[MOA] Hackerxe Players 13 posts 10,486 battles Report post #1 Posted January 14, 2020 if WG is going to allow 9 and 10 CC's like des moines and Seattle to be invisible when you can CLEARLY see the cannon flame when it fires, they should extend the secondary range to 15K or so or at least 10K to givve BBs's a fighting change 5 1 2 Share this post Link to post Share on other sites
[CAIN] Jethro_Grey Players 5,207 posts 25,733 battles Report post #2 Posted January 14, 2020 Why does it sounds to me, like you were in Zoom view, and the DM/ Seattle were in smoke. Cause there is no other Explanation for invisble ships when they fire their guns and you're in range. And if you don't have LoS, and nobody else on your Team does, why should he be spotted if he's behind a Island? Where is the BBingo Card when i Need it? 3 Share this post Link to post Share on other sites
_HomTanks_ Players 3,368 posts 37,429 battles Report post #3 Posted January 14, 2020 You want to be able to kill a dm or Seattle from 15km with secondaries? (Just so you know, there are BBs with 11.3km sec range). Would youalso like BBS to get 15km radar? 1 Share this post Link to post Share on other sites
CptBarney Players 8,127 posts 245 battles Report post #4 Posted January 14, 2020 While i am a fan of secondaries and would like some buffs to them. If you make them too good then you can auto one ship and solo another (good example of this with guy in his ohio on youtubes that does 410k damage). Either way i don't know how you got yourself into said position but i suggest you learn when to push and when not to, not to go alone on a flank (teammates are too unrealible for such a thing) and also not to rush in blindly and keep aware of the map so you don't get overrun. With positioning and clever plays you can actually avoid quite a bit of spammy cruiser fire unless, you f'up or your team suicides, sniffs glues, smells the air etc and dies quickly leaving you in a pretty dire situation. Oh well at least you can play with yashima when she comes out. Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #5 Posted January 14, 2020 5 minutes ago, Hackerxe said: if WG is going to allow 9 and 10 CC's like des moines and Seattle to be invisible when you can CLEARLY see the cannon flame when it fires, they should extend the secondary range to 15K or so or at least 10K to givve BBs's a fighting change BB have more than a fighting chance vs cruiser secondaries cannot hit what you cannot see, no matter the range... 1 Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #6 Posted January 14, 2020 This is why we can't have good stuff. 3 4 Share this post Link to post Share on other sites
[RAIN] GarrusBrutus Players 3,711 posts 12,557 battles Report post #7 Posted January 14, 2020 BBaby bingo card anyone? 1 Share this post Link to post Share on other sites
[O-R-P] Marblehead_1 Players 3,166 posts 36,674 battles Report post #8 Posted January 14, 2020 3 4 Share this post Link to post Share on other sites
[NED] piet11111 Players 2,225 posts 8,827 battles Report post #9 Posted January 14, 2020 And here i came into this thread thinking it was about the mikasa. Share this post Link to post Share on other sites
[FDUSH] Sargento_YO Players 1,476 posts 12,665 battles Report post #10 Posted January 14, 2020 Something that I really would like it's that secondaries would be more acurrate. Even with all the upgrades and skills only 33 / 45 % of the shoots hit the target. Share this post Link to post Share on other sites
[NED] piet11111 Players 2,225 posts 8,827 battles Report post #11 Posted January 14, 2020 Just now, Sargento_YO said: Something that I really would like it's that secondaries would be more acurrate. Even with all the upgrades and skills only 33 / 45 % of the shoots hit the target. Same and even then a lot of the hits dont do damage. Share this post Link to post Share on other sites
[NWP] Bear__Necessities Players 5,291 posts 15,379 battles Report post #12 Posted January 14, 2020 1 hour ago, Hackerxe said: if WG is going to allow 9 and 10 CC's like des moines and Seattle to be invisible when you can CLEARLY see the cannon flame when it fires, they should extend the secondary range to 15K or so or at least 10K to givve BBs's a fighting change Just do one will ya. 1 Share this post Link to post Share on other sites
