Can we see Flandre next ? How is it holding up today and are the secondaries still worth it, since its kinda the only french secondary BB, i remember it was number 1 secondary dpm a long time ago too, with those 100mm that can't pen paper xD
It's fun in Ops, the crappy pen on the 100mm guns doesn't matter so much 'cause there's lots of lower tier ships around. I wouldn't play it in randoms though, it just gets smashed and can't do anything in return.
@@muffinswasshoi3731 yeah, pretty sure that if the 100mm could pen all superstructures and DDs without IFHE the ship would be kinda broken though Fun how its one of the best tier 7 on Legends with its buffs
The main issue with Flandre's secondaries is the accuracy. Flandre's secondaries doesn't have german BB or Massa/Schlieffen improved secs dispersion. This mean that you're forced to use the manual secondary skill to hit anything....and even manual secondary maxed out (barely more accurate than a Massachusetts/Zieten without it)....Flandre's secondaries have trouble hitting who's 8km away from her. I have heard that Flandre has Massa sec dispersion in Legends and RU/Mir Korabley which is a good thing.
"torpedoes direct front, torpedoes direct front, torpedoes to port, torpedoes to stern, torpedoes to starboard, torpedoes to port, torpedoes to stern" lolololol torpedoes everywhere!
I like the idea of the Goliath, but she's so clunky and gets vaporized if a Monty or Yamato even sneezes in it's direction at under 15k. From a BB perspective, Hindenburg is more annoying to play against.
Well buddy, I was wrong. I literally scrolled through the entire history of my feed and finally found it. Sea Lord did it two weeks ago. Not PQ. My apologies buddy. I stand corrected.
The main issue I have with the Goliath is that Henri IV exists. Goliath gets an extra turret sure, but has a 5.5s longer reload, ~2km less range, and only gains 2% fire chance and 450 HE damage, while having weaker AP. Even Zao is a better HE spammer than Goliath, having the same number of turrets, a 4.8 second faster reload, effectively the same range, better AP and FAR better dispersion. I might be just disappointed because of how the British CAs were advertised to us, they were going to be the new tanky cruisers. They were going to be the up close and personal CAs that could tank most BBs while having larger than normal guns giving them better alpha strikes. Then we got them, and the only decent armour on the entire ship is the deck everywhere else the Brit CAs are made of paper, her guns are nothing special if anything they are worse than standard 203mm guns, and then not long after we got Petro. The ship that is exactly what Wargaming was telling us Goliath was going to be including having amazing AP. Something else Goliath was going to have.(Goliath at one point in testing had a 15s reload and improved pen angles on her AP. Two things the ship could really use back.) The only real benefit Goliath has over her competition is that she gets a superheal. With two charges base, nearly putting her heals into a "to good to use" club. Alpha damage you want Venezia/Petro, DPM you want Worcester/Minotaur, tanking you want Petro/Hindy, Fire spam you want Jinan//Henri IV/Zao. There is never a time where Goliath is the best ship for the job and that sucks. Edit: The talk of the "passive meta" reminded me, by definition the "M.E.T.A."(Most Effective Tactic Available) isn't passive. Everyone just plays passively because the game encourages the passive play through not rewarding properly anything other than raw damage. Why push forward and use your Battleships armour and HP, when you can sit at the back of the map spamming HE and get in the top half of your team with a sub 20% hit rate and lose. The game tells players that what they did was right by putting them high on the score board for their fire damage that didn't matter, and their tickle of HE damage that very likely cost their team the battle. The meta of Warships is controlled aggression. The more aggressive team always wins, as long as the team that is being aggressive doesn't just mash W and rush into death. The meta is knowing when to push and when to hold back to counter the other teams pushes. I'd honestly be interested to know how your final battle went as a result, because based on where each team was. I would guess that your team won, purely because your team had already won the other flank and had pushed through. Main issue with Wargaming trying to "fix the meta" is that they haven't really done much to break it, it's been CCs and the players themselves who have dictated the meta. All Wargaming did was teach the bad players a bad lesson when they added Dead-Eye. Bad players learned sitting at range and spamming HE got them results. So that's what they do now, so they can claim they are "doing their job" or "pulling their weight" because they are in the top half of the score board. Now Wargaming could mess with the economy of the game and that would likely fix things, but no one would like that. They could take your suggestion and make BBs/Ships in general more inconsistent at long range and more consistent at close range, and people would still play mostly passively because HE works regardless of range, and with the fire chance on BBs, you only need 1-2 shells to land to potentially get 20k+ damage. The only real solution everyone would like is going to be CCs and players pointing out the correct ways to play, hammering home controlled aggression and pointing out how blowouts actually happen(one team is super passive while the other team is super aggressive). Otherwise it's going to be down to Wargaming to nerf the economy and reduce the earnings from HE damage, and healed damage in general. That would make the game less passive nearly overnight, because if you aren't rewarded for damage that gets healed, you NEED to push in and make sure you are dealing permanent damage. I'll stop rambling now before I end up causing another long argument thread. Also yes I type like I talk and I do tend to just ramble unless there is someone to shut me up.
