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The Smith Hey everyone. Welcome to the second last instalment on the Grand Naval Battles ship previews. Today we are looking at probably my favourite gameplay-wise. You can go and check out the other ones I did, currently we have: "What is the Smith?" you may ask. Well, to put it simply, it’s a Sampson with one more gun and a lot less torpedo tubes. At least that was the first impression I had of it. Here I have listed a table with all key differences. Basically, on paper, the Sampson does everything better or on par with the Smith. Later, we will be having another look at these two again in detail. First of all however, I want to focus on the Smith itself. Like in my previous previews, we're gonna have a shakedown of the ship itself, then move on to a short conclusion of the given stats, finally follow up with a verdict and some gameplay. Pros: -Very good concealment. The concealment comes close to that of a Japanese destroyer. 5.6 Kilometres aren’t enough to drop your torpedoes concealed, but allow you to get quite close to your enemies before they can shoot at you. -Great Rudder shift time 2 seconds is a good rudder shift time, beating the Sampson’s by 0.7 seconds. -Large number of guns The Smith is able to fire 4 of her guns in each direction at a time. That’s 1 more than the Sampson and a lot better than the Umikaze. -Great torpedo reload At 11 seconds the Smith has arguably the fastest reload of all torpedo bearing ships -Good Turn circle The Smith comes very close to the Tachibana in terms of turn circle, putting it in second place out of the tier II destroyers. Cons: -Slow for a destroyer It’s 28 knots wouldn’t probably only look good on a cruiser. It’s however manageable with engine boost. -Low count of torpedo tubes The Initial payload the Smith can launch is a lot smaller than most of it’s DD counterparts, Therefore a player has to be quite precise with his torpedoes, as he can’t fan them like with other destroyers. More on that later. -Low amount of hitpoints Even the Storozhevoy beats the Smith in terms of hitpoints. You can’t be shot at for too long since you will die very quickly. -Short range on her armament This is probably in combination with the small calibre. 6.5 kilometres doesn’t leave a lot of engagement space. -Tiny calibre on it’s main armament (76.2mm Main guns) The guns which otherwise would be secondaries (like the Umikaze’s) are considered primary on the smith, the Sampson’s guns are 30mm larger than the Smith’s. With this, penetration and damage output drop as well. AP penetration and fire chance are very low as well. Conclusion: This ship can’t fire concealed, not even with AFT, which can push the gun range up to 7.9 kilometres by the way. The guns are nothing I’d go gunboating with, but can be quite useful when dealing with enemy destroyers and finishing enemies. Overall the first impression feels like the Smith is very much a Kamikaze boat. But so are most Destroyers in low tiers. The Smith and the Sampson Like before stated, the Smith seems to be like a slightly worse Sampson. However, I can tell you gameplay-wise, both ships are very different from one another. The Smith doesn't play like any destroyer I've had. The Models: The Smith's waterline profile sits a lot higher than the Sampsons. This means you are a bigger target for incoming fire. This handicap is only really significant for the bow of the ship, since unlike the Sampson, the Smith doesn't have a lot of mid-ship objects on it. Therefore, it is in fact harder to hit the Smith from the side over the Sampson. The smokestacks are more spread out, with only the 2 and 3 one being close to each other, meanwhile the Sampson carries 4 lifeboats and has cram tightly packed smokestacks, which make it susceptible for HE hits. The weaponry placement: The two ships only share the position of 3 of their guns, these being the front placed, and the front-mid-ship guns which can only fire into one direction. Therefore, the Smith can fire 4 guns each broadside, while the Sampson can only fire 3. The torpedo tubes on the smith have a similar layout to it's mid-ship guns. It has one single tube launcher that can fire in both directions towards the aft, while it has 2 single tube launchers which can fire in each direction respectively. The Sampson has 2 twin tubes for each side at mid-ship. Torpedo Armament of the Smith and Sampson The Sampson can fire 4 Torpedoes in one salvo in each direction at a time, while the smith can only fire 2, the Smith can, however fire her torpedoes twice as fast: Torpedo launches over time Final Conclusion: Is it better than the Sampson? No, it's not. There are clear problems with this ship, it's hitpoints, it's speed, it's armament. The Sampson beats the Smith in every respect. The Smith however, has the unique torpedoes. While firing a whole bunch of torpedoes with a single salvo has a huge damage output, once you fired, you have to reload. While other ships would have to wait a significant amount of time before you can launch torpedoes again. And what if your target dodges your spread completely? You see these kinds of problems don't affect the Smith, at 11 seconds reload time, you're basically firing your torpedoes as some ships would with their main guns. This allows for some very unique gameplay, here is a screenshot of my very first match in my Smith. For the Smith, it doesn't matter whether you miss with some torpedoes, because you can just fire again and again, at some point you will hit your target. You force enemy players to spend their whole time dodging your torps, or get hit. It's not unlike a gunboat at higher tiers, you're the annoying mosquito, that constantly harrasses other ships. Everyone wants you dead. Which is why the bad concealment-torp range is a big problem. You need to make islands work, get your positioning right, use your engine boost to position yourself close to an island and close to the enemy, pop your smoke if it gets dangerous, don't manfight. Surprise battleships that don't expect you coming around the corner. You can bait people with your guns to come into the little trap that you prepare with this nasty little strike package. Use. Your. Torps. I know this might sound like a nobrainer, but your guns are not worth the effort once your enemy is torp range, you can pop some shots at them, but you should really be focusing on your torpedo launching. This is how I feel the Smith plays like. Rapid torpedo launching is it's game, and islands and smoke screens are it's best friend.This is why, for me, this is the best out of the lot. Katori gets all the collector points, but gameplay-wise, the Smith takes the crown. So If you are wondering what you should do with your diamonds, prioritize the Katori if you're a collector, take the Smith if you want some unique and fun gameplay. Or take both, since why wouldn't you if you can! I have read very often people saying that previews and reviews don't really reflect the gameplay of a ship since the reviewers only show the ship at it's best. Therefore I have picked an average gameplay video to present what a match in the Smith might look like. How did you guys feel about the Smith?
