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HMS Warspite - A Beauty and a Beast

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Can anyone confirm if their Warspite's secondary (first shell type) ever hit once? Mine never did, not even once in the games I have played with it so far.

 

Bug report you can add to: http://forum.worldofwarships.eu/index.php?/topic/19730-warspite-secondary-first-shell-type-never-does-any-damage-or-hits/page__pid__348047#entry348047

 

 

If you mean whether the poor SODs that dared to come close to me to torpedo me, YES!

I had one destroyer and one cruiser daring to come at close range....they were obliterated by my secondary battery :-)

(PS. I have put the upgrades as specified in the guide in this thread - MANY THANKS FOR THE GUIDE!!! )

 

 

 

 

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Hello, I have some Skill tree proposals and I can't choose which one I'll go for ^^

 

Note: I will very probably run it wih premium consumable (except for the plane) to make the Grand Old Lady as powerful as possible. I used the same equipment setup as in the review, except for the second slot

 

 

Option A:
Situationnal awareness (1) No way to discuss about this one, I'll never play without it :P (WoT player used to 6th sense)

Expert Marksman (2)

Vigilance (3) I tried it vs bots and it helped a lot dodging Omaha torps... As I'm not that experienced right now, I'm afraid being surprised by torp salvos and don't know if a lot of torps are launched in battle. Am I wrong taking it?

Basic firing training (1)
Basics of Survivability (1)

Expert loader (1) or Basic firing training (1)
Superintendant (3)
High Alert (3)
Advanced firing training (4) => 19 points

 

It's the first I went for. So I already have the first 3 skills. If I change my tree, I'll probably have to reset with gold :(
Improves a bit everything and spot torps farther.

 

Option B:

Situationnal awareness (1) No way to discuss about this one, I'll never play without it :P (WoT player used to 6th sense)

Basics of Survivability (1)

Expert Marksman (2)

Superintendant (3)
High Alert (3)
Advanced firing Trining (4)

Jack of all Trades (5) => 19 points

No more torpedo detection, but secondaries somewhat improved and a nice cooldown reduction:
Reparations: 90 seconds => 72s,                       60s => 48s for the premium version
Regeneration: 120s => 108s,                             80s => 72s for the premium version                with 
4 regen charges to use
Plane: 360s => 324s

It's meant to be turn the ship into a nightmare to kill ^^

 

 

Option C:

Situationnal awareness (1)

Basics of Survivability (1)

Expert Marksman (2)

Superintendant (3)

Vigilance (3)
Advanced firing Training (4)

Jack of all Trades (5)   => 19 points

 

=>Jack of all trades replaces High alert (because it's better) and I keep the torpedoes spotting

 

 

Any tips/help, please? ;)

Edited by Sams_Baneblade

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Hello, I have some Skill tree proposals and I can't choose which one I'll go for ^^

 

Note: I will very probably run it wih premium consumable (except for the plane) to make the Grand Old Lady as powerful as possible. I used the same equipment setup as in the review, except for the second slot

 

 

Option A:
Situationnal awareness (1) No way to discuss about this one, I'll never play without it :P (WoT player used to 6th sense)

Expert Marksman (2)

Vigilance (3) I tried it vs bots and it helped a lot dodging Omaha torps... As I'm not that experienced right now, I'm afraid being surprised by torp salvos and don't know if a lot of torps are launched in battle. Am I wrong taking it?

Basic firing training (1)
Basics of Survivability (1)

Expert loader (1) or Basic firing training (1)
Superintendant (3)
High Alert (3)
Advanced firing training (4) => 19 points

 

It's the first I went for. So I already have the first 3 skills. If I change my tree, I'll probably have to reset with gold :(
Improves a bit everything and spot torps farther.

 

Option B:

Situationnal awareness (1) No way to discuss about this one, I'll never play without it :P (WoT player used to 6th sense)

Basics of Survivability (1)

Expert Marksman (2)

Superintendant (3)
High Alert (3)
Advanced firing Trining (4)

Jack of all Trades (5) => 19 points

No more torpedo detection, but secondaries somewhat improved and a nice cooldown reduction:
Reparations: 90 seconds => 72s,                       60s => 48s for the premium version
Regeneration: 120s => 108s,                             80s => 72s for the premium version                with 
4 regen charges to use
Plane: 360s => 324s

It's meant to be turn the ship into a nightmare to kill ^^

 

 

Option C:

Situationnal awareness (1)

Basics of Survivability (1)

Expert Marksman (2)

Superintendant (3)

Vigilance (3)
Advanced firing Training (4)

Jack of all Trades (5)   => 19 points

 

=>Jack of all trades replaces High alert (because it's better) and I keep the torpedoes spotting

 

 

Any tips/help, please? ;)

 

First of all, Expert Loader is useless, dont use it.