Across the board 10% nerf to fire chance and damage from HE and SAP ammunition. So, for example, a 30% fire chance would go to 27%. Buff AP damage across the board by 5%. Don't change the economic calculations, change the actual damage mechanics (which would in turn affect those calculations).
@@thawedcavebearSorry ahead of time for the novel in response. TLDR: All lowering HE damage and fire chance would do is raise the reward payout HE spammers get, and raising AP damage only lowers the reward payout AP only gets. As the less damage HE does the more damage there is to burn with fires that is 100% recoverable, and the more damage AP deals the less HP can be recovered ever as pens are on average only 50% recoverable. Okay so lets do a little maths here, 10% less fire chance and HE Damage on Montana. 3.6% lower fire chance and 570 less damage per shell. It's still got a 32.4% fire chance and 61,560 potential HE damage per salvo. That really doesn't change anything. Even with a 5% AP damage boost, it's already over 2x more damage to get a single AP pen from Montana than getting an HE pen. People will still choose to spam HE from range. Let's look at everyone's favourite HE slinger Conqueror. 7200 HE damage and 48% fire chance. 10% less of each would be 720 damage less, and 4.8% less fire chance. She would still have 77,760 potential HE damage per salvo and a 43.2% fire chance. And again, she already deals nearly 2x damage from a single AP pen compared to a single HE pen. People still choose to lob nothing but HE. Lets switch gears here and look at fire damage, each fire is 0.3% of the targets HP per second. So even at 30 seconds of fire that is 9% of a targets HP. Most Battleships run only 2 of the fire duration reductions so lets say on average a fire burns for 42 seconds. That's 12.6% damage. So that single HE shell from a Montana that causes a fire, against another Montana is now dealing 1710+12133, and that damage can be healed while it's happening so by the end of all of this the red Montana has taken around 14k damage, but has lost basically nothing. Meaning all that has happened is the blue Montana has been given ~14% HP of economic reward that hasn't changed the battle state. Montana gets 5 heals at ~20.3% healing per heal with no modification, so effectively against HE and fire damage Montana has ~201.5% HP. (not completely the full amount because HE pens are only 50% heal-able but deal far less damage as well leading to more HP being lost to fires) Against AP pens the Montana heal can only restore 50% of that damage. Citadel damage is only 10%. So that means when facing down nothing but AP damage Montana can only have a maximum of 150% HP. Citadel damage 110% HP. Spamming HE not only leads to higher damage numbers for the player doing it, but also leads to more HP being available in the battle to farm out. That is why the economics of damage dealt would need to change, because simply lowering HE damage would just make it even easier to farm out more damage and rewards, and raising AP damage would simply lead to less reward for AP. I know that sounds ass backwards, but it's how Wargaming does reward payouts. The % of ship HP done is all that matters. Making HE the best way to farm economic rewards, and thus causing players who do nothing but spam HE to be high on the score board because they dealt the highest % of damage to the other team, even though a large portion of their damage didn't stick and ultimately didn't matter.
