Hello, I have collected 750 k exp for a premium ship for the first time and I need some advice, I do not pay money in the game so I do not have premium commanders and this investment is very important. I am looking for a different ship from the searchable lines, as well as a competitive ship for ranked and normal battles. thank you.
I got lucky with my ARP crates. For less than the cost of the extremely overpriced ARP Musashi, I got everything. All the commanders, all the ships, etc. I definitely like the Yamato commander better. Commander Musashi has the spotter plane gimmick. Sure, if it works, you can insta-delete pretty much any ship on the board. But then you need to wait for your spotter plane to be off cooldown (200 seconds on the Yamato). Meanwhile, with Commander Yamato, every salvo over 10km is buffed. Throw AL NJ on as an inspiration and every shell you're launching downrange has the potential to hit like a truck. You can still use your spotter planes to help with the grouping.
I texted my step uncle Gary, who works at Wargaming, to ask about the Yamato gun sound and he said it is historically accurate and struck so much fear into enemies when they heard it that the ship barely got into any actual fights. Just had to fire the guns a few times and everyone else tucked tail and ran
@bhull684 yes, the logistical use of their navy was horrible which makes our arrogance as Americans show BUT pound for pound their navy was just as strong IF not stronger. The men in suits caused their ships to be trash, not the ships themselves.
Thanks my man. Its funny, had Yamy for over a year and I've yet to use her in a standard battle lol. Can't argue with your list. And #1, yes, one of the best sounding guns. Cheers
About the sound, Yamato did have a special system for firing the barrels. Something to do with dispersion issues due to the aerodynamics of the shells being messed up by the barrels being close. Many ships had this issue especially Richeliu and the engineers working on Yamato designed a special ripple firing system to improve dispersion.
The thing that always intrigued me about the Yamato & Musashi aside from the size of their main turrets, was the weight of their shells. The armor-piercing shells weighed 3,220 lbs each while the high-explosive shells weighed roughly 3,000 lbs each. That means that a full salvo of armor-piercing shells from either ship is 28,920 lbs of destruction heading your way...or the equivalent of having 5 and one-half 1959 Cadillac Eldorados dropping on top of you all at once, every 24-30 seconds, that's a lot of Detroit steel.
Can you do a re-review on the Vittorio Veneto. Most of the reviews I see is before she got her secondary range buffed from 5km to 5.8km base. I also find it funny that her 152s reload faster than Giuseppe Verdi while having almost the same range at a lower tier.
Yamatos gun sound is terrifying to hear on the opposite like the fuck is dat gun you have style of terror 💀. It would be nice to let yammy have its original sigma of 2.1 tho
Still getting debt whenever I play with this ship but the experience worth it. I'm a pretty much brawler in it and even the awareness that I just learned recently still enough to have a 1v3 and get out alive
Only problem is that Yamato doesn’t dev strike cruisers like before also it doesn’t have same power like before they did something to this ship or they changed armor of cruisers or something I haven’t been following the updates not sure what it is
@@DerkaGames there was small sound rework back then that changed gun noises according to what size they were and how many were per turret, before the update guns had a satisfying "wind howl" effect after they fired, now its gone, an example I would recommend is spartan elites very old video where he's trying out yamato in its release phase like 4 years ago or something, if you listen closely you'll notice there's more after shot sounds It was also the update that added the bell ringing sound when your guns reloaded for battleships
Both Takeo Takagi and Nobutake Kondo(hope I spelled that right) are viable. Yammy has great accuracy, so you can double down with Takagi to excellent effect. However, I like to use Kondo, since the accuracy is good enough, and a full reload Kondo with the epic reload mod can get the reload down under 20 seconds. It's just a good ship, versatile. It just has a citadel taller than most cruisers.
@RayC234 No problem, guy. If you ever need tips for a BB, I've played them all up to teir 7. Well, and premiums. I'm too poor to afford the veritable glut of tier V-VII premium BB's. The ones I do have are as follows: Arkansas, Texas, Oklahoma, Arizona, California, Massachusetts, Myogi, Bellerophon, Warspite, Nelson, Nassau, Scharnhorst, Odin, Turrene, Kynaz Suverov, Okt. Revolutsiya, Nikolai, Giulio Ceasare, and Viribus Unitis. Mostly the low tier stuff.
