestimmen darf... Wenn nicht, nutze ich meine drakonische Macht und bestimme selbst etwas!!! Zum Bleistift... KanColle! Bis auf Weiteres: Chibi! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  14. Did you like the clickbait title? I did. Anyways, let's get onto the topic. I want this thread to be easily accessible, so if there's good points in the thread I'll make sure to combine it in the original post so that new viewers could quickly see how and where the conversation went. This is a forum post after all, I should be able to keep up with everyone's thoughts ;) <<<<((<(>_<)>))>>>>> Dive bombers and torpedo bombers Asking all CV captains, would you be willing to trade 2 or 3 of your dive bombers for 1 extra torpedo bomber? Is there anyone who ISN'T willing to make that trade? The results of a poll on that question would undoubtedly be obvious to anyone who plays CVs. Right now, there is a massive imbalance between the field effectiveness of the two squad types are obvious. In most circumstances, only 1 or 2 squads of dive bombers are necessary to perform their job of lighting the enemy on fire. Due to this, I would like to suggest improvements to the mechanics associated with dive bombers in order to give them more utility when compared with the torpedo bombers. USN - give the USN CVs dive bombers some AP bombs. I thought of suggesting this for the IJN but 1) the IJN has bombs with less damage potential both historically and in game and 2) having AP bombs with the precision of IJN bombers will be rather overpowered. This would mean that 1) the USN strike loadouts in the Bogue and the Indy won't be entirely useless and 2) it would give USN carriers another vector of dealing high amounts of damage as deck armor tends to be quite poorly armored and therefore they could potentially even score citadels with plunging fire if they are really lucky. They might not be able to penetrate the citadels of most battleships, but they could retain utility against enemy CVs/CAs and lower tier BBs (relative to the carrier). IJN - improve the precision of the IJN dive bombers, make their circle of no return smaller, and increase the chance of them setting fires and causing module damage. You can scale back the damage output if you want for compensation, 4600 damage per bomb hit is virtually destroyer tier anyways. These changes are suggested both to be used to expand on the points below as well as to give the IJN bombers a different role in engagements. With the increased precision the bombers could target specific modules for destruction/incapacitation and therefore be used to soften up enemy ships for your allies by going after gun turrets or stop them from moving my going after the engine or steering on top of setting the ships on fire. Both nations + future nations - An increase in speed, HP, and DFC resistance. Dive bombers right now quite frankly suck at their job. They're nothing more than an extra 2000-7000 extra damage and fire damage on top of the tens of thousands that dive bombers provide. The changes I will suggest will no doubt be controversial, but we CV players have always liked that don't we ;) I suggest significantly increasing the speed and HP of all dive bombers on all tiers relative to their tiers. They don't need to be as fast as fighters, but bombers that are significantly faster than torpedo bombers would add extra depth to the game. It would mean that whilst a less skilled player would be using a dive bomber like they always have, a more skilled player that can multitask could use the dive bombers far more frequently as a separate strike squad to lethal efficiency. Their extra speed will also provide them with relative resistance to fighters and AA from the enemy team so whilst they can't compete in terms of damage with torpedo bombers they can still strike deep into the enemy fleet at strategically significant targets and therefore may hold a far more significant strategic worth in a future patch instead of being the tag-along to a CV game. This will make USN dive bombers like a single battleship salvo whilst it will make IJN dive bombers more similar to cruiser guns, which will also allow us to preserve the 'national flavor' that War Gaming seems so fond of. The last change will also mean that there are situations where dive bombers are obviously better for dealing with the situations that a torpedo bomber will suffer from. I will expand on the suggested national differences below. IJN vs USN CVs Right now, the tech trees are something of a mess. The IJN tree is advertised as the strike tree whilst the USN tree is advertised as the fighter tree but as many CV captains would attest this is utter tosh. The IJN tree has torpedoes that cause less damage than any US torpedo from t6 upwards to go with their bomb damage that is a tiny fraction of the USN damage potential and from t6 or t7 a USN fighter squad can be held up by the IJN squads as the strike aircraft runs riot around the allied fleet and so the AS loads become mostly an easy way to lose the damage game but is nevertheless something that USN carriers (up until about t8) have to put up with because almost all cruisers are loading deck fighters and they need a way to guarantee a hit. This means that t4-t5, MM decides if an IJN or a strike deck USN carrier will have fun or will have every plane they send up ripped to shreds by enemy aircraft. It's not even that fun to hunt aircraft, I'm sure most carrier players would rather be menacing the entire enemy team instead of just aggravating 1 enemy team member. tl;dr: IJN strike units can't compete with USN in terms of damage. USN is 'balanced' with this by having terrible loadouts. I have many changes that I would like to suggest in altering the current paradigm that I am certain will have an overall positive effect on the game. 1. Speed up IJN torpedoes and speed up the spread convergence. Not long ago, IJN bombers were inferior to USN bombers in every way. They had a massive spread that needed luck to even score 2 hits on even a slow battleship and they had the aforementioned inferior damage output. I welcomed the new converging spread, but the torpedoes were now just as slow as their USN counterparts and converged too slowly to be used even if you angled the drop nearly perfectly. If the torpedoes had a base faster speed(the torpedoes used to have a speed of 42 knots if I recall correctly), with the new captain skill a really skilled carrier captain could actually utilize the IJN bombers in such a way that it could be dropped from 500+ meters away and actually hit someone who isn't braindead/AFK. 2. Give the USN AP bombs and the IJN more effective fire bombs as well as torpedoes that have a higher chance of causing sinking. I suggest this due to the playstyle that is most evident on high tier ships namely the Midway and the Hakuryu. Most Midway players group their torpedo bombers in a group and strike at once to cause maximum damage whilst the Hakuryu players use the faster plane speed and smaller squads to make their enemies die of a thousand cuts. With this system, the two nations can distinguish their playstyle. A USN carrier can cause as much/more damage with their new setting whilst the IJN carrier will be able to guarantee leaking with fewer torpedo hits and fire with bombs and therefore be able to more effectively use their multiple squadrons to inflict damage over time on enemy ships that, if used correctly, could match or even exceed that of the Midway even if the damage isn't necessarily apparent when the strike is over. This would also mean that there is a national 'flavor' to both carrier lines now. 3. Widen the USN torp spread and scale up the damage as the tiers increase. I will expand more on this in the level increase subsection but for now let's deal with US torpedoes. Right now, USN CVs can start guaranteeing that every torpedo will land on target starting at tier 7 battleships and they only get better from there as opposed to the supposed strike focused carriers of the IJN. Due to this, making a full salvo strike more difficult as well as more rewarding might be optimum for US CV drivers who have unchanged potential damage output starting with t5. If we introduce the AP bombs for extra damage, I suggest compensating for the massively increased strike potential of USN carriers by raising the skill slope for USN CV players in order to allow more skilled players to excel and distinguish themselves. Tiers and levels Right now, the Langley starts out with 5900 dmg per torpedo that quickly jumps up to 8500. The Indy further increases the torpedo damage to 9867 and it stays there for the rest of the game, significantly higher than the IJN torpedo damage. Whilst this would be unhistorical, I think that this would be fine if the soft stats for IJN torpedoes were improved i.e. speed, chance of flooding, arming time(mostly for killing destroyers). I also think that the massive damage torpedoes should be reserved for higher tier