This ship have unholy firepower. "Moffet of heavy crusers", I would say. By the way, very quality review. Very liked analisys of angle of shell impact. Keep it up!
There is a "quick" way to put your secondaries on AA duty. It's in the controls: "Main and auxiliary calibre firing with one button" and it's rather easy to switch it on/off during battle. Also, thank you for showing me how to blow this thing up with my Eugen!
A really great Video, please more of that. Unfortunately I face massive FPS drops lately while playing big ships that hinders me to use them frequently.
I don't know if you agree Napalm but this ship is a gun nut brother to the Cleveland and a bully for the moffets. Ive played around 30 matches whit this ship and it littary eats Helenas and Eugens for breakfast. Battleships and battle Cruisers have a hard time survive whit the insane amount of ammo this thing can throw out
@@justhuh3766 Angle the ship stand behind an island OR pick the biggest targets first. Many people usely wants to go for the easy targets but the bigger targets is the main priority for my part. Close combat ship aim for the cannons and then pick apart the ship. Finesse at sea
G'day Napalmratte, First off FML there goes at least two paragraphs CURSE YOU YT CRASHING!!! warning ramblings ahead. Anywho back to writing again but your reviews are informative as always and a side of good ol' Drachinifel, but your points on ammunition consumption and magazine placements reminds me of two ships. First off ammunition consumption yeah in EC yeah it'll be annoying having to go back to a port and reloading (especially since that shit can take 20+ minutes), Maybe we need AO's added to TT's just for this but it reminds me of the Type 41 frigate which can fire off all it's ammunition in 15 minutes but luckily for Newport News she's a bluewater ship so no -72000 plus ammunition costs for it like that frigate has unfortunately. Secondly that raised magazine weakspot is like with the JDS Ayanami which has a raised magazine for the superfiring turret and that is an incredibly painful weakspot due to repairs so that'll be a similar feeling for me. Anywho the Newport News will likely be a mean ship especially if you incorporate ranging shots into standard shooting which will result in a constant stream of 8" shells. Also the HAA will be nasty but close in HAA is meh especially being Mk.22 barrel 3" guns in Mk.33 mounts as not only do they jam after 26 shots they're exposed mounts an the VT trigger radius is arse for such a small shells (wishful thinking we could select ammunition for tertiary batteries as AHPE shells are great against aircraft), Still plus side bluewater ship and a tertiary weapon means no ammunition costs especially as a rank V as with the Ayanami it's 6700 sl a belt). Still a 30k cost is a surprise but I suspect it'll go up as the similar cruiser Tiger is 30k, So either that drops or the Newport News goes up.
@@ThatZenoGuy Based the navy journal about those guns and information from navweaps, there was time fuze setter in the loading arm and HE got time fuzed detonator. So no VT / proxy. I was surprised too.
@@frantavomacka2882 VT and MT fuzes were interchangable, same size, the 8 inch guns could fire VT fuzes. No different to how the impact fuze was the same size as well.
It can overwhelm predreadnoughts and early Battle cruisers, but it Takes practice, rel. short Ränge and decent aim and the element of surprise. Vs normal BBs at range, ya nothing but food
I was gonna leave this ship on my account, but after i saw that crew skills somehow affect AUTOloader time i am gonna sell this thing just as 2 other shits and buy next overpowered thing. And then i am gonna bully more people into uninstalling this game. Thx Gaijin.
Hey bro, that Alaska you ammo racked...it was me. And the funny thing is , I never realized that it was you ! I'm a fan of you and watch regularly your content, I I suddenly fell this part of your gameplay very familiar 😂...hope to see you again soon, and of course, keep up the good work !
Seriously lmao, what IS with how Gaijin seems to give Russian shells absolute faithful-to-the-claim treatment? I sincerely doubt a 180mm AP shell has THAT much better performance over a 208mm from 6 years later.
sekrit dokuments tovarish ))))) jokes aside (only partially joking though) The soviets used very high velocity guns/shells which does result in higher penetration, but the downsides of which (which isn't felt in game) is a much lower barrel life.