Yeah 32mm pen is cool but Yamato is soooo boring man, good to learn but not to have fun, i'd play Bourgogne or Schliefen any time of the day, any LT BBs for that matter, except GK, poor girl getting 0 love Though i like the fact that you can safely say what are the 4 strongest LT BBs in any order and most people wouldn't disagree
(Very long post) I stopped playing wows. It has been over a year and I am happy with my decision to play World of Tanks instead. (been playing world of tanks for 8 years, listened to jingles, got some tier 8s in wows legends, and then quit.) The 3 reasons I quit are torps, fire damage, and overpens. Fire damage should be MUCH lower. It should not be something that can't be countered even with a full anti-fire build. Torps are not generally too much of a problem, but the Shima is a menace. Overpens from BBs to smaller ships do not cause flooding. *Torpedoes* are a little better to deal with, especially with the more agile battleships, but it still feels like MASSIVE bs when you get oneshot by something 6kms away that you cannot even see. The Shima is the main cause of my frustration. I know they are techically easier to dodge than other torps due to speed, but it doesn't matter when they are all dumped at 6kms and are practically on top of each other. It just ruins the game when I am not making mistakes and a shima cruises the border to flank my team and sends a wall of torps at me. I do push up with my team, but I am cautious not to overextend. I do try to be near cruisers and destroyers, but they often yolo and/or go somewhere that would be fatal to me. It literally makes the game feel pointless. Do not get me wrong. I have dodged a TON of torps and even activated Deja Vu music many times, but torps are still BS. *fire damage*. You can go into a match with the most fire resistant BB build ever and still be burned down in just 2 or 3 minutes. There should be a hard cap on how much fire can affect and already burnt out place. How can a shell start a fire in an area where all possible fuel for the fire has burnt out? Fire should have VERY diminishing returns when re-lighting a burnt area both in damage AND duration. You should only be able to catch fire once or twice per zone on a battleship (Unless the fire reaches fuel or magazine storage in which case you should just detonate.) There are a couple ways fire damage could be revised that would make sense. 0) No changes to how fire works, but more anti-fire build options with increased effectiveness against fires but downsides for other stats. Example - you could have a system that allows you to allocate crew. You could take crew off of spotting and reduce your vision range to reduce fire chance and damage. You could do the same for gun reload, torpedo reload, turret rotation, gun accuracy, etc. This would allow people who hate fire to take a hit on other aspects of their ship in order to take very little fire damage. If someone went all in on fire defense, they would be almost immune, but would have very little view range, very long turret traverse, bad gun accuracy, slow ship turning, slow reload on abilities (Spotter plane etc). This change would allow for people to vastly increase their resistance to fire while keeping the game balanced. It would also force fire-spammers to pick other targets and/or not rely entirely on fire spam. 1) Continual fire damage slowly increases the chance of detonating fuel storage or magazines that is slowly repaired when not taking damage. The increased chance would be higher for a high caliber gun, and lower for fast firing small guns. There would be a slowly escalating chance to set fire to the magazines or fuel storage if that area of the ship is being hit. This chance would slowly reset after not being hit for a few seconds. This time would be determined by the reload of the ship doing the damage. A ship with a 5 second reload would have 5 seconds (for the reload) + shell travel time at current range + 5 seconds to re-hit the area they are trying to damage. The reason I came up with this formula is that it would be easy to do at close range and very hard to do at long range due to dispersion. This formula would force cruisers and destroyers to get to at most 70% of their max range to be effective depending on accuracy. 