@@Stephen__White Your math shows you understand the mechanics, but the way you suggest we should understand these changes' effect on the game is not good. It would take more HE shell hits, which you might not get, and more time, to get the same amount of fires and direct damage, with such a change. This would lower the effect of HE most of the time, and force players to put in more work if they wished to do damage via HE shells. A simultaneous slight buff to AP damage would increase the effects of maneuvering forward and otherwise putting in the work to get the angle, increasing rewards for maneuver warfare and high level AP gunnery. Another way to think of this is: you might not get that HE damage after all, because your shells would take longer to do the same amount, and the target might be dead earlier to someone's AP rounds, which would be rewarded more. A change such as I suggested would have a positive effect on game play, and would limit the rewards of HE spamming.
i really wish WG would let us mount/demount equipment for free for 10 games so we can see what works on each ship before settling into a specific build. it would be even better if we could have 3 separate builds, one for each main battle type of ranked, randoms, and coops. each has its own playstyle.
A ship I play well in, it does hit hard and it gives consistent damage, but requires a bit of help to get the better games out of it. Kite and burn is the idea.
Since its launch, I believe the ship has the best firing rate and fire chance balance in the game. The reload speed is ideal to cover the entire duration of BB's damage control(which means those unlucky bastards will get 2 fires once they just finish repairing 1). Of course, there are ships like cobert and smlsk, they are setting fire by the count of seconds (On average, they set 1 fire every 8secs), but the problem with these ships is the significant lack of alpha damage and armor penetration ability. Sadly, the game environment has become so bad, that the reload mod Goliath can now only live in special modes, what a shame.
Well, I have revisited Goliath not so long ago. It still punches like crazy with its HE and burns like hell. But it has basically no survivability whatsoever. Superheal does a job on this matter, but only a bit. So playing with range mod is a must. But it can still do in a battle.
I acutally find it's pretty suvivable, it has a long reload and really good rudder shift and acceleration so you can duke adn jink between salvos and you can get yourself angled again so that most things bounce - every now and again you'll get hit in the shottrap citadel at the back but as long as you have some angle on it's generally okay. Problem is that you have to play it at range so you can disengage and heal up (as potato failled to do in his last game) still it will burn down nearly anything if left to operate effectively really hard to push in against
Very fun ship. One time got 92k from fires in a 176k dmg game. 15 fires. Over 100 shell hits. Tons of decently tanky bbs. My best work ever. Tried other ships and got rusty with this one since.
Before I played Goliath quite often, but right now I play Defence if I want to play British heavy cruisers. Similar role, less tanky but you have better reload and AP.
Hey! I'd love to see the Arizona or Abruzzi played on your channel! They're two of my favorites and ones you don't see much, even though they're still really good.
@@MartialEmperor6344 not at all! Devonshire and Surrey are both v good for their tier, I didn't rly like albermarle, drake and Goliath both powerful! Basically just tanky HE powerhouses 😂
@@nathanhubball o well that's nice to hear and really the first time Ive seen someone say that the line is good..though other than firing one HE salvo and then getting killed or most of the time doing nothing is all I've seen players do in the lower tiers of Goliath line except for Drake and Goliath themselves and I don't see them played in any match except for the low tiers like very scarcely
@@MartialEmperor6344 I think Devonshire/Surrey were probably the standouts for me! The 203mm hits hard at tiers 6/7 and the heal makes them pretty survivable so long as you're sensible and don't broadside bbs (I liked them sm I bought London which with the smoke gives it a different feel)😂 with the albermarle it's not that it's bad ship, just that imo I got pretty bored of 203mm guns and just wanted to move to 234mm but again it's competitive when played right - I rly wanna get Cheshire but dk if it ever goes in sale now...
@@nathanhubball haha gl well I might try this line in late game but for now I'm grinding for BBs and then completing Worcester and Henri lines 😂..(almost have both fully grinded with enough XP for the t9s) though I would rather skip he t9 of Worcester line
If you don't want to camp at 20km, try Surrey. Brawling at under 10km is great fun. I've spanked a few Gneisenaus brawling in mine. Definitely pucker factor but good fun.
Well Marseille has somewht french dispersion meaning sometimes it's troll and sometimes it's pretty nice other than that it burns a lot but on the flip side it has very strong guns and it can dodge a lot of hellfire from other shis
I have played clanbattles with it as a kiter. Often been fighting condé and came on top because the goliath just lives and becomes a wall. If u dont deal a lot of dmg in a very short time you will just lose to it.
The meta is the reason I don´t play Randoms very often. I much prefer game modes like Brawls for example. You don´t make as much in credits or XP, but it´s a lot more fun to play, at least for me anyway.