[AFKRS] Yxkraft [AFKRS] Players 332 posts 23,195 battles Report post #13 Posted January 14, 2020 All battleships have worthless secondaries because they are so easily destroyed by either small caliber HE/AP fire or large caliber HE fire. If you are a bb and sharply angled against a minoutar his shells will bounce on your deck and hit your secondary turrets blowing them up. An entire side of your ship will be shredded in 30 seconds. This goes for all small caliber AP but it is more noticeable with british cruisers because of the insane rate of fire. It is silly when you lose one of the large triple 155 turrets on Jean Bart to one 100 mm HE hit from a kitakaze. In the front too! The turrets may sit on 90-120 mm thick ring casemates but the armor on the turret is the same as on rest of the superstructure and paper tier. It was of course not like that in RL but wargaming decided to set it up like this because they really did not incorporate secondaries into their game model. They were meant to be ornamental only. Share this post Link to post Share on other sites
[CHEFT] ForlornSailor Players 7,374 posts 11,735 battles Report post #14 Posted January 14, 2020 12 minutes ago, Yxkraft said: All battleships have worthless secondaries because they are so easily destroyed by either small caliber HE/AP fire or large caliber HE fire. If you are a bb and sharply angled against a minoutar his shells will bounce on your deck and hit your secondary turrets blowing them up. An entire side of your ship will be shredded in 30 seconds. This goes for all small caliber AP but it is more noticeable with british cruisers because of the insane rate of fire. It is silly when you lose one of the large triple 155 turrets on Jean Bart to one 100 mm HE hit from a kitakaze. In the front too! The turrets may sit on 90-120 mm thick ring casemates but the armor on the turret is the same as on rest of the superstructure and paper tier. It was of course not like that in RL but wargaming decided to set it up like this because they really did not incorporate secondaries into their game model. They were meant to be ornamental only. Is it not enough, that you have 60% of your games in BBs? Is not enough, that you have your highest WR in BBs? Do you still have to whine about buffs for your pampered class? 4 Share this post Link to post Share on other sites
[POMF] Pekoe_Darjeeling Weekend Tester 2,385 posts 10,008 battles Report post #15 Posted January 14, 2020 Buff muh secondaries. 1 Share this post Link to post Share on other sites
[N_R_A] Hopeless_Guppy Players 3,753 posts Report post #16 Posted January 14, 2020 Just out of curiosity,in real life, what were the actual ranges of secondary gun on warships? Share this post Link to post Share on other sites
[-MM] _Dunc_ Weekend Tester 350 posts 11,822 battles Report post #17 Posted January 14, 2020 My full secondarymong build YoloGeorgia endorses this thread. Share this post Link to post Share on other sites
[COMFY] howardxu_23 Players 793 posts 2,080 battles Report post #18 Posted January 14, 2020 5 hours ago, Yxkraft said: All battleships have worthless secondaries because they are so easily destroyed by either small caliber HE/AP fire or large caliber HE fire. If you are a bb and sharply angled against a minoutar his shells will bounce on your deck and hit your secondary turrets blowing them up. An entire side of your ship will be shredded in 30 seconds. This goes for all small caliber AP but it is more noticeable with british cruisers because of the insane rate of fire. It is silly when you lose one of the large triple 155 turrets on Jean Bart to one 100 mm HE hit from a kitakaze. In the front too! The turrets may sit on 90-120 mm thick ring casemates but the armor on the turret is the same as on rest of the superstructure and paper tier. It was of course not like that in RL but wargaming decided to set it up like this because they really did not incorporate secondaries into their game model. They were meant to be ornamental only. Use axiularuy(whatever is spelt)mod 1 for more sec batt HP secondly JB secondaries are not as durable as the 150 on currywurst Share this post Link to post Share on other sites
[R7S] lovelacebeer Players 4,158 posts 25,226 battles Report post #19 Posted January 14, 2020 37 minutes ago, Inappropriate_noob said: Just out of curiosity,in real life, what were the actual ranges of secondary gun on warships? Whist it does vary from ship to ship as a couple of examples: HMS Warspites 6" (15cm) Mk XII secondaries had a range of almost 20 km, Bismarks 15cm SK C/28 secondaries had 23km range, Yamatos 15.5 cm 3rd year type secondaries just over 27km range, 2 Share this post Link to post Share on other sites