For Warspite usually you try to get the lvl 4 skill Advanced Firing Training asap (meaning you only pick a single skill for each lvl 1, 2, 3) because it improves both AA and secondaries range, and use the second upgrade slot to further improve the secondaries ( because you have 16 guns with 5 km range) or AA (also viable but you only have 8 guns with 5 km range). After that is your choice, but dont count on the19th skill points, the last one is 1o milions XP, so you ll only have 18 skill points.

Basically what you prefer to use in the secondary upgrade slot will decide what skills to pick.

 

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First of all, no – situational awareness is not an automatic choice. In fact, I have it on exactly zero of my battleships. Basically, all it's good for is as a "there's a DD here... somewhere" device. (But all my cruisers and destroyers do get it).

 

1: Basics of survivability, to get fires out fast. You could make a Basic fire training choice to the AA boost though.
2-3: Expert Marksman. Duh.
4-6: Superintendent. Definitely. The Warspite is a tank, and having an extra 20% health is well worth it.
7-11: Advanced firing training. +20% to your AA and secondaries is shiny. You can then combine with the mods if you want to get a nasty 7.2km range.
12: Whichever of the first two you didn't get
13-17: Jack of all Trades. You have lots of cooldowns. Make then cooldown faster.
18-19: It'll never happen, but may as well get the reduced fire chance. It does very little. But very little is more than nothing.

 

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4-6: Superintendent. Definitely. The Warspite is a tank, and having an extra 20% health is well worth it.

 

You misread this skill. It doesn't add 20% more health, it restores hit points 20% faster when you use repair crew skill.

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Thanks for the advices. :)

For the second slot, I first used the Gun Fire Control Mod 1. (But maybe I'll change it one day.)

Thanks to the new update which displays new values, I saw maximum dispersion went from 226m to 204. Does it seems interresting anyway? :)


I also read on a blog that the Warspite is the ONLY battleship to treat heavy damages/citadel hits as light damages for what concerns the Repair Party. So she can always regenerate the max HP value of her ability. :ohmy:
So improving his regen ability sounds like a great deal. ^^

Edited by Sams_Baneblade

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You misread this skill. It doesn't add 20% more health, it restores hit points 20% faster when you use repair crew skill.

 

You misinterpreted me.

 

An extra charge of the heal means that, if managed correctly, you get an extra ±20% health back.

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First of all, no – situational awareness is not an automatic choice. In fact, I have it on exactly zero of my battleships. Basically, all it's good for is as a "there's a DD here... somewhere" device. (But all my cruisers and destroyers do get it).

 

1: Basics of survivability, to get fires out fast. You could make a Basic fire training choice to the AA boost though.

2-3: Expert Marksman. Duh.

4-6: Superintendent. Definitely. The Warspite is a tank, and having an extra 20% health is well worth it.

7-11: Advanced firing training. +20% to your AA and secondaries is shiny. You can then combine with the mods if you want to get a nasty 7.2km range.

12: Whichever of the first two you didn't get

13-17: Jack of all Trades. You have lots of cooldowns. Make then cooldown faster.

18-19: It'll never happen, but may as well get the reduced fire chance. It does very little. But very little is more than nothing.

 

 

i wote for this!  i have never situational awareness  on BB, Superintendent. Definitely. has saved me many times.

 

 
 
 
 
But is it really best to have Steering Gears Modification 2 :/? over Damage Control System Modification 2 ?
Edited by Judith_

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But is it really best to have Steering Gears Modification 2 :/? over Damage Control System Modification 2 ?

 

Down to personal preference I guess. I think the damage control is much better given the way cruisers tend to wolfpack on battleships and how much damage you can receive through fire. I personally have all my BBs that can take it fited with DCSM2 as a result. That lower cooldown is a lifesaver.

 

Besides the steering modification is improving something that's already excellent. Warspite's rudder shift time is more than awesome enough on it's own. Buffing it is a plus but is not as important as the ability to pop up a damage control faster, or to make an earlier hp gain through the repair ability. The latters can save your arse in a way the former won't, as again the inherent rudder turn times of the warspite are splendid already.