2) Fire inhibits crew performace Fire damage could be significantly lowered in damage (at least 60% reduction. I would want an 80% reduction, just to eliminate fire spam as an effective ship removal tactic) but for the duration, your turning, reload, vision range, and shell accuracy could be reduced. This could be based on the number zones on fire. A single fire would reduce crew effectiveness by a certain percentage. This could be a set percentage, but this would make most BB's less effective at reducing enemy crew effectiveness, which would be fine. The best way I can think of to implement this for BB's to have a 0% chance to cause fire, but have a pen/activation and damage buff. No fires, but big damage on pen. For cruisers, they would operate with a crew performance reduction based on the caliber of the guns. The higher the caliber, the higher the reduction per burning zone. DD's would work the same as cruisers. This system would make fire have powerful utility for cruisers and DD's and could allow for it to be EXTREMELY useful in supporting your own BB's in close combat. It would eliminate dying to fire-spam but itself, but allow for fire spam to be a powerful team support. At the same time, a decrease in overpens for HE shells fired by BB's would be great, as overpens make BB's WAY too weak against lightly armored ships. Light a couple fires on the enemy ship? You just massively boosted the chance of your teammate winning the engagement. Enemy Yamato at long range slapping your team? Setting them on fire would reduce their accuracy, reload, and ability to dodge torps. The reason I like this solution the most is that anti-fire builds would still work. Fire builds would still be useful. Finally - *Overpens* How? I just shot a shima with a Musashi and put SIX 18" holes through the side and then bottom of the ship. How is a ship full of gigantic holes not sinking or taking damage? If it is through one side and then the other, I can understand not sinking as the holes are above the waterline, but If it shoot a small ship at close range at the waterline, those holes are gonna be 8+ feet underwater on the other side. On top of that, the overpen has completely bypassed the bulkhead seals, which would normally prevent severe flooding. A DD would sink SO DANG FAST with holes like that. Instead, they take almost no damage, no flooding, and have plenty of time to shotgun-torp you. I understand that WOWS is supposed to operate like rock-paper-scissors. Cruisers are strong against DD's. DD's are strong against battleships. BB's are strong against cruisers. Instead of rock-paper-scissor, you have BB's basically being the punching bag of everything else. Cruisers burn them down. DD's torp the crap out of them, and BB's can oneshot/slap other BB's. Whilst the rock-paper-scissor thing is somewhat true in-game, BB's do not have a class of ships that they are resistant to the same way DD's resist BB's. I would love to hear your comments on this. If you think I am wrong, I would really like to hear why. I promise to be civil and polite.
Yeah that was a lot to read bro. Overpens are annoying but flooding from it is just way too much for an arcade shooter imo. It's not supposed to be a battle simulator. Shima conceal is ridiculous, needs nerfed, will agree there. And fire spam is annoying but with more experience it's not as difficult to deal with. Sometimes you'll get burnt down sure, but 3/4 times it's due to bad positioning. Again just my .02 cents
Dude there are 2 subs listed on the wows page not the world of warships legends there's 1 in the u.s.s.r sub S-189 the other is Japan sub I-56 both for the price of $43.20 USD
Arpeggio Buyers Guide:
th-cam.com/video/sZT-hyvdaYo/w-d-xo.htmlsi=Jwq7LDNT3fErHxQF
Hello, I have collected 750 k exp for a premium ship for the first time and I need some advice, I do not pay money in the game so I do not have premium commanders and this investment is very important. I am looking for a different ship from the searchable lines, as well as a competitive ship for ranked and normal battles. thank you.
I got lucky with my ARP crates. For less than the cost of the extremely overpriced ARP Musashi, I got everything. All the commanders, all the ships, etc. I definitely like the Yamato commander better. Commander Musashi has the spotter plane gimmick. Sure, if it works, you can insta-delete pretty much any ship on the board. But then you need to wait for your spotter plane to be off cooldown (200 seconds on the Yamato). Meanwhile, with Commander Yamato, every salvo over 10km is buffed. Throw AL NJ on as an inspiration and every shell you're launching downrange has the potential to hit like a truck. You can still use your spotter planes to help with the grouping.
I agree 100%, Yamato is a better value.
And wow you did good haha nice
I texted my step uncle Gary, who works at Wargaming, to ask about the Yamato gun sound and he said it is historically accurate and struck so much fear into enemies when they heard it that the ship barely got into any actual fights. Just had to fire the guns a few times and everyone else tucked tail and ran
Uncle Gary is the man! That dude knows everything 🫣
Tell that to uss Johnston/ S. B. Roberts...😂
@Ranzoe813 it also blew Johnston in half. The heroism usually takes front stage but still.