[-S3I-] Peroidas Players 238 posts 5,772 battles Report post #20 Posted January 15, 2020 34 minutes ago, Inappropriate_noob said: Just out of curiosity,in real life, what were the actual ranges of secondary gun on warships? IRL they had same or longer range than identical guns installed as main battery. Currently in game, identical guns in identical turrets (US 5in/38) have 11.1 km on Gearing and Atlanta, 7,5 on battleships (TVIII and above) and 5km on cruisers (for ex Alaska). In fact, those BB or Alaska mounted guns were more accurate and probably longer ranged than on DDs if only because BB hulls were more stable firing platforms. 2 Share this post Link to post Share on other sites
[AFKRS] Yxkraft [AFKRS] Players 332 posts 23,195 battles Report post #21 Posted January 15, 2020 3 minutes ago, howardxu_23 said: Use axiularuy(whatever is spelt)mod 1 for more sec batt HP secondly JB secondaries are not as durable as the 150 on currywurst That upgrade is useless because you will lose your main turrets way too easily when you are in secondary range and your main turrets are your only real weapons. 1 Share this post Link to post Share on other sites
[COMFY] howardxu_23 Players 793 posts 2,080 battles Report post #22 Posted January 15, 2020 Just now, Peroidas said: IRL they had same or longer range than identical guns installed as main battery. Currently in game, identical guns in identical turrets (US 5in/38) have 11.1 km on Gearing and Atlanta, 7,5 on battleships (TVIII and above) and 5km on cruisers (for ex Alaska). In fact, those BB or Alaska mounted guns were more accurate and probably longer ranged than on DDs if only because BB hulls were more stable firing platforms. Also theoretically more accurate since they also get access to their own FCS or more powerful ones 1 Share this post Link to post Share on other sites
[COMFY] howardxu_23 Players 793 posts 2,080 battles Report post #23 Posted January 15, 2020 8 minutes ago, Yxkraft said: That upgrade is useless because you will lose your main turrets way too easily when you are in secondary range and your main turrets are your only real weapons. On select ships turrets are protected enough to get way with not using main batt mod Yamato(lol 650mm turret face) comes to mind for improving AA HP, currywurst it’s more of a choice since it has weaker armor on main guns, but has high base secondaries HP and aux mod 1 is percentage based, so it buffs it more. Izumo has weak barbettes, so main armament mod for her thirdy it also depends on how many turrets the ship actually has for redundancy, on a JB there is only 2 and poor secondary HP, so losing one turret is far more of a problem then on something like a Amagi, which has 5 turrets, so losing one basically gives you nagato firepower. Same goes to monty, losing one turret gives it the broadside weight equivalent to Iowa Share this post Link to post Share on other sites
[-S3I-] Peroidas Players 238 posts 5,772 battles Report post #24 Posted January 15, 2020 6 hours ago, Yxkraft said: All battleships have worthless secondaries because they are so easily destroyed by either small caliber HE/AP fire or large caliber HE fire. If you are a bb and sharply angled against a minoutar his shells will bounce on your deck and hit your secondary turrets blowing them up. An entire side of your ship will be shredded in 30 seconds. This goes for all small caliber AP but it is more noticeable with british cruisers because of the insane rate of fire. It is silly when you lose one of the large triple 155 turrets on Jean Bart to one 100 mm HE hit from a kitakaze. In the front too! The turrets may sit on 90-120 mm thick ring casemates but the armor on the turret is the same as on rest of the superstructure and paper tier. It was of course not like that in RL but wargaming decided to set it up like this because they really did not incorporate secondaries into their game model. They were meant to be ornamental only. Secondaries were not armoured to withstand heavy shells at all. JB's 100mm mounts were most probably unarmoured while 155mm turrets had 115mm fronts and some 70mm sides. Bismarck 150mm secondaries had even less armour (100-40mm). While single 100mm HE should not knock them out, at short range fire from 6in (150mm) on British cruisers would pen easily. Share this post Link to post Share on other sites
[COMFY] howardxu_23 Players 793 posts 2,080 battles Report post #25 Posted January 15, 2020 6 hours ago, Marblehead_1 said: While looking over the bingo card things, I noticed the square “torps should be more visable” *looks at torp mod that is replacing TAM Hmmmmm 1 Share this post Link to post Share on other sites