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Why the Warspite is the Yamato of tier 6s.

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I've been running the mod which allows for faster turning main guns with a 1.5 sec reload penalty, and wow what a big difference.  It can actuall track targets decently now.  Heck last night in a tier 8 battle I citadelled a Tirpitz at @10 km and had 2 kills this thing is tough when angled.  I get caught on a turn and paid for it but run gold hp and repair so I recovered surviving the battle. 

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7 hours ago, xWulffx said:

I've been running the mod which allows for faster turning main guns with a 1.5 sec reload penalty, and wow what a big difference.

I'll have to remember to try that out the next time I play WoWs

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You lose the accuracy mod, which seems criminal to me. With that mod Warspite has superb accuracy for plinking cruisers and DDs. 

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1 minute ago, OnboardG1 said:

You lose the accuracy mod, which seems criminal to me. With that mod Warspite has superb accuracy for plinking cruisers and DDs. 

I run secondary mod, The accuracy is already amazing and having great secondaries makes it even better, You dont even need to fire your main guns at DDs

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5 hours ago, yoyoya2 said:

I run secondary mod, The accuracy is already amazing and having great secondaries makes it even better, You dont even need to fire your main guns at DDs

Same here, you will earn a fair amount of close quarters experts from DD's trying to jink in on you under 7k.  Plus lots of fires.

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The secondary mod only helps me slightly at ranges under 7km. The accuracy mod helps me with every shot, especially out at 16km. 

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I used to use the secondary mod because it's pretty fun, especially on smaller maps like Strait.  I've switched over to the accuracy mod because of what Onboard said.  When I'm only shooting 8 shells, I need them to hit as often as possible.  I also don't feel like my secondaries got much worse by switching mods, and a full secondary build isn't really efficient since Manual Secondaries is crap below tier 7.

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On 7/24/2016 at 9:39 AM, Mesrith said:

I used to use the secondary mod because it's pretty fun, especially on smaller maps like Strait.  I've switched over to the accuracy mod because of what Onboard said.  When I'm only shooting 8 shells, I need them to hit as often as possible.  I also don't feel like my secondaries got much worse by switching mods, and a full secondary build isn't really efficient since Manual Secondaries is crap below tier 7.

Maybe but the Warspite is also kinda broken. Its secondaries already have over a 50% bonus accuracy over other ships. 

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You guys don't mind how slow they turn ?  It drives me crazy. If it weren't for that I'd definitely run the accuracy mod, but I score hits pretty well without it and find I'm able lock on easier making the guns more comfy.

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13 minutes ago, TouchFluffyTail said:

 Now if only the guns were decent.

*Plays a ship with the best guns at tier 6 and wonders why they are bad :kjugh:

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Arizona hits far harder in my experience. Warspite meanwhile struggles to get pens and citadels, instead overpenning or bouncing most shots. If you actually hit.

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Just now, TouchFluffyTail said:

Arizona hits far harder in my experience. Warspite meanwhile struggles to get pens and citadels, instead overpenning or bouncing most shots. If you actually hit.

The warspite has better pen which makes aiming with its accurate guns even more important. If someone is completely broadside you will need to aim a little lower as or else you can overpen. But once he starts angling your guns will start to do tons of dmg while a arizona will just bouce off. Also a warspite can overmatch while the Arizona cannot. This causes the ability to citadel the front of a NM or Colorado even if they are angled.  

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Sadly, at the ranges where you'll start to notice a difference in their ability to damage an angled target, it's already trivial for pretty much any battleship to destroy any other BB.

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12 minutes ago, TouchFluffyTail said:

Sadly, at the ranges where you'll start to notice a difference in their ability to damage an angled target

You are right at long ranges is where you really see the warspite shine. At around 15km it is still able to land very big salvos and citadels against a angled BB while a NM/Arizona can't

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In the last two weeks I have gotten 2 citadels on Tirpitz's between 10 and 14 km, the guns are good.

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Skill builds!

Currently, I'm thinking of doing a secondary thing.

Preventative Maintenance, Expert Marksmen, Adrenaline Rush, BFT, AFT, CE

16 points. Maybe add superintendent when I'm up to 19. Or the repair speed increase to get it down to like 48 seconds or whatever it is. Thoughts on switching CE for Manual Secondaries? The 15% buff just doesn't feel worthwhile in my head. Whereas an 11.something detectability range is downright sexy. The other thought is the fire prevention skill or RDF for preaiming those slow-ass guns.

Thoughts?

 

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On 1/26/2017 at 4:36 AM, bathoz said:

Skill builds!

Currently, I'm thinking of doing a secondary thing.

Preventative Maintenance, Expert Marksmen, Adrenaline Rush, BFT, AFT, CE

16 points. Maybe add superintendent when I'm up to 19. Or the repair speed increase to get it down to like 48 seconds or whatever it is. Thoughts on switching CE for Manual Secondaries? The 15% buff just doesn't feel worthwhile in my head. Whereas an 11.something detectability range is downright sexy. The other thought is the fire prevention skill or RDF for preaiming those slow-ass guns.

Thoughts?

 

I'd prioritize Superintendent as the first three-point skill.  The massive superstructure and occasionally-wonky belt armor can still be tricky, and with the unique Repair Party that heals some citadel damage, you want to maximize your number of those.

Manual Secondaries isn't worth 4 points at tier 6 due to the tier penalty, even for a ship with good secondaries.

I'd think long and hard about whether secondaries are worth it at the moment.  You don't want to be in secondary range of tier 8 battleships or anything German, and with current MM (on NA server at least), that's a big chunk of your opponents.  My current Warspite commander only has 7-8 points since I moved the old one into UK cruisers, but I'm going to stick with a general survivability/AA build until we see what UK battleships are going to be like in the future.

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Stealthyish secondary battleships are in a wierd position atm. along with a bunch of other stealth-reliant ships. There are just not enough points available to get them to work properly, because you will want CE and AFT at the least and with you recieving a load of HE when going close because you are both a primary target due to closeness and recieving secondary fire in retaliation yourself, you would want to choose the fire prevention as well. That leaves you with one point left over to invest in a bunch of mostly useless skills.

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Is Mutsu the better than Warspite, Tier 6 Yamato?

Pros:

1. Is Japanese

2. 16" Guns w/ 20.4 km range (24+ with spotter plane)

3. Goes 26 knots without flags

4. Has torpedoes for lulz

 

Cons:

1. Godawful AA - Can only shoot down other duys spotter planes

2. Very short range secondaries - There are a not of them, they just don't go very far.

 

Warspite still has better armor, AA, and the British HE.  All in all, Warspite is still better, but feels blander to play.

Edited by Devo
Revising my feelings.
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