USN carriers whilst the mid tier USN carriers should be buffed in other ways i.e. giving them more squads. Many will likely say that is insane, but I think that we can make this work if we make USN torpedoes do less net damage in the lower tiers. This, combined with the fact that they have slower torpedoes and are targetting smaller ships with lower speed and smaller turning circles, could be made to work. Here is a table of possible values: 35 knots Torpedoes: Damage/squads(planes)/potential Chance of flooding Speed Damage/squads(planes)/potential Chance of flooding Speed Tier IV 5900 / 1(6) / 35400 40% 35 knots 8000 / 2(8) / 64000 40% 35 knots Tier IV 6300 / 1(6) / 37800 40% 35 knots 8400 / 2(8) / 67200 43% 35 knots Tier V 6800 / 1(6) / 40800 40% 35 knots 8567 / 2(8) / 68536 45% 37 knots Tier VII 6800 / 2(12) / 81600 40% 35 knots 8567 / 2(8) / 68536 45% Tier VIII 7500 / 2(12) / 90000 40% 35 knots 8567 / 2(8) / 68536 65% 42 knots Tier IX 9867 / 2(12) / 118404 40% 35 knots 8567 / 3(12) / 102804 70% 45 knots Tier X 10500 / 2(12) / 126000 40% 35 knots 8567 / 3(12) / 102804 75% 53 knots p.s. I have no idea what the real values on flooding are. These are example values. Yellow is USN, orange is IJN.,green is for the superior stats As aforementioned, the USN carriers could receive a debuff in having more space between their torpedoes (a wider torpedo fan) and a torpedo damage debuff in lower tiers but are compensated by having more torpedo bombers to work with which will reward the better players. The IJN can make up for the difference by their better soft stats like chance of flooding or torpedo speed. Dive bombers: Damage/squads(planes)/potential Chance of fire Chance of module damage Damage/squads(planes)/potential Chance of fire Chance of module damage Tier IV - - - - - - Tier V 5500 / 1(6) / 33000 0 % 12 % 2300 / 1(4) / 9200 40% 12 % Tier VI 7500 / 1(6) / 45000 0 % 12 % 4500 / 2(8) / 36000 40% 16 % Tier VII 7500 / 2(12) / 90000 0 % 12 % 4500 / 2(8) / 36000 50% 20 % Tier VIII 7500 / 2(12) / 90000 0 % 12 % 4500 / 2(8) / 36000 60% 24 % Tier IX 8500 / 2(12) / 102000 0 % 12 % 4500 / 2(8) / 36000 70% 30 % Tier X 8500 / 2(12) / 102000 0 % 12 % 4500 / 3(12) / 54000 80% 40 % Keep in mind that these values are if every single shell fired penetrates the citadel. In most attacks, RNG will likely not give much more than 2 or 3 citadels maximum. Nevertheless, the damage from those hits aren't insignificant for even a high tier battleship or carrier. IJN bombs won't penetrate anything, but has a large chance of fire damage and module incapacitation. I'm not sure where I've heard this, but apparently as you go up the tiers, ships gain natural resistance against fire and flooding. These new values will likely allow carriers to maintain their damage over time tactics even in a high tier environment. Ships in the higher tiers have far higher health to splash around so the steadily rising damage will allow carriers to effectively deal with tougher threats as they advance up the tiers as well as continue to cause them trouble. I.E. A Hiryuu and a Ryujou in this cause cause identical potential damage. Both ships might be able to attack a New York for an average of 8000 damage but if a Ryujou attacks a New Mexico a torpedo might average 5000 damage whilst a Hiryuu, whilst having identical stats, would be able to do 8000 damage. This mechanic would help carriers deal with the often extremely tough ship torpedo bulges as well as encouraging carriers to go after the sometimes harder targets as the same damage against a higher tier ship would usually give them more rewards as well as helping their team against ships they may have problems with. That's what I have for now. Thank you for reading as far as you have. I might have to come back here later to condense this down or add onto the list. Best regards and happy sailing!
  15. Cmd_exe

    Mutsuki oder Minekaze?

    Grüss Gott ihr wackeren Kapitäne Ich habe eine sehr lange WoWs Pause gemacht und als Wiedereinsteiger stehe ich nun vor der Frage welchen japanischen Zerstörer ich zuerst erforschen soll. Zur Auswahl stehen die Mutsuki und die Minekaze. Welche davon würdet ihr mir empfehlen? Freundliche Grüsse, Cmd_exe
  16. danimollinato2

    Impresiones Kaga

    Hola a todos, aquí recogeremos las impresiones del kaga, el nuevo portaaviones tier 7 premium de WoWs. Principalmente vamos a comparar estadisticamente con otros barcos de su tier y decir sus cosas buenas y sus cosas malas. Empezamos con el ocultamiento del mismo, en este gana el hiryu. -kaga: 12,2 km -Hiryu: 11,9 km -Ranger: 14,2 km -Saipan: 12,2 km Capacidad del hangar, ganaria el kaga, pero aun asi sus aviones son tier 6 lo cual hace que tenga ese numero de aviones. -kaga: 85, aviones tier 6 -Hiryu: 72 aviones tier 6-7 -Ranger: 58 aviones tier 7 -Saipan: 48 aviones tier 9 Configuraciones de aviones, (caza, torpedero, bomba) sin habilidades -kaga: 1-1-3, 2-2-1 cazas 4 , torpederos 6, bombarderos 6 -Hiryu: 3-1-2, 2-2-2, 1-2-2 cazas 4 , torpederos 4 , bombarderos 4 -Ranger: 1-1-1, 2-0-2. 0-1-3 cazas 6 , torpederos 6 , bombarderos 6 -Saipan: 3-0-1, 2-2-0 cazas 3 , torpederos 3, bombarderos 8 Habilidades de capitan para el Kaga -Datos de la bomba kaga-hiryu Datos torpederos kaga-hiryu Datos cazas kaga-hiryu Opiniones generales (mias), work in progress... Cuando saquen las estadisticas finales las daré Ire editando el post y poniendo mas cosas
  17. So this is a thing that suddenly popped up that was bound to happen at some point. 4 months old channel with near 500.000 subscribers with ~100 videos as of typing this. The content is quite the regular youtube channel with gaming, Vlogs etc. Her existence or popularity doesn't really surprise me and seems to be taking the online world to its logical conclusion. Everyone online enjoys a great deal of anonimity. They act different than they would IRL to some extent and often hide themselves behind profile pics etc. People like to present a certain vision of themselves that needn't be representative of the person. Most youtubers adopt some form of persona with a 'artificial'-personality with it. This is basically just that: a internet persona but turned up to eleven and given a mo-capped body. You could probably write a thesis on this. But yes this is basically memes and is going to take over the internet whether you like it or not. I for one welcome our new waifu overlord. I wonder if we can get her to play WoWs
  18. Unter der Gefahr das es irgendwo das Thema schon gibt und ich es einfach nicht finde, hier nochmal Was haltet ihr von der Trennung? Im englischen Teil des Forums freuen die sich schon alle auf Akizuki. Die Rache der jap. DD
  19. LastButterfly

    BTT : Japanese TechTree (Fanmade)

    Hi again ! I am the one who posted this fanmade USN techtree : http://forum.worldofwarships.eu/index.php?/topic/78903-btt-us-techtree-fanmade/ So without further ado (adu ? addo ? Add... Er, whatever) without waiting any longer here's the second on my list : the Japanese Tech Tree ! Important disclaimer about this tree (It's the same as on my other TechTree topics, don't bother re-reading it if you already did) : An important word on Design ships and blueprints : Butterfly Tech Tree Japanese Navy Below you will find a quick explanation about the global gameplay each branch would adopt : Destroyers : -Fast Firing Branch Branch of 4 destroyers at ranks VII through X : Ayanami (Fubuki Mod.II), Akizuki, Yamatsuki (Project V7) and Ayanami (1954). These destroyers differ from other IJN vessels thanks to their fast-firing canons, however, their HE shells are pretty weak, forcing them to rely on AP shells to deal good damage on lesser-armored vessels or areas. Their torpedoes are powerful, but they reload slower and are sometimes less numerous, reducing their offensive abilities. Although kinda slow and hard to manoeuver quickly, they possess great AA capailities and can fit both as a fleet escort and as an attack ship. -Long Lance Branch Branch of destroyers at ranks II through X. These destroyers wield the best torpedoes in the game, capable of inflicting tremendous damage aswell as travelling far at higher ranks. These torpedoes are their main armament. Thei speed is correct, however their overall manoeuverability is poor ; besides, their canons are slow to load and turn. Since the ships themselves aren't that well concealed and don't tank well, their survival chances are reduced in chases or direct fights. Therefore, their captain needs to have a good map and game awareness and to position their ships efficiently in order not to be caught and killed or unable to assit their allies.They do NOT have an engine boost consummable. -Short Lance Branch Branch of destroyers at ranks II to IX. They possess very powerful torpedoes with a good reload, but travelling only at average distances. They are not the fastest or most manoeuverable, but their armor allows them to tank a little and bounce lower-caliber AP shells if properly angled. Their