@bhull684 yes, the logistical use of their navy was horrible which makes our arrogance as Americans show BUT pound for pound their navy was just as strong IF not stronger. The men in suits caused their ships to be trash, not the ships themselves.
Thanks my man.
Its funny, had Yamy for over a year and I've yet to use her in a standard battle lol.
Can't argue with your list.
And #1, yes, one of the best sounding guns.
Cheers
Ohh man! She's fun in standard
It's the only LT that I play in standard. Granted, the only other one I have is the GK. I'll be honest, I don't much care for the GK.
@@magisterrleth3129 Now that I think about it, I don't think I've used any of my L tier BBs 😂 Guess I just prefer cruzers and DDs.
5:57 jesus christ that was close
Lol guess it didn't matter in the end. Still died
About the sound, Yamato did have a special system for firing the barrels. Something to do with dispersion issues due to the aerodynamics of the shells being messed up by the barrels being close.
Many ships had this issue especially Richeliu and the engineers working on Yamato designed a special ripple firing system to improve dispersion.
Interesting!
"position better against HE"
PERFECT
Derka is a meanie
The thing that always intrigued me about the Yamato & Musashi aside from the size of their main turrets, was the weight of their shells.
The armor-piercing shells weighed 3,220 lbs each while the high-explosive shells weighed roughly 3,000 lbs each.
That means that a full
salvo of armor-piercing shells from either ship is 28,920 lbs of destruction heading your way...or the equivalent of having 5 and one-half 1959 Cadillac Eldorados dropping on top of you all at once, every 24-30 seconds, that's a lot of Detroit steel.
I love that you measured this in Cadillacs lmao
Other t10 BB's: check you're surrounding's
Yamato: aim and shoot
No subs. They ruined WOWS PC and I left after playing since closed beta. WOWS Legends has been a joy to play. We have it good guys.
Its long rumored althouh i believe legends devs push back on them. I fear their implementation will be soon😢
Can you do a re-review on the Vittorio Veneto. Most of the reviews I see is before she got her secondary range buffed from 5km to 5.8km base.
I also find it funny that her 152s reload faster than Giuseppe Verdi while having almost the same range at a lower tier.
I'll try and remember that
Yamatos gun sound is terrifying to hear on the opposite like the fuck is dat gun you have style of terror 💀. It would be nice to let yammy have its original sigma of 2.1 tho
Yeah PC yammi accuracy is cracked
It may have armor on paper, but in use feels like it's made of origami. 💀💀💀
I wanna point out that Republique guns sound also soo good
true true
Those guns sound great. I have her but haven’t taken her out yet
Still getting debt whenever I play with this ship but the experience worth it. I'm a pretty much brawler in it and even the awareness that I just learned recently still enough to have a 1v3 and get out alive
Only problem is that Yamato doesn’t dev strike cruisers like before also it doesn’t have same power like before they did something to this ship or they changed armor of cruisers or something I haven’t been following the updates not sure what it is
with AL Fuso, I'm a tank in the Yamato.
*Still legends King bb*
Could you show the camos you wear on the ship
I had no idea gangut had such a thicc tip 🤣🤣
Extra thiccc
BIG GUNS GO BOOM
💥
I do understand that Yamato guns sound good, but you can’t deny republique’s is the best in game.
Repub should have been LT lol no doubt
It sounds much worse without the wind howl sound that used to be in the game before Halloween 2021
Don't remember that
@@DerkaGames there was small sound rework back then that changed gun noises according to what size they were and how many were per turret, before the update guns had a satisfying "wind howl" effect after they fired, now its gone, an example I would recommend is spartan elites very old video where he's trying out yamato in its release phase like 4 years ago or something, if you listen closely you'll notice there's more after shot sounds
It was also the update that added the bell ringing sound when your guns reloaded for battleships
@@thej3389 I'll check it out =)
What is the camo
0:25 😢
Wut, is that when I overpenned the woostah lol
What would be a good Commander build for us po folk?
