mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #101 Posted August 30, 2021 Just now, ColonelPete said: I try to get more current numbers for years. No success. I know, it's one of the signs WG doesn't want community interaction because they are afraid giving us access to statistics also exposes their failures. Share this post Link to post Share on other sites
[CHEFT] geschlittert Players 874 posts 9,576 battles Report post #102 Posted August 30, 2021 On 8/5/2021 at 1:26 PM, PaxtonQuigly said: Why not remove HE, torpedoes and fires so every bb player can charge straight into the enemies guns blazing.... GK seems fool proof, but it actually takes way more skill than most bbs. Because for a successful GK game, the player needs to be able to recognize the moment a push needs to happen. 99/100 GK players either camp or yolo too soon. I think OP is among them as well. Battleship players have complained about HE and fires being OP since open beta in 2015. What else is new... "BuT I wAnT tO bRaWl." well, then you need to be able to read the flow of the battle. Sadly this skill is very rare among wows players. Finally another player who can appreciate the GK. i honestly think it is a top T10 BB when it comes to the ability to carry games, at least I perform way better in it than any other T10 BB. 1 Share this post Link to post Share on other sites
[VIBES] tocqueville8 Players 3,717 posts 39,293 battles Report post #103 Posted August 30, 2021 8 hours ago, Uncl64 said: Here you are.... I have not played the ship for the last 2 weeks. https://steamcommunity.com/sharedfiles/filedetails/?id=2588848475 https://steamcommunity.com/sharedfiles/filedetails/?id=2588848357 Extra fire chance on the FdG? It might make sense if you took IFHE to make all your secondaries pen 32 mm, otherwise it's a waste. Gun Feeder is useless on BBs, unless you have a special captain that cuts it down by 75% instead of 50%. Faster repair and DMG con by 3% is also basically useless. Preventative maintenance is also unnecessary for a 4-turrets BB, especially if you take Main Armament Mod 1 and play at range (no concealment). And don't get me started on the skill for faster consumables (but not all of them). Honestly, keep Preventative Maintenance, switch to Aux Arm Mod 1, and drop the other 1-point skills. Take at least the concealment module. Take Concealment Expert, extra heal or Adrenaline Rush with the points you save. Share this post Link to post Share on other sites
[KAKE] Uglesett Players 2,804 posts 6,795 battles Report post #104 Posted August 30, 2021 Share this post Link to post Share on other sites
[NWP] Bear__Necessities Players 5,291 posts 15,332 battles Report post #105 Posted August 30, 2021 My kiting cruisers say HE... Errr I mean Hi BB's 1 Share this post Link to post Share on other sites
[GTPF] Uncle64 Players 58 posts Report post #106 Posted August 30, 2021 5 hours ago, Prophecy82 said: Why do you take no concealment at all? No wonder you have a hard time to disengage when you are visible from the moon.... Running no-conceal builds is extremely hard in this meta, wouldnt recommend. What is your plan with this build anyway... obviously its not secondaries. Maybe respecc the captain, its free right now. Especially get rid of all those 1-pt skills and invest into smth more useful. Free up 4 points there and then take concealment both in Skills as in 5th module slot. This should help you in beeing more survivable. Thats the point I currently have, was thinking about remake them, but I only have 17 and those dont cover all that I need on the ship. Actually not sure why I have that module on my 5th slot. Do think I did have it saved from one of the Superbattle ships we did have for some time ago. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #107 Posted August 30, 2021 4 minutes ago, Uncl64 said: Thats the point I currently have, was thinking about remake them, but I only have 17 and those dont cover all that I need on the ship. Actually not sure why I have that module on my 5th slot. Do think I did have it saved from one of the Superbattle ships we did have for some time ago. Wait, so you don't know why you spec your ship in a certain way and then come here to complain about not being effective? Really? Brings back memories! 1 Share this post Link to post Share on other sites