canons are also decent and can deal correct damage and serve well as a self-defense tool too, however if they fight an artillery duel for too long they're bound to lose at some point. They make good offensive ships by all means, but their primary armament remains torpedoes. -Scout Branch Two destroyers at rank 5 and 7 : Minekaze and Akatsuki (Fubuki Mod.III). These destroyers are faster and easier to steer than their peers. Moreover, they are harder to detect as they have a better concealment. Their armament, however, isn't strong enough to challenge someone in a direct battle and won't have them winning long-lasting fights. They are made for scout, area control, aswell as detecting and preventing ambushes and similar tasks. Thei lack of brut firepower is compensated by they higher strategic utilities based on speed and discretion. Light Cruisers : -Anti-Air BranchTwo cruisers at rank 5 and 8 : Yuubari and Ishikari (CLAA design). These two ships possess a very fast firing main armament but with disappointingly bad HE shells, similar to the “Fast Firing Branch” of destroyers. Therefore, their power with AP shells and their strong AA capabilities, makes of them strong ships against aircraft carriers or anyone willing to show them their broadside. They remain, however, light cruisers and are therefore vulnerable to placement errors, high caliber shells, and are less manoeuverable and concealed than destroyers. Besides, their torpedoes are negligeable – Ishikarai doesn't even have any at all. -Classical BranchTypical Japanese light cruisers, at ranks V, VI, VII and VIII. They possess a decent firepower thanks to canons of 140 or 155mm, however their most frightening armament remains torpedoes, very powerful and capable of travelling quite far. These cruisers are easy to steer and pretty fast, however their defenses are very low and they fear particularly any kind of ennemy cruisers. -Large DD BranchOld light cruisers at ranks II, III and IV. They have a gameplay similar to destroyers of these ranks, with low caliber canons, weaker on protected targets, and okay torpedoes, but a high speed and manoeuverabilitiy. Their armor is close to nothing. They are, however, good when it comes to get used to what IJN light cruisers are like in higher tiers. Heavy Cruisers -Classical Branch Most classical heavy cruisers of Japan, at ranks V through X. These cruisers are very strong, possessing a very high speed, excellent firepower, powerful medium to long range torpedoes and correct armor. However, among their main weakness, a certain lack of anti-air power can be noted, along with a higher reload time for main armament than most other cruisers. Their shells having a rather flat trajectory, AP long-range shots through decks are often ineffective, forcing them to use HE shells instead. Besides, the torpedo angle of most of them doesn't favor short-range duels with manoeuverable opponents equipped with torpedoes aswell. -Battlecruiser B-65 Ship available at tier X, Daisen (B-65) also named super-type-A, meaning improved Zao, is a battlecruiser with a very heavy 310mm main armament, a decent AA protection and 8 torpedo tubes. This ship, terrifyingly powerful, has as a main weakness a tremendous inertia and difficult steering, making good forseeing of the battlefield evolution mandatory to to use her and avoid being caught off position. With a talented captain, Daison should be able to talk on any ship, from the lighters to the heaviers. However, her high-caliber main guns are obvioulsy less suited for anti-destroyer duties because off thei higher reload and highre dispertion at longer range. Hybrid Cruisers and Seaplane Tenders -Support Branch Branch of ships for those who choose to sacrifice firepower (canons and/or torpedoes) for the ability to carry numerous seaplanes. These very special ships are not made for direct combat, but possess several unique abilities in order to assist their fleet in many ways. They can assign some observation floatplanes to allies to increase some of their stats like firing range or reduce dispertion during a certain amount of time. They can command fighter seaplanes to escort allies or directly attack a certain incoming hostile squadron. They can use scouting aircrafts to search for ships or torpedoes in certain areas of the map, giving vision and information to the team. They may even be able to use offensive seaplanes to straff ennemy ships, disabling a part of their AA or secondary armament for some time, facilitating the job of the aircraft carriers or brawling ships. Using these well may give a decisive advantage to their fleet ; however, their armament reduced makes of them deliciouly innofensive targets on the battlefield and being caught usually means dying when one saisl them. They do possess some armament tho, allowing them to defend themselves against lonely opponents. A word about Mogami Available in three configurations (classical light cruiser, classical heavy cruiser or hybrid seaplane-carrying cruiser), Mogami can be equipped in three ways to fit any of these role and is therefore unlockable via three different branches. However, the unlocked configuration depends on which line you grinded to get her : for example, if you unlock Mogami via Myoko, only the heavy cruiser version will be avialable to you. In order to unlock all of her configurations, it is necessary to grind all three branch and to unlock Tone, Kushiro and Myoko beforehand. Battleships : -Introduction Battleship : Low tier battleships meant to introduce player to the gameplay of BB without giving them complex specializations right away. -Battlecruiser Branch Officially classified as battlecruisers, these ships sacrifice a part of their armor to get a faster speed, or better manoeuverability. Therefore, they're capable of quick repositions of their ships and firepower. However, in a duel against a real battleship, speed and manoeuverability is their only advantage. They should try never to engage one alone if they don't have the upper hand. Despite their speed and decent secondary artillery, destroyers remain a threat ; besides, their AA is kinda bad. -Power Branch Main battleship branch of Japan. They're caracterized by a tremendous firepower and a frightening penetration. Therefore, their main targets are ennemy battleships. Although they're often quite fast, they're not the easiest to steer. Besides, despite a good-quality secondary armament, anti-air weaponry and anti-torpedo defenses are bad or even sometimes lame for their tier, making them vulnerable without support of scout to help them. -Seaplane Branch Two battleships at rank 6 and 7, Yamashiro (Fuso's sistership) and Ise. Just like the Support Branch of Hybrdi cruisers, these two are hybrid battleships : they sacrificed a part of their firepower for the ability to manipulate several useful seaplanes, increasing their reckon and supporting abilities, or able to defend themselves against hostile squadrons. Aicraft Carriers -Introduction Carrier Low tier carrier meant to introduce player to the gameplay of CV without giving them complex specializations right away. -Speed Branch Branch of carriers from rank 5 to 9, and possible Hakuryu configuration. These carriers are fast and manoeuverable but their AA armament is weak. They possess a mild number of squadrons, however, these are faster, and reload much quicker than the usual ones. Thanks to them, they can dish out an uninterrupted stream of low-power attacks to continuously harrass their opponents. Their fighters, however, are weaker, and they have to rely on their speed to avoid ennemy fighters. Possess two possible air wings : Attack Speed (ex Unryuu 1/2/2) or Defense Speed (ex Unryuu 2/1/2) -Number Branch Branch of carriers from rank 5 to 9, and possible Hakuryu configuration. These carriers, more detectable than the Speed Branch but as fast and with a slightly better AA power, are caracterized by a very high number of squadrons in the air at the same time. However, their speed and reload time are not nearly as fast as the Speed Branch, thus the difficulty here isn't the speed of the aircraft stream, but their sheer number.Possess two possible air wings : Attack Group (ex Shoukaku 2/3/2) or Defense Group (ex Shoukaku 3/2/2) -Swarm Branch Branch of carriers from rank 5 to 9. These posses an astronomical number of sqaudrons, made of a very low number of aircrafts, allowing them to conduct very special attacks. However, their aircrafts are very weak, being of a lower tier than their mother carrier, resulting in heavy losses. Possess two possible air wings : Torpedo-bomber Swarm (Ex Kaga 2/5/2 – torpedo bomers are groups of 2 aircrafts) or Fighter Swarm (ex Kaga 4/1/4 – fighters and dive-bombers are groupes of 3 aircrafts) Once again, I hope you enjoyed, sorry for my the English errors too. Besides that, I welcome every comment, question or anything else you might have to say about my funny fantrees. The Italian Tree is already done and the Russian and German ones are going well. I hope you'll like them ! Till then, thanks for having read~