I had 2 games in which people played Jacksonville would love it if you have that and could play it It's i think superwoster with improved HE DMG as the f key
Yeh it's disgusting I faced it about 3 times and one time I got F keyed by its HE and the HE was doing unbelievable dmg to my BB like it only took 10 secs for me to die from full HP in wujing idk wht happened
veneizia really needs range mod if u dont hv sensonetti capt. but she can reliably hit thanks to quick shells. i tried range mod goliath but those shells are orbital and very difficult to hit at long range
Tbh I have to say that I dont have an issue with playing with mods and the speed display mod I believe to be somewhat iffy but still alright. The smoke centre mod just feels like cheating to me, wargaming should ban that, its like wall hacks for Italian and Commonwealth ships. I would prefer if you would play without it, just because I feel a decent amount of people play without this advantage and I think it shouldn't be normalised to have extra tricks like that, but whatever you do I'ma keep watching. I would really like to see another a. Regolo video
Bro, get a PC for wows. I've played over 800 battles in console and it really isn't my cup of tea. Y'all get some god awful dispersion in BBs and DDs are gods.
I enjoyed the video. The salt didn't bother me because it's true at the end of the day. I have Goliath and was taking mental notes because I want to improve my game. What ship should be next? I'll vote Kleber.
I am interested in grinding the line i know that the albermarle is a painful ship but still I'm hoping that the superheal works like a superheal cause of the better armour unlike the mino line where the superheal only works against HE..how would u rate the whole line?
@@MartialEmperor6344 yeahh the whole line is really really bad. Plain bad I can say. But if you can grind free xp, the Goliath is worth it. Line: 3/10 Goliath: 7/10, (correct build: 8/10)
Ship request: Minnesota. I see way too many people shitting on the floating brick of a ship. As long as you can shoot straight she is a beast especially in brawl, even if she is a bit slow
Hey PQ. I'd like to please request 2 things. 1. Can you please mute the battle music? It's on you...but a request from my side! 2. Can you play Black next?
the problem with goliath is zao exists. Her playstyle relies too much on setting fire. 18s base reload is too painful for a cruiser. She can't trade with anything at mid range even with tricky armor and superheal. Her abysmal concealment and rudder doesnt help either
With cunningham, Zao doesnt make sense due to her terrible sustainment. Zao doesnt get the odd armor like it used to. Thats Henri and Conde who get that gimmick now. Zao is just more accurate. Goliath is the much better ship, the torps are more usable and wont get you killed, and the heal and spaced armor on Goliath makes you 3x more useful in clan battles and ranked than the Zao is. Zao needs the Aoba treatment: 11 second reload on Japanese 8" guns, and a 48mm deck. There are ships that get better concealment than Zao's 9.9, which does nothing these days with plane spotting and subs, you're just 457mm plaything. Zao is good at one thing: high alpha strike HE on destroyers when using legendary mod in slot 6. Trust, I know because Zao is my most played ship, and purple stats, and I hate how its been power crept.
@@Omaba_Baba my point is Goliath and zao share the same role, same playstyle but playing the zao is infinitely more entertaining. Indeed it’s risky and punishing but moving up close and blowing a dd out of the water while every ship on the other side was kiting at 20km range is fun And yes, im a zao main too
Imagine if WG reworked the game to the point where battleships could tank and brawl and be rewarded for it. Unfortunately, virtually every change they make reinforces the stale 'camp from spawn' meta.
Can we see the Gronningen? Isn`t it a good credit farmer in 2024?
Or Fries for us hipsters... when was the last time we had a fries vid?
Yes add the 9 minutes of pure hate you can vomit out tier vs tier and smoke. Angry smoke screen.
🙃
Yes it is Groningen is one of the best credit farmers and a pretty good DD
Can we see Flandre next ? How is it holding up today and are the secondaries still worth it, since its kinda the only french secondary BB, i remember it was number 1 secondary dpm a long time ago too, with those 100mm that can't pen paper xD
It's fun in Ops, the crappy pen on the 100mm guns doesn't matter so much 'cause there's lots of lower tier ships around. I wouldn't play it in randoms though, it just gets smashed and can't do anything in return.
@@muffinswasshoi3731 yeah, pretty sure that if the 100mm could pen all superstructures and DDs without IFHE the ship would be kinda broken though
Fun how its one of the best tier 7 on Legends with its buffs
The main issue with Flandre's secondaries is the accuracy.