[GTPF] Uncle64 Players 58 posts Report post #108 Posted August 30, 2021 3 minutes ago, mtm78 said: Wait, so you don't know why you spec your ship in a certain way and then come here to complain about not being effective? Really? Brings back memories! I did spec this ship like 2 months ago...... Do you remember all things? If you want to be helpful. Do it better. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #109 Posted August 30, 2021 7 minutes ago, Uncl64 said: I did spec this ship like 2 months ago...... Do you remember all things? If you want to be helpful. Do it better. You're asking for it. You want the only real good advice? Don't come complaining when you're not even aware of how or why you fitted your ship in a certain way. That includes knowing which skills and upgrades to use to fit with your playstyle. You FIRST look at your setup, your playstyle, then you make a post like Quote Hey guys, I have a battleship in which I suffer a lot from fire damage and I am not sure how to deal with it. This is my setup on my captain -> ABC and this is my ship setup -> XYZ. Now I do play ABCXYZ so take that into account. Could you tell me if there is something I am doing wrong, or is it really the game being broken ( and all those BB players getting 70% wr in their ships are all cheating obviously ). You will get much better answers that way opposed to coming here with On 8/5/2021 at 7:24 AM, Uncl64 said: Fire spam Fire spam... WG you serius need to nerf it, and dont do quests that demands you to set other ships on fire 1 Share this post Link to post Share on other sites
[NMA] Prophecy82 Players 3,362 posts 26,028 battles Report post #110 Posted August 30, 2021 14 minutes ago, Uncl64 said: Thats the point I currently have, was thinking about remake them, but I only have 17 and those dont cover all that I need on the ship. That doesnt mean you cant get more out of a 17pt captain with a respecc. Just do it. If you dont like it you can respecc again. Im doing the Same with my ITA-BB-Captain and Yolo-Captain... now is a good time to try stuff. You dont need a 21Pt Captain. I played last CB-Season with a 16 Pt. Monty Captain... was good enough for Typhoon. 14 minutes ago, Uncl64 said: Actually not sure why I have that module on my 5th slot. Do think I did have it saved from one of the Superbattle ships we did have for some time ago. You can demount Mods for free, too atm. Share this post Link to post Share on other sites
[GTPF] Uncle64 Players 58 posts Report post #111 Posted August 30, 2021 I have changed that mod, to the one you suggested @Prophecy82 Thanks for that. I will check the perks later, there seems to be other changes to them that is connected to the subs to. @mtm78 Thanks for your nice inputs. They are truly helpful Share this post Link to post Share on other sites
[NMA] Prophecy82 Players 3,362 posts 26,028 battles Report post #112 Posted August 30, 2021 6 minutes ago, Uncl64 said: I have changed that mod, to the one you suggested @Prophecy82 Thanks for that. I will check the perks later, there seems to be other changes to them that is connected to the subs to. @mtm78 Thanks for your nice inputs. They are truly helpful Here an Idea for a standard tanky GER 14Pt captain... you could build upon it. Spoiler 1 Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #113 Posted August 30, 2021 20 minutes ago, Uncl64 said: @mtm78 Thanks for your nice inputs. They are truly helpful Nice to hear, looking forward to seeing you improve your posting skills! Seriously though, there always been plenty of people around here who would go out of their way to help you if you made an opening post which was actually well formulated and which showed that you already put in some effort yourself. I mean, how can you expect other people to do what you yourself didn't deem necessary, make an effort? Share this post Link to post Share on other sites
[SCRUB] AgarwaenME Beta Tester 4,811 posts 13,774 battles Report post #114 Posted August 30, 2021 On 8/6/2021 at 5:46 AM, Uncl64 said: That is one responce to the "Git GuD" all says that you should have your Cap and how you should do. FFS man start to read instead of type your rubbish And why are you all assuming that all plays on Tier 10 and have caps that have 21 points? Are you so stuck in your self that you cant see other things then your own tier? My is one Tier 9 and have 16 points, it takes some time to get one Captain whit 21 points. he was refering to one 3pt skill and one 4pt skill, with 16 you can throw in CE for additional survivability on top. you do not need 21pts to get a regular BB cap setup Share this post Link to post Share on other sites
