Having spent enough time & effort along with boat loads of experience & credits you have proudly bought your first BB XI. Either the long range Iowa, the accurate H39, the devastating Yamato, or the speedy and sleek Vanguard
All tier 11 battleships do not have secondary he guns. This means your DPS is limited to your main guns reload time.
However they have the longest range and most powerful guns on the sea. Tier XI's also have the highest amounts of DP in the game so far most sport a formidable AA complement with long range and damage capability. High tier BB's are quicker than previous ones.
But being in a top tier ship whilst every other players is in a tier 10 or less means you are public enemy number one. Every ship will be itching to shoot every form of high explosive destruction they can at you under the sun.
Congratulations, you will now become the biggest electro-magnet of shells and torpedoes ever, good luck.
Play to your strengths: range, high damage, speed and accuracy.
Be aware of weaknesses: slow turn rate, long reload times, easy to hit and bomb.
I've underlined range, because you will definitely want to use it. Once you are in the range of other battleships and heavy cruisers they will target you and that is exactly what you want to avoid: being in the range of several enemy ships at once.
Your speed will allow you to dictate the flow of battle. Push other battleships back by pinging them with a salvo or two. Then watch for support ships rushing in to attack you. If you stray too close to a few enemies, speed away back to the safety of your team.
Stay within the safety net of your team. Going it alone gives your enemy an invitation to attack you whether they can successfully destroy you or just strip your armour and be a nuisance.
Also make it a habit of targeting ships you are designed to hit. Prioritize other battleships and Heavy cruisers that stray too close. It's pointless to attack distant apa's & dd's as most shells will miss and you will be wasting your shells and overall battle effectiveness in the process.
Initially It's far better to land more shells on an enemy battleship dealing upwards of 30k damage rather than missing the majority of shells on a ship who is far away and never going to harm you.
Learn to focus fire and prioritize weakened ships. If you see a half damaged ship that will bug-out try to sink it. Sinking it results in one less enemy firing at you and makes your life that bit easier.
I've seen this many many times where players will target the nearest ship to them, when a ship a little farther away is close to being sunk. In certain circumstances (maybe a crippled BB 9-11) you may want to pursue it to remove its effectiveness from the battle.
Evaluate targets worth shooting. Some targets may be so crippled that you could be wasting your shells on them, while other nearby ships can take them out. Target a new ship and leave the crippled one to your allies. If there are no allies around you finish him off yourself, but switch firing to gradual mode and only use what ammo is necessary to sink them.
High damage is only as good as your accuracy, spread and personal aiming skills are. If you are constantly missing shells your damage output will be reduced and your overall contribution to the team effort will be low.
The best items for tier XI's are the boiler enhancement, and a reload item.
You want to be fast, and reload more quickly in general matchmaking battles. You will probably want some armour. How much is up to you.
In Harbour Assaults you will definitely want to repair more quickly to keep your ships from sinking. Equipping an advance repair crew will increase your battle endurance.
Armour is good for matchmaking. Speed is just as valuable for tier XI than taking a few extra hits. Maybe 1/1 Belt/Deck is sufficient. Don't over estimate the value of armour: it's helpful yes but it doesn't make you invincible.
Think of armour as a limited buffer of dp. It never lasts forever. And it will slow you down the more you have. It really depends on your play style and the battle situation. In matchmaking you may want a bit or a lot. In fleet battles, speed might be more crucial to attack and withraw instead of having that dp buffer. Time will tell.
Bear in mind that tier XI's won't be the top of the tree for long, as tier XII's have already been leaked by the devs. And will probably be slightly quicker, tougher, dealing more damage and having even more range.
All tier 11 battleships do not have secondary he guns. This means your DPS is limited to your main guns reload time.
However they have the longest range and most powerful guns on the sea. Tier XI's also have the highest amounts of DP in the game so far most sport a formidable AA complement with long range and damage capability. High tier BB's are quicker than previous ones.
But being in a top tier ship whilst every other players is in a tier 10 or less means you are public enemy number one. Every ship will be itching to shoot every form of high explosive destruction they can at you under the sun.
Congratulations, you will now become the biggest electro-magnet of shells and torpedoes ever, good luck.
Gameplay Changes
Play to your strengths: range, high damage, speed and accuracy.
Be aware of weaknesses: slow turn rate, long reload times, easy to hit and bomb.
I've underlined range, because you will definitely want to use it. Once you are in the range of other battleships and heavy cruisers they will target you and that is exactly what you want to avoid: being in the range of several enemy ships at once.
Your speed will allow you to dictate the flow of battle. Push other battleships back by pinging them with a salvo or two. Then watch for support ships rushing in to attack you. If you stray too close to a few enemies, speed away back to the safety of your team.
Stay within the safety net of your team. Going it alone gives your enemy an invitation to attack you whether they can successfully destroy you or just strip your armour and be a nuisance.
Also make it a habit of targeting ships you are designed to hit. Prioritize other battleships and Heavy cruisers that stray too close. It's pointless to attack distant apa's & dd's as most shells will miss and you will be wasting your shells and overall battle effectiveness in the process.
Initially It's far better to land more shells on an enemy battleship dealing upwards of 30k damage rather than missing the majority of shells on a ship who is far away and never going to harm you.
Learn to focus fire and prioritize weakened ships. If you see a half damaged ship that will bug-out try to sink it. Sinking it results in one less enemy firing at you and makes your life that bit easier.
I've seen this many many times where players will target the nearest ship to them, when a ship a little farther away is close to being sunk. In certain circumstances (maybe a crippled BB 9-11) you may want to pursue it to remove its effectiveness from the battle.
Evaluate targets worth shooting. Some targets may be so crippled that you could be wasting your shells on them, while other nearby ships can take them out. Target a new ship and leave the crippled one to your allies. If there are no allies around you finish him off yourself, but switch firing to gradual mode and only use what ammo is necessary to sink them.
High damage is only as good as your accuracy, spread and personal aiming skills are. If you are constantly missing shells your damage output will be reduced and your overall contribution to the team effort will be low.
Items
The best items for tier XI's are the boiler enhancement, and a reload item.
You want to be fast, and reload more quickly in general matchmaking battles. You will probably want some armour. How much is up to you.
In Harbour Assaults you will definitely want to repair more quickly to keep your ships from sinking. Equipping an advance repair crew will increase your battle endurance.
Armour is good for matchmaking. Speed is just as valuable for tier XI than taking a few extra hits. Maybe 1/1 Belt/Deck is sufficient. Don't over estimate the value of armour: it's helpful yes but it doesn't make you invincible.
Think of armour as a limited buffer of dp. It never lasts forever. And it will slow you down the more you have. It really depends on your play style and the battle situation. In matchmaking you may want a bit or a lot. In fleet battles, speed might be more crucial to attack and withraw instead of having that dp buffer. Time will tell.
Bear in mind that tier XI's won't be the top of the tree for long, as tier XII's have already been leaked by the devs. And will probably be slightly quicker, tougher, dealing more damage and having even more range.
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