[PFFC] MRGTB [PFFC] Players 1,285 posts Report post #51 Posted January 29, 2020 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 2 Share this post Link to post Share on other sites
[PFFC] MRGTB [PFFC] Players 1,285 posts Report post #52 Posted January 29, 2020 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 Share this post Link to post Share on other sites
[W-L] Rhineheart_Thor [W-L] Players 1,738 posts 15,512 battles Report post #53 Posted January 29, 2020 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 1 Share this post Link to post Share on other sites
[PFFC] MRGTB [PFFC] Players 1,285 posts Report post #54 Posted January 29, 2020 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 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,140 battles Report post #55 Posted January 29, 2020 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. http://maplesyrup.sweet.coocan.jp/wows/ranking/20200125/eu_2month/average_ship.html 2 Share this post Link to post Share on other sites
[W-L] Rhineheart_Thor [W-L] Players 1,738 posts 15,512 battles Report post #56 Posted January 29, 2020 I Think its the Best BB in the game. I admit I am aggressive Though Share this post Link to post Share on other sites
[W-L] Rhineheart_Thor [W-L] Players 1,738 posts 15,512 battles Report post #57 Posted January 29, 2020 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. Share this post Link to post Share on other sites
[CCLUB] Iku_CC Players 28 posts 23,091 battles Report post #58 Posted January 29, 2020 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... Share this post Link to post Share on other sites
[PFFC] MRGTB [PFFC] Players 1,285 posts Report post #59 Posted January 29, 2020 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. Share this post Link to post Share on other sites
[W-L] Rhineheart_Thor [W-L] Players 1,738 posts 15,512 battles Report post #60 Posted January 29, 2020 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? Share this post Link to post Share on other sites
[CCLUB] Iku_CC Players 28 posts 23,091 battles Report post #61 Posted January 29, 2020 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 and my main battery accuracy for Gurf..not good.. Share this post Link to post Share on other sites
[CCLUB] Iku_CC Players 28 posts 23,091 battles Report post #62 Posted January 29, 2020 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.. Share this post Link to post Share on other sites
[XBGX] almitov Players 203 posts 11,309 battles Report post #63 Posted January 30, 2020 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. 1 Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,140 battles Report post #64 Posted January 30, 2020 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. Share this post Link to post Share on other sites
[RAIN] Malim0o Players 1,433 posts 21,982 battles Report post #65 Posted January 30, 2020 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. Share this post Link to post Share on other sites
Taliesn Players 2,238 posts 16,405 battles Report post #66 Posted January 30, 2020 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. 3 Share this post Link to post Share on other sites
[CCLUB] Iku_CC Players 28 posts 23,091 battles Report post #67 Posted January 30, 2020 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..:). Share this post Link to post Share on other sites
CaptainDutchmen ∞ Players 4 posts 8,665 battles Report post #68 Posted March 14, 2020 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 !!! Share this post Link to post Share on other sites
[-OOF-] KolenboerNL Players 11 posts 14,838 battles Report post #69 Posted March 19, 2020 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. Share this post Link to post Share on other sites
[MOF] hultstrom Beta Tester 5 posts 9,072 battles Report post #70 Posted March 19, 2020 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. 1 Share this post Link to post Share on other sites
[_UK_] IanEglin Players 23 posts 18,893 battles Report post #71 Posted October 17, 2020 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. Share this post Link to post Share on other sites
[-OOF-] Miscommunication Players 550 posts 6,675 battles Report post #72 Posted October 17, 2020 I think it's good. I play full secondary build as well. Share this post Link to post Share on other sites
[NAN0] HaachamaShipping Players 8,474 posts 10,052 battles Report post #73 Posted October 17, 2020 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. Share this post Link to post Share on other sites
[ARES-] CheetQ [ARES-] Players 2 posts 8,553 battles Report post #74 Posted November 29, 2020 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! Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,140 battles Report post #75 Posted November 29, 2020 21 minutes ago, CheetQ said: This ship is the worst BB in the current meta... Not really... Share this post Link to post Share on other sites