[-TAP-] Pandafaust Players 755 posts 10,484 battles Report post #115 Posted August 30, 2021 2 hours ago, Prophecy82 said: Here an Idea for a standard tanky GER 14Pt captain... you could build upon it. Hide contents For what it's worth, I'd suggest a good place for the 3 remaining points would be Basics of Survivability to mitigate fire damage again. Share this post Link to post Share on other sites
[NMA] Prophecy82 Players 3,362 posts 26,028 battles Report post #116 Posted August 30, 2021 3 minutes ago, Pandafaust said: For what it's worth, I'd suggest a good place for the 3 remaining points would be Basics of Survivability to mitigate fire damage again. Agreed. After that vigilance isnt bad f.e. if you have trouble with ´pedos. I dont think the turret rotation Skill is worth it on GER BBs. Personally I enjoy SiS on my ITA-BBs Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #117 Posted August 30, 2021 1 minute ago, Prophecy82 said: After that vigilance isnt bad f.e. if you have trouble with ´pedos My lolibotes don't like those either I just call em fish... 1 Share this post Link to post Share on other sites
[GTPF] Uncle64 Players 58 posts Report post #118 Posted September 1, 2021 This settings sucks, now I cant brawl... Share this post Link to post Share on other sites
[NMA] Prophecy82 Players 3,362 posts 26,028 battles Report post #119 Posted September 1, 2021 5 hours ago, Uncl64 said: This settings sucks, now I cant brawl... Brawly and Tanky build exclude each other... Share this post Link to post Share on other sites
[SCRUB] lup3s Players 5,744 posts 32,730 battles Report post #120 Posted September 1, 2021 On 9/1/2021 at 2:55 AM, Uncl64 said: This settings sucks, now I cant brawl... You can still brawl, but probably not every battle, or every time you want to brawl - you may want to brawl with your Bismarck against that lone North Carolina, but I'm quite sure that lone North Carolina doesn't want to brawl with your Bismarck. In my opinion, the biggest advantage of the KM BBs in brawling is not their secondary armament, but their turtleback armour. I don't have a FdG at the moment, so I'll have to do with Bismarck screenshots; - full survivability build : Concealment makes life so much easier; hence Concealment System Mod 1 and Concealment Expert. Aiming Systems Mod 1 to improve main guns' accuracy. I prefer Preventive Maintenance over Gun Feeder, mainly for my other KM BBs (to protect the torpedo tubes). All other skills are to improve survivability / tanking abilities; some to decrease the fire chance / fire duration / number of fires (Damage Control System Mod 1 & 2 + Basics of Survivability + Fire Prevention Expert), and one to buff the repair and heal consumable (Emergency Repair Expert). The survivability of your ship can be buffed even more with the use of signal flags (e.g. India Yankee, India Delta, November Foxtrot). The secondary battery range with this build is 8.4 km (with the signal flag Mike Yankee Soxisix), 8 km without. This range is sufficient, in my opinion, but the secondaries are not accurate. You can still push with this build, since you still have that turtleback armour to protect you. Usually you want to try to play around your base detectability range, so you're close enough to get hits on targets, but you're far enough that you can go dark / relocate / disengage if needed. Of course this won't always be possible, and sometimes you will get focused by many enemies - most of the above mentioned upgrades / skills / signal flags help you endure that focus fire. No ship can endure focus fire for ever, so if this happens, it's time to disengage. - here the turtleback also helps, since if you notice you're going to be stuck bow-in, you can make a turn (away) and show broadside to the enemy. You still risk to take a lot of damage, but the risk of being devastated is much less than most other BBs - full secondary build : Most of the chosen upgrades and skills increase the secondaries' range and/or decrease their reload and/or decrease their dispersion. Secondary Battery Mod 1 (upgrade), Long-Range Secondary Battery Shells (skill), Adrenaline Rush (skill), Manual Secondary Battery Aiming (skill), and finally Mike Yankee Soxisix (signal flag). Inertia Fuse for HE Shells to increase the penetration of the secondaries' HE shells. - I prefer dealing raw damage over fire damage; I find this skill useful on the Bismarck, not so much on the GK. Demolition Expert to counter IFHE's fire chance nerf. - if possible, also use the signal flags India X-Ray and Victor Lima for another 1% fire chance increase (combined) I chose the Close Quarters Combat skill to complete this "full secondary build", in my opinion Fire Prevention Expert or Basics of Survivability + Preventive Maintenance is better, but I think those belong in the "hybrid" category below. - hybrids : Regarding ship upgrades, there isn't much (in my opinion) to choose between; it's either Aiming Systems Mod 1 or Secondary Battery Mod 1. With the former the maximum range of the Bismarck secondaries is 10.1 km, with the latter the max range is 11.5 km. This would be my "base commander build" for the Bismarck if you want to try and brawl with it : As a 1-point skill, I think the choice between Demolition Expert and Preventive Maintenance depends on if you own any Premium KM BBs, since most of them are equiped with torpedoes (and those tend to get knocked out quite often - ESPECIALLY at times when you need them the most). As a 2-point skill, I prefer IFHE as I value the increase in penetration more than the decrease in fire chance. A viable alternative is Grease the Gears (especially the improved one of Lütjens), since the improved turret traverse speed can be really useful at close ranges. As a 3-point skill, Long-Range Secondary Battery Shells (more range). As 4-point skills, Concealment Expert and Manual Secondary Battery Aiming. Concealment is life. It allows you to "sneak" in, it allows you to get out. Concealment = life. The secondaries' base accuracy is quite bad, and even though the skill got nerfed, I still think the Manual Aiming skill is needed if you want to actually deal damage with your secondaries. This build is 14 commander points, and gives you 12.9 km concealment with a secondary battery range of either 10.1 km or 11.5 km (depending on the ship upgrade). If you go for max secondary range, the distance between your dectability range and secondary battery firing range is only 1.4 km - a very short distance in this game. With a 21-point commander, you have 7 more points to spend. I would recommend going for a 3-point and a 4-point skill. - of course, as is with this entire post, you're entirely free to decide / choose for yourself, this is just my personal preference As the extra 3-point skill, either Adrenaline Rush or Basics of Survivability are a valid pick. The former increasing your offensive abilities, the latter your defensive ones. Honeslty I don't know which one to recommend, but I pick Adrenaline Rush. As the extra 4-point skill, either Fire Prevention Expert (less fires) or Emergency Repair Expert (extra heal). Since I chose Adrenaline Rush, here I pick Fire Prevention Expert, to at least have some way of dealing with fires. Now with this build you have the best stealth you can get, and you (assuming you went with the secondaries upgrade) have the highest range on your secondaries that you can get. Those secondaries are as accurate as you can make them (with the Manual Aiming skill and signal flag) and all of them can deal raw damage (with the IFHE skill), all the while you can still decently tank damage and deal with fires. What you sacrifice is some main gun accuracy, and some more resilience against fires and (light / healable) damage. - and turret traverse speed, since you can always pick Grease the Gears instead of IFHE if you want to ::: edit ::: You could swap out Manual Secondary Battery Aiming for another 4-point skill for more survivability, if you're fine with less accurate secondaries. 1 Share this post Link to post Share on other sites
[GTPF] Uncle64 Players 58 posts Report post #121 Posted September 4, 2021 On 9/1/2021 at 8:30 AM, Prophecy82 said: Brawly and Tanky build exclude each other... Yea they do that and I like to brawl I have done some small changes and it become better atleast Will check the suggestions from @lup3s when I have done my working pass that goes over the weekend. 1 Share this post Link to post Share on other sites