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Packal

Is everything allright with 15in Warspite guns?

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Beta Tester
68 posts
3,209 battles

Hello.

Well, I'm testing the Warspite and its 15in guns and I'm very disapointed. It seems AP rounds doesn't do any dmg - at 5 hits (15km) made only 800HP. At close range (5km) and 4 hits, again only 1000HP dmg; at 23 penetration I made only 72 000HP dmg - apr. 3100HP/1hit (but I hit 2x citadel for 30 000 total, so there was 42 000HP / 20 hits) . Comparing with the 14in at Kongo or Fuso are 15in like paintball guns.:(


 

Has anyone got the same problem with Warspite like me? (Is it bug?) :unsure:

 

 

Edit: The AP shells made only 2000HP dmg or less :angry:


shot-15.05.12_19.22.13-0767.jpg

 

shot-15.05.12_19.41.15-0163.jpg


 


 


 

shot-15.05.12_19.22.13-0767.jpg

shot-15.05.12_19.41.15-0163.jpg

Edited by Packal

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Beta Tester
68 posts
3,209 battles

Overpenetration while hit Fuso, Kongo, Nagato... ?

 

I would believe overpenetration in the DD or CL, but BB or CA? 200mm armor?

 

Edit: 6 hits at 13km to the Fuso for 7400HP dmg is little bit terrible...

Edited by Packal

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[THESO]
[THESO]
Beta Tester
167 posts
24,545 battles

Try to maneuver into position where you will force your target to "cross the T". in this way you will both deal dmg (shells are travelling through entire ship to the citadel) and destroy some turrets

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Beta Tester
29 posts
3,140 battles

Try to maneuver into position where you will force your target to "cross the T". in this way you will both deal dmg (shells are travelling through entire ship to the citadel) and destroy some turrets

 

ohh thats not right the crossing T is always a patt situation because one of the ships reveal ther side witch makes it easy to aim on vonourble spots and aswell as you dont get hit that easy , the ship faxing broadside has more guns rtf. but also needs to look for enemy evasive actions . good way is to try to get it like this : destroyers : try to hit the sperstructuer part (mostly in front) cruisers: get him at the guns battleships : try to find a weakspott (front part does decent dmg without the need of shooting for the hope of engine cits.  (just find a balance for each gun urself if you think thats wrong :P)

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[THESO]
[THESO]
Beta Tester
167 posts
24,545 battles

Well Warspite is basically BC at the moment, so you can break off immediately after your salvo and lure enemy into pursuit, where you can destroy him by parthian shooting.

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Beta Tester
153 posts
15,581 battles

I have a similar problem not dealing really damage with the Warspite.

Watched more carefully on the last battles and also when shooting on a Fuso only got 800-1000 damage per shell hit from an AP.

 

About crossing the T, true you offer your broadside, but in return you can fire your full broadside while the enemy can only fire its forward guns.

With 1 vs. 1 ship it is not so big of an issue but if a battleline manages to cross the T, then you are in a world of hurt, as one side can fire with all its broadsides while the other can only return fire with a few guns.

See the battle of Surigao Street or the battle of cape Esperance to see what happens when a battleline manages to cross the T.

 

But coming back to the topic, it can not be that I need to cross the T everytime just to do some decent damage with the 15" guns.

I noticed that the Warspite guns overpenetrate on destroyers and cruisers, and have switched to using HE there, but on a heavily armored Battleship?

 

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[-RFA-]
Alpha Tester
238 posts
20,849 battles

Overpenetration while hit Fuso, Kongo, Nagato... ?

 

I would believe overpenetration in the DD or CL, but BB or CA? 200mm armor?

 

Edit: 6 hits at 13km to the Fuso for 7400HP dmg is little bit terrible...

Yes overpenetration, or to be more detailed... you hit none vital parts of the ship...

If you hit part of the superstruture, upper parts of the bow, the mastes... You don't do a lot of dmg, hence overpenetration.

It can be a bit wird (the superstruture should have some fairly important areas), but every hit you make (even those that do no dmg, or really small dmg) is marked, hence 6 hits, is propably more like 2-3 good hits, and the rest hit something that was not important

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Beta Tester
146 posts

Yes overpenetration, or to be more detailed... you hit none vital parts of the ship...

If you hit part of the superstruture, upper parts of the bow, the mastes... You don't do a lot of dmg, hence overpenetration.

It can be a bit wird (the superstruture should have some fairly important areas), but every hit you make (even those that do no dmg, or really small dmg) is marked, hence 6 hits, is propably more like 2-3 good hits, and the rest hit something that was not important

 

 

The superstructure has command, control, coms etc.

 

None of that will sink the ship if lost.

A shell in the ammo bunker however....

 

Superstructure is the neener neener area of a ship. Do not aim at.

 

 

Problem with warspite is the spread of the shells. Horrible shotgun.

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[-END-]
Beta Tester
100 posts
5,912 battles

The turret speed on the ship make it virtually unuseable. Astonished that WG think this is appropriate for a premium ship. Its already going to struggle against the Fuso, why gimp it further with such a ridiculously long traverse time. Hardly worth playing this junk till they fix it. If they dont, will they be offering refunds?

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Beta Tester
146 posts

The turret speed on the ship make it virtually unuseable. Astonished that WG think this is appropriate for a premium ship. Its already going to struggle against the Fuso, why gimp it further with such a ridiculously long traverse time. Hardly worth playing this junk till they fix it. If they dont, will they be offering refunds?

 

First of all: the turret traverse is not SO horrible. They tell you in every video: plan ahead when in a BB.

 

Now, after the armor changes, the warspite does a lot better at close to medium ranges. Thats where she shines.