 

 

Finally, also a matter of tastes, I would go for nothing but the accuracy upgrade for the main guns in slot 2. I know the secondaries have good range and that with the mod and skill you can go up to  7.2km with them, but secondaries work (in the ships they do) through volume of fire, as they're innacurate as heck. 8 guns per side won't put out that epic of a volume of fire and most shots will miss anyway. Same with the AAA improvement. Sure, increasing the effective range is ok-ish but the AAA suite of the warspite is nothing great to begin with so you'll be a bit more effective but not by far enough to save your arse in case of a determined air attack. Both modules are like bandaids to help in something the ship is not that great to begin with.

 

However improving the accuracy of those 15 inchers is improving (dramatically) in something the ship is excellent to begin with - those things hurt a lot and penetrate quite well but first you need to hit with them. Given the lower guncount of the Warspite compared with the Fuso and NM it's even more important to increase the chances of shots going where you want them to. I slapped an accuracy upgrade on my warspite and it's not that I've not regretted it, is that I actually think I went with an excellent choice. I've had games with 9 citadels out of 41 hits (that's almost one citadel each three hits, counting that I also shot and hit destroyers which you can't citadel anyway it's even more impressing). That's just absurdly good accuracy.

 

The ship is a jewel and by far the best tier 6 BB. This thing at tier 7 would still be a hard match for Nagato and Colorado, it's just -that- good. I'm seriously in love with mine XD

Edited by RAMJB
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But is it really best to have Steering Gears Modification 2 :/? over Damage Control System Modification 2 ?

 

It is not. This ship burns A LOT and it needs every help it can get to put out fires fast.

It already turns fast for BB.

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Down to personal preference I guess. I think the damage control is much better given the way cruisers tend to wolfpack on battleships and how much damage you can receive through fire. I personally have all my BBs that can take it fited with DCSM2 as a result. That lower cooldown is a lifesaver.

 

Besides the steering modification is improving something that's already excellent. Warspite's rudder shift time is more than awesome enough on it's own. Buffing it is a plus but is not as important as the ability to pop up a damage control faster, or to make an earlier hp gain through the repair ability. The latters can save your arse in a way the former won't, as again the inherent rudder turn times of the warspite are splendid already.

 

 

Finally, also a matter of tastes, I would go for nothing but the accuracy upgrade for the main guns in slot 2. I know the secondaries have good range and that with the mod and skill you can go up to  7.2km with them, but secondaries work (in the ships they do) through volume of fire, as they're innacurate as heck. 8 guns per side won't put out that epic of a volume of fire and most shots will miss anyway. Same with the AAA improvement. Sure, increasing the effective range is ok-ish but the AAA suite of the warspite is nothing great to begin with so you'll be a bit more effective but not by far enough to save your arse in case of a determined air attack. Both modules are like bandaids to help in something the ship is not that great to begin with.

 

However improving the accuracy of those 15 inchers is improving (dramatically) in something the ship is excellent to begin with - those things hurt a lot and penetrate quite well but first you need to hit with them. Given the lower guncount of the Warspite compared with the Fuso and NM it's even more important to increase the chances of shots going where you want them to. I slapped an accuracy upgrade on my warspite and it's not that I've not regretted it, is that I actually think I went with an excellent choice. I've had games with 9 citadels out of 41 hits (that's almost one citadel each three hits, counting that I also shot and hit destroyers which you can't citadel anyway it's even more impressing). That's just absurdly good accuracy.

 

The ship is a jewel and by far the best tier 6 BB. This thing at tier 7 would still be a hard match for Nagato and Colorado, it's just -that- good. I'm seriously in love with mine XD

 

Thanks for the comprehensive answer, then i go DCSM2, I'll try accuracy upgrade later, I fully agree that secondaries is bad at hitting targets. but it is fun to play around with the secondaries then it has soo long rang.:) So for now i keep  it.

 

 

//Judith

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I'd originally wanted to buy the Grand Old Lady at the start of OBT to get me into playing WOWs but decided to hold off, download the game and start grinding to the New Mexico (up to Omaha and Nicholas on other lines) to allow me to get a feel for the game and BBs in general (up to T6). Having done that, I bought the Warspite this time round but I still need to figure out how to do her justice having only played a few battles with her.

 

I started off playing coop battles to pick up the following skills with the eventual goal of going 7.2km on the secondaries in the far, far future:

Tier 1: Secondary Armament

Tier 2: Artillery

In addition, I installed Main battery modification 1, increased secondary range, damage control 1, and decreased ruddershift time.

 

I started playing random battles after this, got the superintendent skill and I found the following using this set-up so far:

 

PROs:

1) The 15 inch guns seem to citadel things more easily than the 14 inchers on the NM, and the AP feels like it does higher penetrating AP damage.