  20. If you love Japanese ships you will love the scale model ships collection from the Yamato museum located in Kure, Japan. Just about 30 minutes away from Hiroshima by train. Other than the mighty 1/10 Yamato scale model in the large hall, there were a lot of small scaled ones around it and on the second floor there is a dedicated hall full of many ships, submarines and planes scale models. Every time I could find a ship that I actually recognized or remember its name from World Of Warships I point at it with a big smile like a little kid in a candy store.. I couldn’t resist filming each one as much as I could as my wife was waiting for me to finish with that “come on!! am bored already” look, so anyway I hope you like it guys, and thumbs up or comment below and feel free to share it everywhere ;)
  21. LittleWhiteMouse

    Premium Ship Review: Mutsu

    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 following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Mustu-have? Quick Summary: A faster Nagato-class Battleship with less armour, less efficient AP shells and almost no AA power whatsoever. She does get deck mounted torpedoes, though. Patch and Date Written: 0.6.0.1 - January 30th, 2017 through to February 3rd, 2017. Cost: Undisclosed at the time this article was published. PROs Largest hit point pool of any of the tier 6 Battleships at 58,400hp. Her 410mm shells are the highest damage rounds found at tier 6. Able to easily overmatch the bows armour of any Tier 5 through 7 battleships. Decent accuracy, including a 1.8 sigma vertical dispersion value. Excellent range at 20.4km. Armed with deck mounted torpedoes (!) Very heavy secondary gun battery. Good top speed of 26.5 knots. CONs Her citadel sits high in the water and is vulnerable to long-range, plunging fire. Poor overall armour values. Low Krupp (and penetration) values on her 410mm shells. Secondaries are short ranged at 4.0km stock. Very limited fire arcs and performance on her torpedoes. Rather large turning circle of 770m. Enormous surface detection range of 16.9km and the largest aerial detection range of the tier 6 Battleships at 13.3km Mutsu sets a new standard for poor anti-aircraft defense. Like, seriously. Her AA power would be shameful at tier 4. Patch 0.6.0 removed the stock hulls for Amagi and Nagato in the research tree and rendered these hull designs into two new premiums, Ashitaka and Mutsu respectively. Mutsu is the first of these ships to be released -- we'll see Ashitaka later on in the year. For those unfamiliar with the IJN Battleship line, the stock versions of these hulls weren't exactly good. While not as hamstrung as Fuso while stock, they certainly were not competitive at their tiers. For this reason, Mutsu appears in World of Warships as a tier 6 vessel instead of at tier 7 like her sister, Nagato. This allows this ship to be re-balanced based on her own merits and flaws rather than trying to shoe horn her into a tier where she doesn't belong. Mutsu as she appears in game represents the ship after her 1924 refit, where she acquired her serpentine shaped funnel but before 1926 where she lost her torpedoes. Of course all of this date specificity is moot when you you realize that she didn't get her catapults until the 1930s. Yay, fiction! I'm joined once again by Lert who will be providing his usual smarmy comparisons of some of this ship's contemporaries. I'm also trying something new. GrafZeppelinKai, one of the Wiki-Staff volunteers has written a lovely piece on Mutsu's history which can be found on the ship's wiki page. The wiki staff perform some wonderful written work and I'm trying to help give them a little more just deserved attention. I hope you all enjoy a bit of history about the ships. The Lertbox Hello and welcome to another Lertbox, in which I try to offer a counterpoint to LittleWhiteMouse's more in-depth review of an upcoming premium ship. This time it's Mutsu, a ship that earned its place in history for the same thing Arizona did: tragically blowing up in port with a lot of people inside. The cause of Mutsu's destruction is slightly more controversial than Arizona's, a Japanese investigation concluded that a disgruntled crewman sabotaged #3 turret and blew up the ship, while an alternative theory is that of a fire caused by 20+ year old electronics near #3 turret. All we know for certain is that Mutsu took 1121 crew and visitors with her, only 56 less than Arizona's demise claimed. For this Lertbox I will discuss how you would take on an Arizona, a Warspite and a Dunkerque in a theoretical 1v1. I hope this will give the reader an idea how Mutsu will perform compared to her peers. Given the Mutsu's large surface and aerial detection range, in combination with her vulnerable armour scheme to ranged fire, it's often best to let some of your allies screen your advance. History with the Wiki: Mutsu By GrafZeppelinKai, Originally published on the Mutsu's page for the World of Warships Wiki The Nagato-class battleships were the last pair of battleships build by the Japanese Navy before the global hiatus on capital ship construction due to the ratification of the Washington and London Naval Treaties. As such, the Nagato-class is seen as the culmination of all the experience learned by the Japanese Navy in dreadnought design and construction up through the end of World War I. Led by famed naval architect Yuzuru Hiraga, planning and design for the Nagato-class began in 1916. By this time, Japan was a steadfast, growing naval power and wanted their designs to reflect such a status. As such, from the outset the Nagato-class were set to be first-rate dreadnoughts, competitive with the offerings of the other navies of the world (chiefly the Colorado-class battleships that were being built by the United States). Hiraga and his team were meticulous, delaying final completion of her plans until mid-1917 in order to incorporate the lessons learned from the Battle of Jutland the previous year. What ultimately emerged were the most advanced battleships afloat in the world. The Japanese determined that high-speed was an integral asset to making a battleship an effective weapon; as such, the Nagato-class were designed to be the fastest battleships in the world. It was decided to fit no less than twenty-one (21) Kampon boilers into them: fifteen (15) oil-fired and six (6) mix-fired. These boilers then fed into four (4) geared turbines that each powered a single screw. Altogether, they generated 80,000 shaft horsepower and propelled the ships to speeds above 26 knots, significantly faster than their competition. This was not a fact the Japanese Navy boasted about, however, instead electing to keep the true speed a closely guarded secret. In fact, the US Navy didn’t know the true speed of the class until well into the late 1930s. In electing to focus on propulsion and speed, weight had to be saved from the armoring. Ergo, the Japanese opted to implement the “all-or-nothing” armor principle that was championed by the US; maximal armor to the vital areas whist non-critical surfaces receives minimal armor. The main belt and the barbette rings received 12 inches of armor, whilst the conning tower and the turret faces received 14 inches and 18 inches of armor, respectively. While this was sufficient to rival other battleships of the period, British and US battleships all had heavier armor, with belt armors exceeding 13 inches for many classes. After experimentation with the six turret design of the Fuso and Ise classes, Hiraga and his designers decided to revert back to a quadruple turret design, determining this configuration to be the most effective. In order to not decrease overall firepower — by reducing the number of barrels from 12 to 8 — the caliber each rifle was increased from the traditional 14 inches to 16 inches; in fact, the Nagato-class battleships were the first ships in the world to mount 16-inch naval rifles. To supplement the primary artillery, twenty (20) 5.5-inch casemate guns were added to the hull. Interestingly, the Nagato-class retained the Japanese tradition of fitting torpedo tubes to their battleships. Historically, eight (8) total tubes were incorporated in the design; 4 above the waterline and 4 submerged (only the four above the waterline are available in-game). Mutsu (named after Mutsu Province) was the second of the two Nagato-class battleships, built at the Naval Arsenal in Yokosuka. She was laid down 1 June 1918, launched 31 May 1920, and completed 24 October 1921. The Nagato-class underwent a modernization in the late 1920s and a reconstruction in the 1930s to keep the designs combat-capable. During the 1920s modernization, the first funnel was replaced with a serpentine funnel with a raked-top in order to attempt to fix the issue of the superstructure being occluded with smoke; the very funnel seen in-game. Furthermore, the torpedo tubes