Hi. I'm Ion. and usually I post my videos here. This time I wanted to make a new post though, because I've been playing the Colbert a fair bit since it was released and I want to share my experience in the ship. The first video was from a few days after its release, so it's sort of my initial impressions, but also gives a good view on its capabilities when it is at its best. The second video is brand new. After playing it more, and trying to get it to work, I wanted to give my more experienced thoughts on the ship and also my tip to you whether or not to get it once you've done all the necessary line resets. I hope these two videos have given you an idea of the ship and helped you make up your mind if you think it's worth the effort or not. Feel free to subscribe and leave a comment.
Hi all, @LittleWhiteMouse views on Russian BB line (from Russian Tier VIII BB "Lenin" review) compared to some old(er) BB lines - namely German... "Premium Ship Review #131 – Lenin" http://shipcomrade.com/?p=3045 Leo "Apollo11"
Hey guys! Managed to get the mission for the T5&6 destroyers Jaguar and Geupard from some premium containers gifted to me from a subscriber so I thought I put my review here if any other players are struggeling with this ship and maybe want some tips and tricks on how to play it to its strength. First of, I dont think the T5 Jaguar is a good representation of the French destroyer line after have played the T6 Geupard as well. I say this because the T5 Jaguar cant slot the upgraded speed boost module to get your French speed boost to last 4.5 minutes, but more important, it doesn't have access to the Main Battery Reload Booster that is the game changer for this line and what transformes the T6 Geupard to a very dangerous Destroyer Hunter/Killer if played right. But if we talk more about this T5 Jaguar, you shouldn't really play this as a run and gun French DD, but more like a US DD with good torps, good lobbing arcs on its shells and pretty awesome firechance. So make use of all the small islands on those T5 maps and sit behind cover and set ships on fire left and right, when you are done with that you can go out in the open and kill of enemy BBs with your French DD torps which are actually quite potent. I also have to say this. Having only played the T5 and 6 so far I can see a huge potential in this line. That said, I dont think this line is for everyone, I dont think this line is for the average, casual player. This line is high risk/skill, high reward!! But if you make mistakes in these ships you will get punished .... HARD! So for a DD main like me, that has been a DD main since CBT, and loves a challange, I see many fun games for me in the future, grinding this line. But having played all the other lines and also only having experience of the T5 & T6 of this line so far I think the skill floor for these destroyers are quite high, higher then any other DD line in my experence. All other DD lines usually have some redeeming treats, smoke, good stealth, good AA or maybe some heals. This line will reward players that knows when to stop fireing, players who know when to engage and when to go dark. Players that can read and interpret information given to him from the game and and the minimap. You dont have any heals in these ships. To become successful you need to rely on your cunning and ability to setup perfect ambush points on the map for the enemy DDs to maximize on the potential of your speed and MBRB. Just to mention the Main Battery Reload Booster that are available on the T6 Geupard. Imho, you should never waste the MBRB on a cruiser or a BB unless you are certain you can secure a kill from it. MBRB should only be reserved to take out the enemy DDs, and THAT it does, were talking almost Kitakaze/Harugumo DPM for 15 seconds at T6-7, That said, at T6-7 you can devestate most cruisers showing broadside to you if you shoot AP with MBRB. So here is my review on the T5 Jaguar. I will also upload a review of the T6 Geupard soon on my channel, so if you are interested in that, make sure you subscribe to the channel so you dont miss any updates. Oldschool Gaming @ YouTube https://www.youtube.com/channel/UCjTFH4vF-jnNdTSppCezDIw As I said before, the T6 Geupard is when this line starts to really shine. And when the Destroyer Hunter/Killer shows himself. As I said, I see a potential in this line!