2) Decent speed and awesome ruddershift let you slam the Old Lady left and right very quickly - good for upsetting opponents aim and dodging torpedoes.

3) AA is short ranged but ok - a decent number of attacking DBs will get shot down but you won't deter TBs.

4) The secondaries are fun (they make an awesome firing sound fyi) and add another dimension to your offense. Against enemy BBs, they can tip the balance in your favour at close range (if you can get into close range that is).

 

CONs:

1) Only 8 15 inch guns means that you need to be accurate. In addition, the shorter range of these guns means that you have to get close in with the enemy although the spotter plane alleviates this slightly at the start of the game. The slow turning time is not much of a problem (IMHO) as soon as you get the Tier 2 artillery skill.

2) The short range AA does mean that it's harder to support friendly ships with your AA

3) The secondaries are good against BBs, but I haven't found them reliable against DDs or CLs etc. due to their inaccuracy.

4) Warspite can take a fair bit of damage but I do find that it can be lit up and penetrated quite easily. As always, armour angling will help but against multiple enemies at close range you're in for trouble.

 

Criticisms of my current playstyle:

With the NM, I played more cautiously but didn't resort to sniping/camping etc. With the Warspite I have found myself sailing as quickly as possible towards the enemy to get into range and use the secondaries. Whilst being quite fun and a novel departure from my normal BB playstyle, it has often meant that I can become unsupported more easily (through my own fault) and then I find that the enemy tends to focus fire on me (which is sensible on their part). I think the right time to start heading closer to the enemy (<10km) is when you can use the secondaries on lone enemy battleships that have strayed from the herd, or when you need to decap/damage cycle with friendlies etc.

 

Future playstyle:

  1. I need to go back to playing more conservatively and learn when to rush in with the Warspite.
  2. Against multiple enemies I need to stay at range but I have to keep tanking to keep the pressure off friendly CLs
  3. I'm going to change secondaries range upgrade for accuracy upgrade as suggested by others, in order to make the most of having only 8 main guns.
  4. I need to also grab some damage control skills soon and I might opt for Damage control system modification over the ruddershift modification.

 

Reading the various threads about her, it seems like there are a variety of upgrade and skill styles to try but I still want to eventually give those 7.2km secondaries a shot (even though I don't think that they'll make too much of a difference) for fun.

All in all, HMS Warspite is a very fun ship in my opinion but still a wee bit tricky - she has a lot of character! :bajan:

 

Edited by jequirity

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The secondaries might have range but using an upgrade on them wastes the potential of this ship imo. It's accuracy mod all the way. With them the guns become crazy accurate and for once you feel the game lobs shells at where you're aiming rather than wherever luck wants them to go to. I'ts just crazy the mauling you can deal on cruisers who're used to hose battleships with HE while being almost untouched themselves because of the horrible dispersion of low tier battleships. They come, they hose, they sink. And they never see it coming.

I already posted this in another thread but I think you might want to take a look on it. This is (after the intro and overview) gameplay of the Warspite with the accuracy mod:



if after that you're not sold...well, nothing will convince you ;)

Edited by RAMJB

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I finally brought the guide a bit up-to-date by editing the modules and skill section as well as editing the numbers and replacing them with current ingame values where possible for me. Sorry for the long time I took to do that. :hiding:

 

@RAMJB: Sure you can pick the GFCS Mod. 1 on her to increase the accuracy by ~7% but it is not needed to have great games and I rather have the higher secondary fire range to deal with destroyers as it saved my life quite a few times in my past battles.

I don't have a video but only after battle report screens and i used the modules I suggest in this guide as well as the skills up to the Lvl 4 skill.

shot-15.08.16_19.46.04-0502.jpgshot-15.08.16_19.46.15-0680.jpgshot-15.08.16_19.46.21-0209.jpg

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Just a question.. Do the Warspite is stil able to repair any kind of damage or was it stealth-nerfed?

 

On the wiki, it is not question of citadel anymore and in battle, repair looks less efficient to me... I hope the wiki and I are wrong.

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I've noticed my Warspite has just the wrong level of armour, everything pens for full damage, nothing bounces or overpens and i've been getting my citadel penned from some rediculous angles, this along with the fact the crew seem to swab the decks with petrol before each battle has meant i haven't taken my warspite out in a while :(

I think the Warspite would greatly benefit from being able to fit the artillery plotting room equipment as the New Mexico can.

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It's true that she isn't as sturdy as she was in the past right now but I'm still doing really good in her.

But more than everything she is still the beauty she always was which is more than enough reason to sail her.