were traded-in for anti-aircraft artillery, in order to counter the growing threat of aircraft. Unique to Mutsu, her bow was remodeled in order to decrease water spray to her foredeck. The 1930s reconstruction proved to be a more extensive overhaul. The iconic 7-masted superstructure was replaced with a pagoda-mast style design, and the first funnel was removed altogether. The old boilers were replaced; the overall number was also reduced to just ten (10). Interestingly, the old turrets were replaced by the ones of the incomplete Tosa class battleships, allowing for greater gun elevation, ergo greater range. Furthermore, torpedo bulges were introduced. To mitigate the loss in ship speed due to the added weight, the length of the battleships were increased. Finally, a catapult was added to launch scout planes off the deck. Service History Commissioned in October 1921, Mutsu survived the Washington Naval Treaty, was assigned to BatDiv (Battleship Division) 1, and began an uneventful interwar career. From 1927 to 1933, Mutsu would receive periodic modifications, but in September 1934 she entered drydock for a complete rebuild and modernization. She remained in yard hands until September 1936. With the beginning of war with China in July 1937, Mutsu — having returned to BatDiv 1 alongside Nagato — joined the fleet for security and blockade patrols off the China coast. Mutsu would continue operations off China until March 1941. In August 1941, Mutsu began preparations for combat as Japan planned for hostilities with the United States. Mutsu would spend the beginning of World War II, from December 1941 to May 1942, in reserve and training. In June, she and the rest of BatDiv 1 — now including Yamato — sortied as part of the Main Body for Operation MO, the invasion of Midway. Other than to receive the transfer of survivors from Akagi, Kaga, Hiryu, and Soryu, Mutsu would not participate in the battle, and returned to Japan. In July, BatDiv 1, less Yamato, was attached to the 2nd Fleet. In August, they departed for Truk after the US landing at Guadalcanal. In late August, Mutsu was assigned to support the Main Body for the Battle of the Eastern Solomons, where she fired at an aircraft shadowing the fleet. This would prove to be her only shots fired in combat during the war. In September, Mutsu landed a party to help train anti-aircraft crews at Truk. She would remain and participate in exercises until January 1943, when she returned to Japan. Excepting one aborted sortie to the Aleutians after the Battle of the Komandorski Islands in late March 1943, Mutsu continued to conduct training and gunnery exercises until June 1943. On 8 June 1943, Mutsu was moored in Hashirajima harbor when, at approximately 1200 hours, her No. 3 turret suffered an explosion. The blast tore her in two, and the section forward the No. 3 turret rolled over and quickly sank. Her stern section sank early the next day. Of her 1,474 crew, 1,121 were killed. An investigation concluded human error was responsible for the explosion, and the Japanese Navy consequently altered regulations for the handling of explosives aboard ships. Mutsu was struck from the Navy List on 1 September 1943. Post-war salvage attempts proved to be failures, though Mutsu’s No. 4 turret, anchors, and other parts of the ship — including her bow — were successfully recovered in the 1970s. The gun barrels from the salvaged No. 4 turret were restored and are now on display in separate locations in Japan: one at the Museum of Maritime Science in Tokyo, and the other outside the Yamato Museum in Kure. Options Mutsu has standard tier 6 IJN Battleship options. There's nothing out of the ordinary here. Consumables: Damage Control Party Repair Party Spotter Aircraft Module Upgrades: Four slots, standard non-USN Battleship options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy Firepower Main Battery: 410mm/45 3rd Year Type in 4x2 turrets in A-B-X-Y configuration @ 20.4km Range Mutsu fires a Type88 1000kg AP/APC shell up to a range of 20.4km with a 790m/s muzzle velocity. This is the largest shell found presently at tier 6, eclipsing Warspite's own 381mm, 879kg shell by a healthy margin. Don't mistake these shells for the same ones found on the upgraded Nagato. The ammunition Mutsu uses is a pre-WWII shell and was originally found on the stock Nagato and Amagi. They have worse overall performance than those found on the IJN Battleships at tiers 7 and 8, with lower alpha strike, muzzle velocity and Krupp values while being slightly lighter overall by 20kg. This gives Mutsu significantly less penetration power over distance to the lead of her class, with many shells shattering or ricocheting against enemy warships at medium to long range. Despite my incessant whining, Wargaming wouldn't provide me the exact penetration values present on Mutsu. For now, we have only two sources to give us with a glimpse into what the raw numbers might be. The first comes from Wargaming's own Armada Videos. These are few and far between, but thankfully have included a plethora of ships found in Mutsu's matchmaking spread. Statics drawn from the World of Warships The second, and admittedly more awesome source, is the work done by fnord_disc on the European Server, who reverse-engineered an approximate model of the penetration mechanics. The numbers they worked out provide the following estimated values for Mutsu's AP shells: 548mm at 5km 426mm at 10km 332mm at 15km Even as an estimation, this puts Mutsu's shell penetration among the worst for tier 6 Battleships, ahead of only Warspite at extremely short ranges and only ahead of Bayern at anything beyond that. The net result of this will be less damaging hits against heavily armoured (or angled) targets. Datamining reveals that Mutsu's gun accuracy is decent -- she boasted a 1.8 sigma during testing combined with the typically tight dispersion values found on IJN Battleships. This is superior to anything short of tier 9 and 10 USN Battleships specialized for accuracy. On paper, this should help compensate for some of the penetration issues found on the guns. However, with the small number of barrels Mutsu brings to bear, every shot feels considerably more precious than the 'shotgun blasts' fired by 12-rifle ships. Thus, Arizona which has more overall dispersion but the same sigma value, feels more accurate than Mutsu by combination of having more guns and better penetration values. You're going to simply do more damage more consistently with a ship like the Arizona or Dunkerque despite Mutsu's advantages in accuracy. Comparative data between the tier 6 Battleships + Nagato. Mutsu's strengths are her range, the high alpha damage of her individual AP shells and her ability to overmatch the bows of any tier 5, 6 or 7 battleship. She also has the highest potential DPM values of any of the 8-gun Battleships. Her weaknesses include her low muzzle velocity and poor Krupp and penetration valuesvalues. While Mutsu's guns look like they have the potential to perform, you may find they let you down at long range engagements. I'm trying not to sound too bleak about Mutsu's main battery firepower. There are two versions of Battleship Mutsu's guns. The first was the version that I play tested. The second is the version that's being released. Wargaming let me know in advance what the changes would be and I tried to keep them in mind while I tried out this ship. I'm taking it on faith that Mutsu will be released as Wargaming announced. Mutsu had a 35s reload on her main armament. This is being reduced to 30s. Mutsu had a turret rotation speed of 3.3º per second. This was buffed to 3.8º per second (from 54.5s to 47.4s for 180º rotation). In short, Mutsu's gun handling and rate of fire was buffed rather significantly. This in turn greatly affected the DPM we saw during play testing. This put her optimal DPM down to 170,057 AP damage and 89,143 HE damage. The buffs provided by Wargaming increase her DPM by a full 17% which I think we'll all agree is enormous. Summary: Her main battery has mix of significant strengths and telling weaknesses. Shells are individually hard hitting, long ranged and capable of overmatching the bows of any tier 5 to 7 battleship. However, she is severely restricted by poor penetration values at range, a low Krupp rating and small main-battery. Probably her best feature is her "new" 30s reload which gives her the best potential DPM of the 8-gun Battleships. Secondary Guns Secondary Battery: 140mm/50 3rd Year Type in 20x1 casemates, 127mm/40 Type 89 in 4x2 turrets @ 4.0km Range The lion's share of Mutsu's secondaries are composed of her 140mm casemates. These fire 7.9 rounds per minute at a disappointing 4.0km range. Like all IJN Battleships, her casemates fire an AP shell instead of HE which reduces their overall performance. While on paper, AP shells do more damage, their output isn't consistent. They cannot light fires. They are likely to ricochet and shatter against even slightly angled