Flandre's secondaries doesn't have german BB or Massa/Schlieffen improved secs dispersion.
This mean that you're forced to use the manual secondary skill to hit anything....and even manual secondary maxed out (barely more accurate than a Massachusetts/Zieten without it)....Flandre's secondaries have trouble hitting who's 8km away from her.
I have heard that Flandre has Massa sec dispersion in Legends and RU/Mir Korabley which is a good thing.
Henri would be awensome
We need to see a mikasa gameplay!
Honestly? Yes!
YES
bro that game chat in the second game lol
"torpedoes direct front, torpedoes direct front, torpedoes to port, torpedoes to stern, torpedoes to starboard, torpedoes to port, torpedoes to stern"
lolololol torpedoes everywhere!
I would love to see the Roon next, never seen it on this channel...
I like the idea of the Goliath, but she's so clunky and gets vaporized if a Monty or Yamato even sneezes in it's direction at under 15k. From a BB perspective, Hindenburg is more annoying to play against.
yeap hindy and roon are really annoying as a bb
still asking for A. Regolo, how to play it solo (not in div) as it is superhard to play it, ty for content PQ
That would be fun to see!
im a little behind on the requests. so unlikely to win, but how about a benham run? some torp bote love
We would love to see your opinion on Alabama. A classic american BB.
Sweet Home Alabama!
He literally just did that ship. Go look at his history videos.
@@shadthompson9297 I don't see it in his video listings anytime in the last 12+ months. Is it included in a video with a different title?
@@shadthompson9297 Sea Lord Mountbatten did a video on Bama recently, not PQ
Well buddy, I was wrong. I literally scrolled through the entire history of my feed and finally found it. Sea Lord did it two weeks ago. Not PQ. My apologies buddy. I stand corrected.
@@paragrog yea, just finally found it. You're right.
I recently picked up the Black. Would love to see you play the Black and what build you recommend.
Flandre please, request coming out of Flanders 😂😂
Leuk om te weten dat ik niet alleen ben!
@@secutor7142 🤪🤪 nog een vlaming
Get to greedy for damage and you usually get wrecked, lessons learned. Good video, like the Goliath.
Good old Hindenburg, one of my favorites, could you feature her again?
The main issue I have with the Goliath is that Henri IV exists. Goliath gets an extra turret sure, but has a 5.5s longer reload, ~2km less range, and only gains 2% fire chance and 450 HE damage, while having weaker AP. Even Zao is a better HE spammer than Goliath, having the same number of turrets, a 4.8 second faster reload, effectively the same range, better AP and FAR better dispersion.
I might be just disappointed because of how the British CAs were advertised to us, they were going to be the new tanky cruisers. They were going to be the up close and personal CAs that could tank most BBs while having larger than normal guns giving them better alpha strikes. Then we got them, and the only decent armour on the entire ship is the deck everywhere else the Brit CAs are made of paper, her guns are nothing special if anything they are worse than standard 203mm guns, and then not long after we got Petro. The ship that is exactly what Wargaming was telling us Goliath was going to be including having amazing AP. Something else Goliath was going to have.(Goliath at one point in testing had a 15s reload and improved pen angles on her AP. Two things the ship could really use back.)
The only real benefit Goliath has over her competition is that she gets a superheal. With two charges base, nearly putting her heals into a "to good to use" club.
Alpha damage you want Venezia/Petro, DPM you want Worcester/Minotaur, tanking you want Petro/Hindy, Fire spam you want Jinan//Henri IV/Zao. There is never a time where Goliath is the best ship for the job and that sucks.
Edit: The talk of the "passive meta" reminded me, by definition the "M.E.T.A."(Most Effective Tactic Available) isn't passive. Everyone just plays passively because the game encourages the passive play through not rewarding properly anything other than raw damage. Why push forward and use your Battleships armour and HP, when you can sit at the back of the map spamming HE and get in the top half of your team with a sub 20% hit rate and lose. The game tells players that what they did was right by putting them high on the score board for their fire damage that didn't matter, and their tickle of HE damage that very likely cost their team the battle.
