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Cadelanne

Großer Kurfürst is worthless

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The GK should be given 24k shooting range by default now. The META has changes with the am mount of new HE cruisers in the game now that can shooting 19k plus. That the GK is suffering too much with short main gun range by default

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The GK should be given 24k shooting range by default now. The META has changed with the amount of new premium HE cruisers in the game now that can shoot 19k plus. That the GK is suffering too much since with it's short main gun range by default

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Just now, GTB1964 said:

The GK should be given 24k shooting range by default now. The META has changes with the am mount of new HE cruisers in the game now that can shooting 19k plus. That the GK is suffering too much with short main gun range by default

Please God No.

 

We have enough smart people sitting on the back line, and doing jack sh1t.

 

Buy Thunderer if you want to snipe.

 

Let the old Girl get Close and Personal.  ~~~~ Rumble in the Jungle 

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Well, my thinking wasn't to make it a ship that will sit back and shoot from 22 and 24k all game. After all, it's no different a ship from Repub if you want to make use of the secondary guns. The Repub can shoot, what, 25k. But if you want to use secondary on it, then you need move in close. Same thing with both ships really by also giving GK good range to use when need me - so it's not always forced to get in range of HE cruiser spamming to do ANYTHING in the game. It would just be a cushion for the ship to try and stay clear of HE at times and still be involved in the game with main guns until time to move closer in and use secondary. Just like playing Republic does that has pretty decent secondary

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13 minutes ago, GTB1964 said:

The GK should be given 24k shooting range by default now. The META has changes with the am mount of new HE cruisers in the game now that can shooting 19k plus. That the GK is suffering too much with short main gun range by default

No need.

image.thumb.png.23ca85611b303e916ae5187530b53901.png

http://maplesyrup.sweet.coocan.jp/wows/ranking/20200125/eu_2month/average_ship.html

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1 hour ago, GTB1964 said:

Well, my thinking wasn't to make it a ship that will sit back and shoot from 22 and 24k all game. After all, it's no different a ship from Repub if you want to make use of the secondary guns. The Repub can shoot, what, 25k. But if you want to use secondary on it, then you need move in close. Same thing with both ships really by also giving GK good range to use when need me - so it's not always forced to get in range of HE cruiser spamming to do ANYTHING in the game. It would just be a cushion for the ship to try and stay clear of HE at times and still be involved in the game with main guns until time to move closer in and use secondary. Just like playing Republic does that has pretty decent secondary

GK fires more guns, and tanks more damage,

 

GK is a Hofbräu Pferd,    ~  Republique is a French Anglo Arab, with a " Moody " Attitude.

 

I like them both but when you got to get down to grinding give me GK as the main work tool.

 

 

:Smile_honoring:

 

 image.png.0bd22807eaa5d43d2893f8c73a3f0638.png

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I'm not smartest player in the world but I use Gun Fire Control System to get 23,9km range for guns and I also like to use 420mm...I also have 11,6km for secondary...

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5 minutes ago, Iku_CC said:

I'm not smartest player in the world but I use Gun Fire Control System to get 23,9km range for guns and I also like to use 420mm...I also have 11,6km for secondary...

Yes, you can I think using the module. But not sure if you can though with GK (sold it myself). But if you can, it means you have to sacrifice some of your secondary build to do it.

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7 minutes ago, Iku_CC said:

I'm not smartest player in the world but I use Gun Fire Control System to get 23,9km range for guns and I also like to use 420mm...I also have 11,6km for secondary...

Do you kill any thing at 23km?

 

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Nope..but cause others BB's are staying far far away I have even little change to hit them before I get killed..that change I don't have if I try to get closer (19km). I don't like that Gurf need to do that but cause of these HE spam and far far away BB's I need to do it...as I said...I'm not smartest chap..:D. Btw..and I like those big guns sound..

 

And with big guns and 23,9 range dispersion is more..:D

image.png.8121736ad6c5c90fc787b8b248cb440a.png

 

and my main battery accuracy for Gurf..not good..

image.png.238bb657fba80d186b953ab51bb1034e.png

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37 minutes ago, GTB1964 said:

Yes, you can I think using the module. But not sure if you can though with GK (sold it myself). But if you can, it means you have to sacrifice some of your secondary build to do it.