targets. Her 127mm rifles do fire an HE shell, but these are limited to two pairs of turrets on either side of the vessel. It's difficult to justify investing heavily in upgrading Mutsu's secondaries to improve their performance, primarily given their poor range and unreliability. Torpedoes Torpedo Complement: 4x1 Launchers firing a 533mm Type 6 torpedo at 57 knots for 7.0km. Move over, Kriegsmarine; the IJN now has deck mounted torpedo launchers too. While the Tirpitz introduced Battleship-launched torpedoes to fanfare and fireworks, Mutsu's torpedoes feel like they should be announced by a kazoo. The Type 6 is the same torpedo found on the Isokaze and Minekaze. This strikes for 10,833 damage which, when facing the anti-torpedo bulges of contemporary Battleships, feel lackluster. The devil is in the details with Mutsu's torpedo armament. While its true that she has limited fire arcs, these have a forward facing from 55º to 105º. In addition, these have a ridiculously short reload rate at a mere 21s. These torpedoes do not give her the strength to effectively brawl with enemy Dreadnoughts. While theoretically being able to interweave broadside main battery fire backed by torpedoes, alternating each in rapid succession, practical experience makes it too risky. Mutsu has to expose her vulnerable citadel to launch torpedoes. While this is easily done in the first moments while the engagement ranges are still closing, it becomes impossible to get a second salvo off as ranges close and the fight devolves into a "death circle" at point blank range. Still, if you get locked in a battleship brawl, her torpedoes can be a welcome trump card to end the engagement favourably. Keep in mind that Mutsu does not have the armour profile or secondary ammunition to brawl effectively. Firepower Summary: Main Battery firepower is optimized for a mid-to-short range engagement, between 7km and 12km. Her secondaries are plentiful but are painfully short ranged and focused around a heavy broadside of AP shells which limits their utility. Her torpedo armament reloads very quickly but a broadside does not hit very hard. It is only suitable for finishing off already crippled targets and should not be relied upon as a trump-card. Playtesting Mutsu with a 35s reload wasn't fun. She'll be in much better shape now. Rivals: Arizona Lert: You have longer range, more hit-points, better speed, better dispersion at a given range and your 16" shells will overmatch Arizona's 25mm bow and stern armor. Sounds like a foregone conclusion, right? Well, not quite. Arizona's bow (or stern) is a difficult target to hit at range. Also your large shells lose a lot of penetration when flying that far and are likely to shatter on anything that isn't Arizona's bow. Plus, a low volume of fire makes missing the American ship or shells shattering a relatively more painful event, cutting down your already lacking DPM. Meanwhile Arizona's range isn't that much shorter, and she has a much higher RPM with her 12 14" rifles. Plus, Mutsu's armor is so soft that you're bound to take significant pen damage from any Arizona return volley. If you can, point your bow straight at Arizona and close the distance with your superior speed. Arizona's 356mm AP will mostly bounce off your 25mm forward end with only stray shells going into your superstructure, and your 410mm return fire will go through Arizona's bow like butter - if you can hit it. The ideal situation is to set up a drive-by. Pre-aim your guns when you're almost about to pass, fire your torpedoes into the Arizona's path, quickly switch back to your AP and let loose a devastating volley of 16" AP at point blank range. Mutsu's guns are accurate enough to let you snipe, but they just don't have the penetration value to reliably deal the damage you want at those ranges. Pick your targets carefully. You can still score some pretty impressive early damage if you know who to aim for. Maneuverability Top Speed: 26.5 knots Turning Radius: 770m Rudder Shift Time: 14.7s Mutsu is rather fast for a tier 6 Battleship. Her top speed of 26.5 knots makes her faster than most tier 5 through 7 Battleships with the exceptions of Kongo, Scharnhorst, Gneisenau and Dunkerque which is rather respectable. While this doesn't give her tremendous flexibility, it does allow her to keep up with the pace of combat. She can attempt to dictate engagement ranges instead of having them set for her. Like most IJN Battleships, her turning circle isn't small nor does she answer her rudder especially fast. In truth, her Rudder Shift Time isn't terrible, it's just that when combined with her large turning circle, she doesn't feel especially maneuverable. During play testing, even with this slow handling, she was still quite capable of turning the ship faster than her turrets could compensate for. She initially had a 3.3º per second rotation speed on her main battery guns. I'm assured this will be buffed to 3.8º per second before release which will help. Mutsu has a 1.5 knot advantage over her sister, Nagato. This advantage comes grace of less armour protection. Durability Hit Points: 58,400 Citadel Protection: 305mm belt armour + 76mm turtleback Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 22% Mutsu shares a lot in common with Nagato, as one might expect. This provides a bit of good news right off the start: Mutsu has the highest hit point total of any of the tier 6 Super-Dreadnoughts. Their armour profiles are almost identical but for the following changes: Nagato has 25mm of extra armour across her sides in the form of anti-torpedo bulges. These afford the lead ship a 5% further reduction in torpedo damage along with their armour benefits. Nagato has reinforced main battery turret and barbette armour, with 457mm turret faces and 405mm barbettes. These values never exceed 305mm on Mutsu. Nagato's forward magazine is protected by a 289mm turtleback. Mutsu has only 76mm on this section of plate. The citadel deck of Nagato ranges from 44mm to 197mm. On Mutsu, these values range from 25mm (!) to 51mm. The Nagato-class has never been considered a heavily armoured ship and the deficiencies on Mutsu only exaggerate this weakness. While she can angle against 356mm rifles, if she doesn't angle properly she can (and will) get citadelled with alarming regularity. Her citadel sits over the waterline and while her belt armour and the turtleback protecting these machine spaces looks formidable, these are often bypassed by shots striking her from range, which need only contend with the 25mm + 70mm deck armour found amidships and the pathetic 25mm roof her citadel. She has objectively worse protection than the Warspite at all ranges. This emphasizes the gunnery strength of Mutsu which seems designed around a mid to short ranged engagement. However, with her citadel sitting over the waterline, short of bow-on angles of attack, she is far too vulnerable to risk at point blank ranges against other battleships. This illustrates some of the dangers of trying to make use of her torpedo armament. Angling out to take the lead on a closing enemy Battleship at the very least exposes her forward magazine to citadel hits. So to maximize her armour values, Mutsu seems best at medium ranges -- approximately 7km to 12km away from her targets. Of course, this all goes to pot if she's facing anything with 380mm rifles or larger which overmatch the 25mm sections of her armour. When facing tier 8 opponents, her armour feels very deficient indeed. Like all IJN Battleships, Mutsu is shackled with the worst Damage Control Party consumable in the game. This makes the Battleship exceedingly vulnerable to fire and flooding damage. Rivals: Dunkerqueueueeueeeuueueue Lert: You have the advantage in hit-points, range and firepower. Dunkerque beats you in speed, agility and size, being a smaller target. She has the speed to dictate the engagement, allowing her to keep you at the max of your range where your dispersion and low volume of fire means you won't hit many of your shells. The ones that do hit and manage to avoid the Frenchman's armored belt will bloody her nose, but that's not reliable enough to count on. Meanwhile Dunkerque's 330mm rifles will struggle to do meaningful damage to you as well, especially if you keep properly angled .. ... But that's when the dastardly Frenchy will just switch to HE and burn you down. While your own HE shells aren't bad, they have 5% less fire chance and you have a lower RPM, so in a fire-hose contest you're going to lose. If you're taking on a Dunkerque in your Mutsu you better hope that you're going to get lucky or your opponent is stupid, because barring luck a smart Dunkerque driver will just wiggle around at range and burn your lumbering stern to the ground. This will happen a lot. Concealment & Camouflage Surface Detection Range: 16.9 km Air Detection Range: 13.3 km Minimum Surface Detection Range: 14.1km Concealment Penalty while Firing: +12.3km (vs 20.4km gun range) Mutsu has arguably the worst detection range of any of the tier 6 Battleships. Actually, Mouse, Fuso has worse surface detection range, and while that's technically correct, Mutsu will be spotted from the air a full kilometer sooner while still having an astronomically huge surface detection range. If there's an enemy carrier present, you can expect to be the first ship spotted in Mutsu. This in turn means that you'll have every gun pointing at you first until squishier (and closer) targets get lit. Priority Target is well worth the investment. Given Mutsu's vulnerability to long range fire, it's important to engage in evasive maneuvers when she finds herself lit in these early moments of the engagement. Alternatively, she can elect to begin her own advance a little later than the rest of her team. Her large surface detection range makes disengaging from enemies exceedingly difficult. She does have the speed to help dictate engagement ranges against most Battleship opponents in her Matchmaking spread, along with the range to hammer them beyond their own reach. However, she is always going to be reliant on Allies to keep her opponents lit while attempting to keep enemies at arm's length in this manner. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 12.7mmAA Umbrella Ranges: 5.0km / 2.0km / 1.0kmAA DPS per Aura: 40 / 16 / 5 To say that this Battleship has poor anti-aircraft firepower is a gross understatement. Mutsu has worse anti-aircraft defense than any of the research-based Battleships at tier 4. She's setting a whole new standard for what "bad" anti-aircraft firepower is at tier 6. She has half the DPS of Fuso, a Battleship that has some of the worst AA firepower at tier 6. Combined with her horrible aerial detection range, the sight of Mutsu on the enemy team should ring a dinner bell for all CV players. Rivals: Warspite Lert: A more even match, since both of these ships operate on the same basic principle: trading in number of barrels and DPM for shells large and powerful enough to overmatch the 25mm bow plating found on even tier battleships. Again, you have the larger health pool, better range and larger shells, but Warspite is notoriously wiggly making her a difficult target at range, has a superior healing potion and her shells aren't that much smaller than yours to begin with. She'll overmatch your bow as easily as you'll overmatch the grand old lady's, so face-tanking incoming fire isn't a thing like it is against Arizona or Dunkerque. Use your superior range to whittle her down and your superior speed to keep her at range. Conversely, you could go for the same drive-by tactic that I recommended for taking on an Arizona, but be aware that Warspite's 15" rifles will smash through your bow plating and bite chunks offa your face while you do it. Where against an Arizona you would charge in head on, you might try closing the distance under an angle to try to lure Warspite's return fire away from your bow and into your armor belt, where it will bounce off instead of eat up large chunks of your hit-points. A lot of CV pilots "experimented" with the AA defense on Mutsu while I was play testing her, but most weren't too interested beyond a cursory strike or two. As word gets out about Mutsu's vulnerability to air power, you can expect more concerted attacks. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Mutsu, as a tier 6 Battleship, already has a couple of strikes against her when it comes to evaluating her suitability to a novice player. She punishes players for exposing her broadside while simultaneously having a gimmicky weapon system that encourages exactly that. With poor armour, a (relatively) small number of main battery guns and secondaries that won't be of much help, a novice player could be forgiven for struggling to get any kind of reliable performance out of this ship. For the expert, Mutsu will reward good gunnery with excellent DPM values for an 8-gun Battleship. Her torpedoes will be a fun (if seldom used) gimmick that will clinch select engagements. Still, her horrible surface detection range, poor AA defense and poor armour values will limit her carry potential. The Lertbox I wanted to like Mutsu, but I just can't. She's wonderful in co-op where she'll just eat off everyone's face with her brutality, but against other people I found her lacking. Her WWI era shells don't have the penetration or the Krupp hardness to do significant damage at range, and she doesn't have the armor to mingle up close. Her hit-point pool gives her some staying power in a brawl and her torpedoes are a nifty poison dagger, but this is a ship with weapons that want to move in close and a hull that wants to stay far away. Comparing her to other tier 6 battleships makes her look better than she is. Truth is, Mutsu starts falling apart quickly against higher tiers, and I would take any of the other three into a tier 8 battle over Mutsu. Plus, there's the T6 MM to worry about, and Mutsu really does not up-tier well. I won't say that Mutsu is a bad ship per say, just that she's an alright ship in a pond of great ships, namely the trio I pit her against. Mouse's Summary: I have a love-hate relationship with Mutsu's guns. It was awful play testing with that 35s reload, but I could still make some great plays with them. I am very excited about their 30s reload. While I wasn't landing citadels as often against Battleships, they're perfectly adequate for regular penetrations. Her armour is super squishy for a Battleship. Also -- fires. Oh god, the fires. Her torpedoes were nice to have, but its rare when I got any good use out of them. Mutsu's secondaries were disappointing. She's a perfectly adequate ship ... until she has to face tiers 7 & 8. Wargaming didn't want a repeat of the German Destroyer incident. They let us Community Contributors know in advance that the Mutsu we were playing wasn't the final version. There were all of three changes that they gave us, but let me be be clear -- there may be others. As values like vertical dispersion, Krupp and shell-drag coefficient are not intended to be public knowledge, there are lots of parameters that could still change before release. So while I appreciate Wargaming striving to keep us in the know about what the release version of the ship may be, it pays to keep that disclaimer at the top of this article in mind. There was a third change, beyond rate of fire and gun traverse that Wargaming informed us of. It was this: "Increase rudder deflection speed from 19.2 to 17.9." Now, you would think that would coincide with Rudder Shift Time, but her rudder shift time is 14.7s. Whatever this value is, it represents a 7.3% change. From the way it's worded, it could represent either a buff or a nerf. If anyone has any grasp on what this is, feel free to let me know. My contacts at Wargaming who were relaying the information didn't know what it was either and couldn't get it clarified, so obviously someone at St.Petersburg has the info and simply assumed that we'd also know what it was. And so, I played Mutsu with a 35s reload and a 54.5s for 180º turret rotation speed and was asked to evaluate her performance. I won a heck of a lot of games. One day's worth of playtesting saw me win 12 out of 13 matches. However, let me add a qualifier to this win streak: I still have not broken a 2,000 base experience game in Mutsu. It wasn't a case of not being able to get the damage totals -- getting in excess of 100,000 damage wasn't impossible. But I never had any truly spectacular games. My personal best is 1,716 base experience which is disappointing with the typical "good" game sitting around 1,300 to 1,500 base experience. I took the occasional break from Mutsu by playing with my Warspite and Nagato and easily crushed that 2,000 base experience ceiling. I should warn everyone: I love Nagato, so it's probably no surprise that I took well to Mutsu, The improvements this ship will receive in terms of reload and gun handling (and the changes to whatever the heck rudder deflection speed is) will be welcome. Still, the ship isn't without its disappointments for me. The increased vertical dispersion of her guns over Nagato and the poor range on her secondaries really made me have a sad. Overall, Mutsu is a decent IJN Battleship but she's not phenomenal. I don't think anyone was expecting her to be outstanding, though -- not as an early version of a Nagato-class Battleship. So in that regard, she doesn't disappoint. Now if only the Matchmaker would let her be top tier more often... Would I Recommend? Mutsu makes a great Co-Op warrior. She's got powerful guns and she faces enemies that are, quite frankly, dumb as posts. The bots are unlikely to shoot at you when there are still cruisers and destroyers alive. This gives you lots of time to exercise your 410mm rifles often at very close range where their penetration issues aren't present. You'll also be able to use your torpedoes a lot and score hits too. Outside of Co-Op, Mutsu begins to suffer. It