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I've just noticed she seems to take damage in situations that she didn't used to

 

Yeap, I did too. Something was changed about it, turned into a piece of shite.

 

I've noticed my Warspite has just the wrong level of armour, everything pens for full damage, nothing bounces or overpens and i've been getting my citadel penned from some rediculous angles, this along with the fact the crew seem to swab the decks with petrol before each battle has meant i haven't taken my warspite out in a while :(

I think the Warspite would greatly benefit from being able to fit the artillery plotting room equipment as the New Mexico can.

 

It's true that she isn't as sturdy as she was in the past right now but I'm still doing really good in her.

But more than everything she is still the beauty she always was which is more than enough reason to sail her.

 

Good to see, it is not only me who noticed this!

I have no idea what Wargaming did but, for sure, they must have done something, even if it was unintended.

What I noticed with WOWs (unlike WOT) is that the Team listens to Feedback from the Players!

So, I recommend that we all raise tickets with customer Support.

For your Information, we did that in the case of ATAGO (which was a premium ship but extreme loss maker) and the result was ATAGO to become the only cruiser with Repair Party consumable (and now it makes real Money).

 

 

So, raising a complaint ticket for Warspite may pay off!!!

 

 

 

 

 

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At this point i am seriously starting to wonder if WG has something against the British and their ships. First of all i think Warspite is one of the most innaccurately done ships in the game.I mean from the very first moment they implemented her in the game they screwed her up.from her shitty 16 km,her abnormally and agonizingly slow turret traverse and some shitty percision she still managed to prove herself as a pretty decent ship relying on her manuverabilty and her amoru,but i guess WG has decided to screw that up to.I mean now i get citadeled and huge damage from litterally any angle the shells come flying from and from the most retarded situations and her guns even more rarely hit where i want them to.

I have a question for WG..Just why did you decide to mess her up this much.I mean Warspite is probably the ship which proved herself the most in history.having teh biggest artillery shot for a warship,serving in two world wars and participating in practically every major British battle nad even surving german Fritz bomb.There is no other battleship which proved herslef as the Warspite.It proved that she had great crew,great guns and even greater armour but i cannot see any of that here AND THEY NERF HERE EVEN MORE...I MEAN JUST WHY.Now i only have good game in her when no one shoots at me -.-.

BUFF THE WARSPITE or at least get her back to what she was at start because now not really....

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Not noticed much difference with the old lady herself, 

However recently I seem to be getting placed in a lot of battles with imbeciles, until a few weeks ago battles in her used to be fun, but recently I find I get 2 or 3 battles in a row where 2/3rds of the dimwits I am teamed with rush off and die in the first 5 mins of the battle without doing much damage to the enemy leading to a loss, followed by a battle where my own teams ca's and dd's are very good and the enemy is very bad resulting on a battle that's over before I get into it and an unsatisfying low points win for me.

 

You may say try harder when the team is bad, but for example this morning I had a battle where I achieved, Kraken, Confederate, fireproof, dreadnought and dealing over 100k damage to the enemy, my team mostly got itself sunk in the early part and we barely won the battle sinking the last enemy CA just before they won on points from holding all 3 caps (fortunately we also had a couple of decent dd players), I can't carry a bad team like that every battle

Edited by Synth_FG
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I don't normally pay a lot of attention to this sort of thing, but last night I took my Warspite out for a roll and got absolutely creamed in moments in a situation were I'd normally expect her to stand up to a bit of abuse.  Maybe I was just unlucky, but when heavily angled against a Fuso at about 12km, I don't expect to loose over half my health from a single salvo.

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Personally I haven't noticed any difference to the Warspite's ability to tank recently, probably just bad luck on your parts. I have been getting more high tier games though, especially after the latest patch.

 

On a more positive note, if anyone has gotten enough skill points to get Manual Fire Control for Secondaries, I highly recommend it.

 

I was initially skeptical for two reasons; I didn't think the 15% reduced dispersion wouldn't be enough to make any particular difference, and Jack of all Trades got buffed, which I was already using. Since they gave a free reset, I decided to give the new skill a whirl. Boy, was I mistaken. Even though you don't have the 60% reduced dispersion the higher tier ships get, 15% is enough to make Warspite's secondaries noticeably more accurate, especially when combined with the Close Quarters Expert flag. Even better, since they changed the requirements for the Close Quarters achievement, it is significantly easier to get those flags.

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i havn't played her much recently but i too had the impression i take a lot of full pens/citadells ....

i am used to it catching fire like a match but not  tanking  shitloads of dmg while angled.

 

maybe i am just paranoid but with multiple people here having noticed it its kind of wiered.

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