 

For all sniper BB who complain: you are doing it wrong.

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Beta Tester
318 posts
5,132 battles

Guys, stop that crossing the T stuff. In WoWS it works the other way around. You do never want to be the top of the T in WoWS becourse the one sailing the base has a very narrow siloette that is hard to hit, allot better angling, can easy avoid shots and has a very much easier time hitting your vitals even with half his guns. And with a quick turn he han fire off his rear guns and turn straight again.

So no, crossing the T is NOT a good tactic in WoWS

  • Cool 3

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Alpha Tester
2,062 posts
4,171 battles

Guys, stop that crossing the T stuff. In WoWS it works the other way around. You do never want to be the top of the T in WoWS becourse the one sailing the base has a very narrow siloette that is hard to hit, allot better angling, can easy avoid shots and has a very much easier time hitting your vitals even with half his guns. And with a quick turn he han fire off his rear guns and turn straight again.

So no, crossing the T is NOT a good tactic in WoWS

From a BB POV:

 

Crossing the T Vs BBS:

-They can't fire scecondary guns.

-You have the gun advantage

-He must change his gun orientation from port to starboard (or vice versa), while you can always keep your guns on target

 

Crossing the T vs cruiser:

-They can't outmanoeuvre your guns

-If you manage to stay in that position, they can't launch torps at you

- Plus the above

 

I won't bring up DD, as that is rather pointless. But crossing the T in WoWs is a good tactic, regardless of the smaller target.

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Beta Tester
202 posts
4,490 battles

No, it isn't. You are showing a full broadside to him and he is within a 15 degree turn of hitting you with all his main armament. Meanwhile you'll likely bounce unless at very long range. Crossing the T is not a good strategy unless you are at such close range that the opponent cannot keep his guns trained on you.

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Beta Tester
49 posts
4,134 battles

emm I score great hits with my warspite. maybe RNjesus just doesn't like some people.

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Beta Tester
11 posts
700 battles

I am not sure about 1 vs 1, but yesterday we managed to form a line of three BBs for most of a battle going around the map, and everything that closed on us quickly got slaugthered. So yes, in a battleline the T thing really works.

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[1UP]
Alpha Tester, Players
676 posts
922 battles

The turret speed on the ship make it virtually unuseable. Astonished that WG think this is appropriate for a premium ship. Its already going to struggle against the Fuso, why gimp it further with such a ridiculously long traverse time. Hardly worth playing this junk till they fix it. If they dont, will they be offering refunds?

 

Warspite is amazing at tier VI, just don't try and engage the Fuso at long range as that's where the Fuso is strong.  Once you learn to counter the slow turret traverse it's a great ship to play. If you want to zig and zag all the time and have turrets always available the play US Destroyers or Cruisers.  The New Mexico doesn't have lighting quick turrets aswell and you can't say that's no good either.  Gun range isn't everything.
  • Cool 2

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[RN]
Alpha Tester
921 posts

 

Warspite is amazing at tier VI, just don't try and engage the Fuso at long range as that's where the Fuso is strong.  Once you learn to counter the slow turret traverse it's a great ship to play. If you want to zig and zag all the time and have turrets always available the play US Destroyers or Cruisers.  The New Mexico doesn't have lighting quick turrets aswell and you can't say that's no good either.  Gun range isn't everything.

 

yes ectar but spitey could use few metres of better range (16.8km max)

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Weekend Tester
85 posts
6 battles

 

Warspite is amazing at tier VI, just don't try and engage the Fuso at long range as that's where the Fuso is strong.  Once you learn to counter the slow turret traverse it's a great ship to play. If you want to zig and zag all the time and have turrets always available the play US Destroyers or Cruisers.  The New Mexico doesn't have lighting quick turrets aswell and you can't say that's no good either.  Gun range isn't everything.

 

Hate do denie your statement Ectar, but you can't go Zig-Zagin' with the Pensacola and have the turrets fire at the same time ... I figured that out first hand.

 

Edit: Except if you go 1/4 th speed and do 1/2 turrns only. In a full speed zig-zag, turrets can't keep up with the one way turn of the ship itself.

Edited by Oldum

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[V888]
Beta Tester
413 posts
32,694 battles

People don't really understand how to look at the stats of their ship and work out how to best use it, so they say its crap...

 

It is OK, let them. If anything I think all the tight turning BBs are a bit too good. When you get a couple of them driving through your line there is very little you can do to counter them.

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[WG]
[WG]
WG Staff, Alpha Tester
3,516 posts
11,627 battles

Re zig-zagging with slow turret traverse, remember that you should try to avoid knifefights - maintain mid distance from your targets and when you are reloaded and want to fire, switch from full rudder to 1/2 rudder (well in advance ofc). It will slow down your turn but on the other hand it will also make you far less predictable (spoiling torpedo aim etc.)

 

Also when looking around in such ship, do not hesitate to lock turrets so that you do not lose the orientation.

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Beta Tester
295 posts
65 battles

Warspite is a brute, if your hit from long range then your not doing it right, this thing manouveres so well nothing can hit it from range if you move away (as opposed to closer as the new armour model with listing will bring your citadel out the water and easier to hit) up close its hands down the best at dealing damage (if your shooting AP at DD or CA then your doing it wrong) I love this thing, it certainly doesn't need any buff in any department.

Edited by _SeamanStaines_

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Alpha Tester
1,545 posts
469 battles

If you really want to get pedantic about not being hit, you can normally do a 1/2 turn away from your opponent when he's about to fire to angle your deck and belt armour a little more... Not sure how effective it is, but i'm sure it'l do something :P

Edited by Shepbur

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