The meta of Warships is controlled aggression. The more aggressive team always wins, as long as the team that is being aggressive doesn't just mash W and rush into death. The meta is knowing when to push and when to hold back to counter the other teams pushes. I'd honestly be interested to know how your final battle went as a result, because based on where each team was. I would guess that your team won, purely because your team had already won the other flank and had pushed through.
Main issue with Wargaming trying to "fix the meta" is that they haven't really done much to break it, it's been CCs and the players themselves who have dictated the meta. All Wargaming did was teach the bad players a bad lesson when they added Dead-Eye. Bad players learned sitting at range and spamming HE got them results. So that's what they do now, so they can claim they are "doing their job" or "pulling their weight" because they are in the top half of the score board. Now Wargaming could mess with the economy of the game and that would likely fix things, but no one would like that. They could take your suggestion and make BBs/Ships in general more inconsistent at long range and more consistent at close range, and people would still play mostly passively because HE works regardless of range, and with the fire chance on BBs, you only need 1-2 shells to land to potentially get 20k+ damage.
The only real solution everyone would like is going to be CCs and players pointing out the correct ways to play, hammering home controlled aggression and pointing out how blowouts actually happen(one team is super passive while the other team is super aggressive). Otherwise it's going to be down to Wargaming to nerf the economy and reduce the earnings from HE damage, and healed damage in general. That would make the game less passive nearly overnight, because if you aren't rewarded for damage that gets healed, you NEED to push in and make sure you are dealing permanent damage.
I'll stop rambling now before I end up causing another long argument thread. Also yes I type like I talk and I do tend to just ramble unless there is someone to shut me up.
You forgot the improved HE pen on Goliath.
Across the board 10% nerf to fire chance and damage from HE and SAP ammunition. So, for example, a 30% fire chance would go to 27%. Buff AP damage across the board by 5%. Don't change the economic calculations, change the actual damage mechanics (which would in turn affect those calculations).
@@Zebuleb57 VS 40 doesn’t really give you anything though
@@thawedcavebearSorry ahead of time for the novel in response. TLDR: All lowering HE damage and fire chance would do is raise the reward payout HE spammers get, and raising AP damage only lowers the reward payout AP only gets. As the less damage HE does the more damage there is to burn with fires that is 100% recoverable, and the more damage AP deals the less HP can be recovered ever as pens are on average only 50% recoverable.
Okay so lets do a little maths here, 10% less fire chance and HE Damage on Montana. 3.6% lower fire chance and 570 less damage per shell. It's still got a 32.4% fire chance and 61,560 potential HE damage per salvo. That really doesn't change anything. Even with a 5% AP damage boost, it's already over 2x more damage to get a single AP pen from Montana than getting an HE pen. People will still choose to spam HE from range.
Let's look at everyone's favourite HE slinger Conqueror. 7200 HE damage and 48% fire chance. 10% less of each would be 720 damage less, and 4.8% less fire chance. She would still have 77,760 potential HE damage per salvo and a 43.2% fire chance. And again, she already deals nearly 2x damage from a single AP pen compared to a single HE pen. People still choose to lob nothing but HE.
Lets switch gears here and look at fire damage, each fire is 0.3% of the targets HP per second. So even at 30 seconds of fire that is 9% of a targets HP. Most Battleships run only 2 of the fire duration reductions so lets say on average a fire burns for 42 seconds. That's 12.6% damage. So that single HE shell from a Montana that causes a fire, against another Montana is now dealing 1710+12133, and that damage can be healed while it's happening so by the end of all of this the red Montana has taken around 14k damage, but has lost basically nothing. Meaning all that has happened is the blue Montana has been given ~14% HP of economic reward that hasn't changed the battle state.
Montana gets 5 heals at ~20.3% healing per heal with no modification, so effectively against HE and fire damage Montana has ~201.5% HP. (not completely the full amount because HE pens are only 50% heal-able but deal far less damage as well leading to more HP being lost to fires)
Against AP pens the Montana heal can only restore 50% of that damage. Citadel damage is only 10%. So that means when facing down nothing but AP damage Montana can only have a maximum of 150% HP. Citadel damage 110% HP.
Spamming HE not only leads to higher damage numbers for the player doing it, but also leads to more HP being available in the battle to farm out. That is why the economics of damage dealt would need to change, because simply lowering HE damage would just make it even easier to farm out more damage and rewards, and raising AP damage would simply lead to less reward for AP.