Yep..but only secondary reload time (-20%)...not range..

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17 hours ago, ColonelPete said:

How is that a problem specific to GK?

Fun fact: One team usually manages to advance just fine during the match, even with HE spammers on the enemy team...

What is specific to GK is that it is a brawler. If I am going to play at range, I can pick virtually any other BB and it will perform better. GK is made to tank and push, to bully enemies out of objectives and be a general pain in the bum for the enemy team. However, it is huge and sluggish, which means it is hard to disengage with it.

I would usually go behind an island when I see I've taken too much damage, but lately more often than not I find my teammates running away in such scenarios (even if they confirmed they are covering me a minute before). In such cases the enemy team will typically seize the opportunity and push while my team is running from them. I can't do that though - hence I get killed with little effect on the battle. Yes, I would typically do a lot of damage in such cases, but tanking the hits has no value if my team is too far away and even some of them are afraid to fire as it would reveal their position to the spammers.

 

Anyway, I've said that many times now. No reason to keep stating the obvious...

If WG wants to impose a long-range shooting & camping meta, I don't have to complain. I can just stop playing (as I did when WoT became a camp-fest). Sadly I've already invested a lot of time and money in this game... it may be wasted in the end.

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20 minutes ago, almitov said:

What is specific to GK is that it is a brawler. If I am going to play at range, I can pick virtually any other BB and it will perform better. GK is made to tank and push, to bully enemies out of objectives and be a general pain in the bum for the enemy team. However, it is huge and sluggish, which means it is hard to disengage with it.

I would usually go behind an island when I see I've taken too much damage, but lately more often than not I find my teammates running away in such scenarios (even if they confirmed they are covering me a minute before). In such cases the enemy team will typically seize the opportunity and push while my team is running from them. I can't do that though - hence I get killed with little effect on the battle. Yes, I would typically do a lot of damage in such cases, but tanking the hits has no value if my team is too far away and even some of them are afraid to fire as it would reveal their position to the spammers.

 

Anyway, I've said that many times now. No reason to keep stating the obvious...

If WG wants to impose a long-range shooting & camping meta, I don't have to complain. I can just stop playing (as I did when WoT became a camp-fest). Sadly I've already invested a lot of time and money in this game... it may be wasted in the end.

And that can happen with every other BB.

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Atm you can play mid range without prob (i mostly play all my BB at mid/close range).

GK is clearly a close range BB (no cit,hydro,sec, etc...) , what is the point to play range GK (406's GK with legendary mod. Have 24,6s reload)  ? Ofc i tried it , still working but ... you have some BB like thunderer, yamato, Repu if you want some efficient long range BB.

 

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17 hours ago, GTB1964 said:

Well, my thinking wasn't to make it a ship that will sit back and shoot from 22 and 24k all game. After all, it's no different a ship from Repub if you want to make use of the secondary guns. The Repub can shoot, what, 25k. But if you want to use secondary on it, then you need move in close. Same thing with both ships really by also giving GK good range to use when need me - so it's not always forced to get in range of HE cruiser spamming to do ANYTHING in the game. It would just be a cushion for the ship to try and stay clear of HE at times and still be involved in the game with main guns until time to move closer in and use secondary. Just like playing Republic does that has pretty decent secondary

 

Wait, what? No!

Republique and GK are nothing alike. GK is much better protected and suited for secondaries range brawls. Look at their bl00dy armor scheme. Republique is THE tier X ship that will get melted by HE spammers, she simply doesn't have staying power.

 

GK doesn't need the range, not every tier X BB needs to be the same, FFS.  

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Played yesterday with my setup and had to admit that playing from far with GK is no point...but other hand no point to play close when these HE spammers are around. I prolly change my GK back to close range BB because I have also those long range BB's. I take my BK when I feel dizzy and want to have fun with it..:). But sure it would be help if they give some love for GK..like Hindenburg got..:).