would be one thing if she was top tier as regularly as a tier 7 or 8 ship, but she exists in that special Hell that is tier 5 and 6 Matchmaking. She doesn't up-tier very well -- holding her own against tier 7 ships (if at a bit of a struggle) but really hurting once she faces tier 8s. Of course, this could be said about most of the tier 6 premiums, so that's nothing new. For Random Battle Grinding Mouse: It's sad to say, but Japan is rather lacking when it comes to premium Battleship trainers. The Ishizuchi is okay but, let's be honest, she's no Scharnhorst / Tirpitz / Arizona / Missouri. While Mutsu is a better fit, I wouldn't say she's a great fit. She can do what she needs to, however, and if you're hard pressed for a training ship, then Mutsu can step up to the plate. But I think you might be looking over your shoulder for the next IJN Premium Battleship. Lert: No. Arizona is IMO a far better ship, as is Warspite. And both of those are available in the tech tree for doubloons at the writing of this article. Consider Mutsu if you really need a Japanese battleship crew trainer, but buy American or British if you want a good ship to carry in. GrafZeppelinKai: Mutsu is a dependable battlewagon. Her above average gun handling characteristics, combined with a little practice, will come into it’s own. Similarly, if you’re looking for a dedicated IJN BB Captain trainer, Mutsu is your best option for now. For Competitive Gaming Mouse: No. She's too squishy and too huge. Lert: No. If you need range, bring a Fuso. If you need overmatching ability, bring a Warspite. If you need staying power, bring an Arizona.GrafZeppelinKai: It will take a bit more work to make her shine here, and her deficiencies will feel more glaring. Similar to Warspite, having good planning ahead of time will mean you’re able to dish the damage while not being the focus of the enemy. For Collectors Mouse: Yes. She's a beautiful ship with an interesting history and a tragic story. Lert: Yes. Mutsu has a place in history, and her configuration might appeal to people who like WWI era dreadnoughts. GrafZeppelinKai: I’m gonna be honest here: I like 1920s Mutsu. She’s very pretty to look at, and there are many subtle details that make her very period accurate. For that reason alone, she has a spot in my port. For Fun Factor Mouse: Well I liked her. However, I don't think I would play her very often, not compared to the other premiums 6s.Lert: She handles comfortable enough, if a bit sluggish on the rudder. I would consider her a fun ship if her shells didn't tend to shatter at long range, or her hull held up a bit better under fire. Plus, her torpedoes are just funny, if you get a chance to use them. Those are big if's though.GrafZeppelinKai: I enjoyed my time testing Mutsu. To me, the gunnery felt familiar and comfortable, and you can never resist a giggle when you surprise an adversary by pooping out a torpedo. In a brawl with Bayern and Nurnberg. Mutsu uses her main battery to finish off the German cruiser while dumping fish into the bows of Bayern. Brawling is exceedingly risky with Mutsu. Don't expect your torpedoes to clinch a fight for you. Outfitting Mutsu Mutsu doesn't require anything beyond the norm for IJN Battleships, which is a welcome relief. Recommended Modules For your first slot, take Main Armaments Modification 1. This should be no surprise. The armour around Mutsu's main turrets along with her barbettes is pretty substandard for her tier, so this will help keep them in the game. It should also help mitigate damage to your torpedo tubes, but they tend to go belly up if anyone looks at them funny. For your second slot, you may be tempted to try a secondary build, but in my experience this is a mistake -- you can't get her range out high enough to make it a credible threat.. Aiming Systems Modification 1 is arguably the most effective choice here. For your third slot, take Damage Control System Modification 1. This will help mitigate fire and flooding damage while increasing your torpedo damage reduction to 24%. And finally, take Damage Control System Modification 2 to reduce the burn-time of fires. You can take Steering Gear Modification 2 if you prefer, especially if you've taken Captain Skills to mitigate fire damage. Recommended Consumables Don't skimp out on the premium consumables for this ship. Taking a premium Damage Control Party is an absolute must. I also strongly recommend taking a premium Repair Party as well to reduce the reset timer of your healing potion and to give you an extra charge. I don't see much need in breaking the bank with a Spotter Aircraft, so it's up to you to invest in the 22,500 extra credits to make this premium or not. Captain Skills For the core build, we're going to want to emphasize her damage control abilities. For your first skill, you have a choice between Priority Target and Preventative Maintenance. I prefer the former on my first pass -- it's helpful to know when potential damage is incoming. The latter has currency with Mutsu due to the relative fragility of her weapon systems compared to other tier 6 Battleships. Next, at tier two, grab Expert Marksman. This was absolutely essential with her 3.3º per second rotation speed and it will still be worth while when this gets buffed to 3.8º per second. At tier three, Basics of Survivability should be the skill to grab to help mitigate fire damage. And finally, when you hit tier 4, take Fire Prevention. After this first pass, there are other skills to consider. The best of the bunch are Adrenaline Rush and High Alert at tier 2 and Superintendent at tier 3. This is one of those rare ships where I will not recommend Basic and Advanced Fire Training as the top picks. While these will help prop up her horrible AA firepower, it's really not going to move the needle enough to make it anywhere near acceptable. Similarly, her secondaries are just a little too short ranged to be worth specializing into. You can certainly try it out for yourself, but I don't think you'll find it pays off as well as it would for her tier 7 sister.
  22. The Akizuki has very very nice guns, although extremely short range for a gunboat of its tier, which makes it very vunerable. That vunerablity is underscored by it having modules made of glass and violently flamable materials coupled with a sluggish rudder and a speed where most cruisers and quite a few battlewagons leave you in their wake. Prepare to go down in flames in this boat, it catches fire very easily, which wouldent be so bad if the Akizuki had the ability to either evade shots by ruddershifts but it hasnt really. The speed does not allow you to outrun any enemies either, practally every ship you will encounter will match or exceed your speed, even with a speedflag. The guns are very good though and will allow you to give as good as you get. Very high velocity guns with a low projectile trajectory makes for some very accurate guns which will to be fair annihilate other destroyers very quickly. But the low chance of fires and the low caliber makes the guns less effective against more well armored targets. And the range of the guns coupled with the size, speed and lack of manuverability frankly negates the fastfiring guns if you are the only target of your victem. Also it s frustratingly sloow, espcially if the last enemies are at another cap it feels like forever if you ever get there, meanwhile cruisers are passing you by on their way to steal your kills. So all in all its never gonna be my favorite destroyer although the guns are second to none, all the other drawback simply makes this ship very frustrating to play and thats not why I plan WOW. A few more knots, more durable modules and a second of the ruddershift time and this dd would be amazing, but sadly its not.
  23. PPKinguin

    New DD acquisition

    So i played through the old DD line up to Kagero. Now it got downgraded to VIII and I got a free Yugumo, fine. I could also buy the VII Akatsuki, no problem. Then why do I have to play through the Hatsuharu AGAIN to get to Shiratsuyo. I dont wanna! Why cant I have my full XP on Hatsu like I once had and start new line from VII? Any info on this?
  24. Hello, everyone. I'm now heading to Kure, where the Yamato Museum is located. I plan on taking lots of photos to document my visit, and if possible some videos too! I'll keep this post updated with the photos, links to videos and explanations. Hope you enjoy it! And also, on the 8th of December, I plan on visiting the Mikasa. I'll write another post for that then
  25. TheCoolBird

    Tips for playing JPN destroyers?

    So after playing so many battles with destroyers, I'm getting no where. I die as soon as I get into battles and I feel unable to do my role as a destroyer. What are some good tips for playing the Japanese destroyers? So far I'm on the tier 3 destroyer, I've lost so many battles that I'm thinking of dropping destroyers as a whole.
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