Both Takeo Takagi and Nobutake Kondo(hope I spelled that right) are viable. Yammy has great accuracy, so you can double down with Takagi to excellent effect. However, I like to use Kondo, since the accuracy is good enough, and a full reload Kondo with the epic reload mod can get the reload down under 20 seconds. It's just a good ship, versatile. It just has a citadel taller than most cruisers.
@@magisterrleth3129 Thanks!
@RayC234 No problem, guy. If you ever need tips for a BB, I've played them all up to teir 7. Well, and premiums. I'm too poor to afford the veritable glut of tier V-VII premium BB's. The ones I do have are as follows:
Arkansas, Texas, Oklahoma, Arizona, California, Massachusetts, Myogi, Bellerophon, Warspite, Nelson, Nassau, Scharnhorst, Odin, Turrene, Kynaz Suverov, Okt. Revolutsiya, Nikolai, Giulio Ceasare, and Viribus Unitis. Mostly the low tier stuff.
@@magisterrleth3129 Cool man I appreciate it!
@@magisterrleth3129 thanks for sharing =) I would run Takagi personally if not for the premo commanders. Kondo is great tho! You're right
Hi
Hi
Yeah 32mm pen is cool but Yamato is soooo boring man, good to learn but not to have fun, i'd play Bourgogne or Schliefen any time of the day, any LT BBs for that matter, except GK, poor girl getting 0 love
Though i like the fact that you can safely say what are the 4 strongest LT BBs in any order and most people wouldn't disagree
To each their own!
(Very long post) I stopped playing wows. It has been over a year and I am happy with my decision to play World of Tanks instead. (been playing world of tanks for 8 years, listened to jingles, got some tier 8s in wows legends, and then quit.) The 3 reasons I quit are torps, fire damage, and overpens. Fire damage should be MUCH lower. It should not be something that can't be countered even with a full anti-fire build. Torps are not generally too much of a problem, but the Shima is a menace. Overpens from BBs to smaller ships do not cause flooding.
*Torpedoes* are a little better to deal with, especially with the more agile battleships, but it still feels like MASSIVE bs when you get oneshot by something 6kms away that you cannot even see. The Shima is the main cause of my frustration. I know they are techically easier to dodge than other torps due to speed, but it doesn't matter when they are all dumped at 6kms and are practically on top of each other. It just ruins the game when I am not making mistakes and a shima cruises the border to flank my team and sends a wall of torps at me. I do push up with my team, but I am cautious not to overextend. I do try to be near cruisers and destroyers, but they often yolo and/or go somewhere that would be fatal to me. It literally makes the game feel pointless. Do not get me wrong. I have dodged a TON of torps and even activated Deja Vu music many times, but torps are still BS.
*fire damage*. You can go into a match with the most fire resistant BB build ever and still be burned down in just 2 or 3 minutes. There should be a hard cap on how much fire can affect and already burnt out place. How can a shell start a fire in an area where all possible fuel for the fire has burnt out? Fire should have VERY diminishing returns when re-lighting a burnt area both in damage AND duration. You should only be able to catch fire once or twice per zone on a battleship (Unless the fire reaches fuel or magazine storage in which case you should just detonate.) There are a couple ways fire damage could be revised that would make sense.
0) No changes to how fire works, but more anti-fire build options with increased effectiveness against fires but downsides for other stats. Example - you could have a system that allows you to allocate crew. You could take crew off of spotting and reduce your vision range to reduce fire chance and damage. You could do the same for gun reload, torpedo reload, turret rotation, gun accuracy, etc. This would allow people who hate fire to take a hit on other aspects of their ship in order to take very little fire damage. If someone went all in on fire defense, they would be almost immune, but would have very little view range, very long turret traverse, bad gun accuracy, slow ship turning, slow reload on abilities (Spotter plane etc). This change would allow for people to vastly increase their resistance to fire while keeping the game balanced. It would also force fire-spammers to pick other targets and/or not rely entirely on fire spam.
1) Continual fire damage slowly increases the chance of detonating fuel storage or magazines that is slowly repaired when not taking damage. The increased chance would be higher for a high caliber gun, and lower for fast firing small guns.