@@John_McCarthy1 >jokes aside (only partially joking though) The soviets used very high velocity guns/shells which does result in higher penetration, but the downsides of which (which isn't felt in game) is a much lower barrel life. And low accuracy, but ingame Russian guns have the highest accuracy in all modes.
@@John_McCarthy1 No, it would be because excessive velocity is a well known way to reduce accuracy because it requires supreme quality control and finesse. Guess what soviets didn't have much of?
@ThatZenoGuy quality control is also not felt in game, which will be unfortunate as we get more soviet paper ships (that they wouldve never have been able to complete in real life). If all other things are the same a higher velocity of shell/bullet does not make a gun more inaccurate. In fact a higher velocity (all things the same) may lead to a higher accuracy because it leaves less time for wind and or gravity to influence the round.
I was playing with Hyuga and I noticed SAP don't explode after the penetration, I do some research and a lot of people have the seme issue ween fire at Destroyers from the side
I was obliterating everything I saw in that ship, even before I got repairs and fire suppression. The only time I had issues was targets behind a land mass the obscured observing the spash for range correction.
Tbh always loved how WT SH AP 8” shell has less penetration at range than Admiral Hipper 203mm AP (which performs better than 203mm past 10km) But because this is war thunder we get glass cannon Des Moines class cruiser…
It doesn't really worth talking about the armour, because her scheme is wrong in usual fashion. The 5" bulkheads are simply wrong. They were only 19.05 mm in reality. Zara's AP penetration are "bugged" currently. It shouldn't be all that different from Hipper's.
The ship sits too high in the water, if this ever gets fixed it will pretty survivable because it’s ammo will be below the waterline. Gaijin prob won’t fix it though .
Makes sense when you think about it. The ships were designed with full load in mind, so with their WWII loadout they're displacing enough water for the magazines to be below the waterline. By 1962, they've removed enough hardware and weight that the ship is light enough to sit higher if they don't ballast it down with something else.
@@Sksniper128 Not even close to cause such discrepancy. Try finding 1993 images while she was about to be scrapped. Then compare the waterline on the picture with the in-game waterline.
Because HE is bugged and phases through armor, especially when firing on Battleships. I played a game in a Cleveland the other day where I ammo racked 3 battleships with HE scumming. two of them were within a minute of each other.
Im not sure about your shell pen graph btw. with diffrent velocity and weight of diffrent shell, their impact angles are varier with same distace, same target. which means, if you fix distance and impact angle for diffrent shell, that means their targets are the one that chage. In same distance, if havier shell impact flat horizental deck armor, lighter shell has to impact angleed upward armor like (shell)--> //(armor) to achive same impact angle. but noone want to design their deck like this. we may need new graph that fix its target distance and armor shape(angel, thickness), after that, you can measure penentration posibility along various shell's various impact angle. or if you want fix impact angle, distance should be the one.
The newest addition to my ever growing "hangar decorations" vehicle collection! Definitely not want to play any cruiser on 6.3 where I'm forced for fight with ships I can not effectively deal damage to. Also I never take out more than 50% ammo to reduce detonation chance. + I already have bad experience with the Alaska facing proper 7.0 BBs, but at least that has good AA, if someone is crazy enough to try to spawn in a plane in 7.0 naval.
@@TomPrickVixen yes they suck but they also have 2x1000 pound bombs available. I actually had some fun leveling them in arcade air battles. I think they're 6.7 but if you run just one of them in your line up it'll search for a 6.3 match. There's a high potential for seal-clubbing. 🙂
@@ansongarcia4747 Yea that's the other thing; if i try to play anything from 9.7-10.3 i end up on 10.7 do to the tornado (+ T80) hype, but if i try a 11.0 I end up on 11.7 anyway. So I bet anything in naval above 5.0 ends up on 6.3 as well. Maybe I should play BBs now?