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On 4/8/2019 at 4:12 PM, Cadelanne said:

 

I suppose that I do, however what else can I do ? Past 12km it's almost like I had no guns at all.

they keep on breaking !!!

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The great currywurst works fine, got a full secundary build on it.

And had alot of good battles in ranks with it,even with full HE spammers.

 

 

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33 minutes ago, KolenboerNL said:

The great currywurst works fine, got a full secundary build on it.

And had alot of good battles in ranks with it,even with full HE spammers.

 

 

Yeah it works way better there, since there are very few carriers (no permaspot) and a lot fewer HE-spammers due to lower number of players. The gamestyle also favours battleships since everyone is pulled towards the map center, instead of the flank setup that is so common in random battle where your group usually abandon the battleships and retreat at the slightest resistance leaving you exposed. Ranked maps are also less open and features many islands to take cover behind if necessary. 

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I've got 14000 games under my belt and tend to push in German BBs but I am struggling to make GK work even though full build etc. The main gun range seems to be the biggest problem. As soon as I close to engage I get spotted, focussed on and farmed for huge damage ending up a burning wreck and early exit. Even if I get in range, both sets of guns are pretty weak using AP against BBs or angled CAs. The only damage I get is with HE which creates team abuse. What's puzzling is that I don't have a problem with FdG. GK is just a fat target.

 

 

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7 hours ago, IanEglin said:

I've got 14000 games under my belt and tend to push in German BBs but I am struggling to make GK work even though full build etc. The main gun range seems to be the biggest problem. As soon as I close to engage I get spotted, focussed on and farmed for huge damage ending up a burning wreck and early exit. Even if I get in range, both sets of guns are pretty weak using AP against BBs or angled CAs. The only damage I get is with HE which creates team abuse. What's puzzling is that I don't have a problem with FdG. GK is just a fat target.

 

 

Returned to GK to get my LU on it. Not because it's great, but who knows, better than getting it through RB. Anyway, ship seems fine for randoms. I use the 406s and play it like a derpy Montana that isn't as accurate, but has a way shorter CD and can get into positions easier due to not having a citadel and having a hydro. Playing it at range to create crossfires, the 12 guns are bound to hit something and their ballistics are pretty decent. Shooting HE isn't exactly great, but if I got nothing better to do, might as well. Fire chance is ok and people might consider you too stupid to be a threat. After half the battle is over or so, usually you find some opening as ranks are thinned out and you can go in.

 

Main points in my opinion is:

  • Look at your positioning. Where can you find a broadside and where can you be sure not every HE spammer on the enemy team can f**k you over?
  • Don't be too aggressive at the start. Run FP and mind your distance. Just cause you shouldn't camp at the map border doesn't mean 12 km is a good distance. 15-17 km is fine. If you run secondary, that is the concealment anyway, in which case, also mind where DDs could be that keep you spotted.
  • Don't lose your cool if you take some damage. Happens. GK can live with it. If you cannot do anything in return, disengage and try to get somewhere where you can be useful.
  • Don't rage if you don't get big numbers. GK isn't Slava or Shikishima. It's a ship that lives off doing okish damage on many salvos. Your time to shine will eventually come.
  • Look for the opportunity. If you find that opening, where you know the DD is not there (because it's dead or elsewhere), the enemy isn't going to concentrate its fire on you (because they are dead or elsewhere) and you can get the vulnerable flank, go for it.
  • Keep moving. GK is like one of the most terrible BBs for static play. It has poor angles, it is easy to hit, it is easy to torp if it just sits there.

Honestly, just your typical German BB, not insanely good, but also not terribly hard to play.

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This ship is the worst BB in the current meta...
The disperrion is trash, gun range is trash, secondaries are almost ok. 
Turtle back is useless when you have a lot of 450mm+ ships, that pen you with salvos for 20-30k.
You are a big target that everyone is shooting at, and you dont have the tools to fight back.
The only good thing about this ship is its pushing power, ofc when your team mates are pushing with you, and you have at least 2 ships advantage.
I liked to play it but now I can`t get over 70k dmg with it and win. 
Waste of time for grinding this whale!

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