There would be a slowly escalating chance to set fire to the magazines or fuel storage if that area of the ship is being hit. This chance would slowly reset after not being hit for a few seconds. This time would be determined by the reload of the ship doing the damage. A ship with a 5 second reload would have 5 seconds (for the reload) + shell travel time at current range + 5 seconds to re-hit the area they are trying to damage. The reason I came up with this formula is that it would be easy to do at close range and very hard to do at long range due to dispersion. This formula would force cruisers and destroyers to get to at most 70% of their max range to be effective depending on accuracy.
2) Fire inhibits crew performace
Fire damage could be significantly lowered in damage (at least 60% reduction. I would want an 80% reduction, just to eliminate fire spam as an effective ship removal tactic) but for the duration, your turning, reload, vision range, and shell accuracy could be reduced. This could be based on the number zones on fire. A single fire would reduce crew effectiveness by a certain percentage. This could be a set percentage, but this would make most BB's less effective at reducing enemy crew effectiveness, which would be fine. The best way I can think of to implement this for BB's to have a 0% chance to cause fire, but have a pen/activation and damage buff. No fires, but big damage on pen. For cruisers, they would operate with a crew performance reduction based on the caliber of the guns. The higher the caliber, the higher the reduction per burning zone. DD's would work the same as cruisers. This system would make fire have powerful utility for cruisers and DD's and could allow for it to be EXTREMELY useful in supporting your own BB's in close combat. It would eliminate dying to fire-spam but itself, but allow for fire spam to be a powerful team support. At the same time, a decrease in overpens for HE shells fired by BB's would be great, as overpens make BB's WAY too weak against lightly armored ships. Light a couple fires on the enemy ship? You just massively boosted the chance of your teammate winning the engagement. Enemy Yamato at long range slapping your team? Setting them on fire would reduce their accuracy, reload, and ability to dodge torps. The reason I like this solution the most is that anti-fire builds would still work. Fire builds would still be useful.
Finally - *Overpens*
How? I just shot a shima with a Musashi and put SIX 18" holes through the side and then bottom of the ship. How is a ship full of gigantic holes not sinking or taking damage? If it is through one side and then the other, I can understand not sinking as the holes are above the waterline, but If it shoot a small ship at close range at the waterline, those holes are gonna be 8+ feet underwater on the other side. On top of that, the overpen has completely bypassed the bulkhead seals, which would normally prevent severe flooding. A DD would sink SO DANG FAST with holes like that. Instead, they take almost no damage, no flooding, and have plenty of time to shotgun-torp you. I understand that WOWS is supposed to operate like rock-paper-scissors. Cruisers are strong against DD's. DD's are strong against battleships. BB's are strong against cruisers. Instead of rock-paper-scissor, you have BB's basically being the punching bag of everything else. Cruisers burn them down. DD's torp the crap out of them, and BB's can oneshot/slap other BB's. Whilst the rock-paper-scissor thing is somewhat true in-game, BB's do not have a class of ships that they are resistant to the same way DD's resist BB's.
I would love to hear your comments on this. If you think I am wrong, I would really like to hear why. I promise to be civil and polite.
Yeah that was a lot to read bro. Overpens are annoying but flooding from it is just way too much for an arcade shooter imo. It's not supposed to be a battle simulator.
Shima conceal is ridiculous, needs nerfed, will agree there.
And fire spam is annoying but with more experience it's not as difficult to deal with. Sometimes you'll get burnt down sure, but 3/4 times it's due to bad positioning.
Again just my .02 cents
Wait what.. submarines? I sincerily hope you are joking.
what you mean (when sub coming 👀👀) !? are they going to put in game 🤬🤬🤬!?
Didn't live up to the hype. Very disappointing. Returned it to WG (without compensation). Won't do that again.
Too many people play that ship all you see in legendary tier shit gets old but no disrespect bud just saying lol
Dude there are 2 subs listed on the wows page not the world of warships legends there's 1 in the u.s.s.r sub S-189 the other is Japan sub I-56 both for the price of $43.20 USD