I know that sounds ass backwards, but it's how Wargaming does reward payouts. The % of ship HP done is all that matters. Making HE the best way to farm economic rewards, and thus causing players who do nothing but spam HE to be high on the score board because they dealt the highest % of damage to the other team, even though a large portion of their damage didn't stick and ultimately didn't matter.
@@Stephen__White Your math shows you understand the mechanics, but the way you suggest we should understand these changes' effect on the game is not good. It would take more HE shell hits, which you might not get, and more time, to get the same amount of fires and direct damage, with such a change. This would lower the effect of HE most of the time, and force players to put in more work if they wished to do damage via HE shells. A simultaneous slight buff to AP damage would increase the effects of maneuvering forward and otherwise putting in the work to get the angle, increasing rewards for maneuver warfare and high level AP gunnery.
Another way to think of this is: you might not get that HE damage after all, because your shells would take longer to do the same amount, and the target might be dead earlier to someone's AP rounds, which would be rewarded more. A change such as I suggested would have a positive effect on game play, and would limit the rewards of HE spamming.
i really wish WG would let us mount/demount equipment for free for 10 games so we can see what works on each ship before settling into a specific build. it would be even better if we could have 3 separate builds, one for each main battle type of ranked, randoms, and coops. each has its own playstyle.
I’d like to see the Odin please. Trying to figure out a good build and play style.
flandre pls 🙏 No one talks about it ! Videos about it are several years old.
Do you use credit booster consumables or only premium time?
I want to see if you can do ANYTHING with Halford
Do not buy halford I repeat don't ever buy it don't waste resources buy something else
Lets see some Henri action next time!
A ship I play well in, it does hit hard and it gives consistent damage, but requires a bit of help to get the better games out of it. Kite and burn is the idea.
Maybe we can get Vermont next? The good old brick smash machine.
It's so weird how the Drake before it gets spotter, but the Goliath doesn't. Why does going up a tier -to the tier X, no less- leave you with less?
I'd like to see you play the Sims!
I got it through the closed Beta but I think its available through other means?
Since its launch, I believe the ship has the best firing rate and fire chance balance in the game. The reload speed is ideal to cover the entire duration of BB's damage control(which means those unlucky bastards will get 2 fires once they just finish repairing 1).
Of course, there are ships like cobert and smlsk, they are setting fire by the count of seconds (On average, they set 1 fire every 8secs), but the problem with these ships is the significant lack of alpha damage and armor penetration ability. Sadly, the game environment has become so bad, that the reload mod Goliath can now only live in special modes, what a shame.
How do you tell when damage control is over?
Let's try this again
Worcester full AA build: round 2!
Can we get some secondary amagi build representation?
List of mods pretty please! How do I get them?
Haven't seen irian in a long time, PLAY IT!!!
I noticed that you feature Taranto harbour a lot! Do you like It more than other ports in the game,
Well, I have revisited Goliath not so long ago. It still punches like crazy with its HE and burns like hell. But it has basically no survivability whatsoever. Superheal does a job on this matter, but only a bit. So playing with range mod is a must. But it can still do in a battle.
I acutally find it's pretty suvivable, it has a long reload and really good rudder shift and acceleration so you can duke adn jink between salvos and you can get yourself angled again so that most things bounce - every now and again you'll get hit in the shottrap citadel at the back but as long as you have some angle on it's generally okay. Problem is that you have to play it at range so you can disengage and heal up (as potato failled to do in his last game) still it will burn down nearly anything if left to operate effectively really hard to push in against
Very fun ship. One time got 92k from fires in a 176k dmg game. 15 fires. Over 100 shell hits. Tons of decently tanky bbs. My best work ever. Tried other ships and got rusty with this one since.
Before I played Goliath quite often, but right now I play Defence if I want to play British heavy cruisers. Similar role, less tanky but you have better reload and AP.
Well u have 6 guns on defence so well idk about the dispersion on defence but I have heard a lot that it's a strong CA
Hey! I'd love to see the Arizona or Abruzzi played on your channel! They're two of my favorites and ones you don't see much, even though they're still really good.
Ooo amazing!! Just unlocked Goliath yesterday, just grinding the credits😅
Hows the line?Heard from everybody that the grind upto Goliath is pure torture
@@MartialEmperor6344 not at all! Devonshire and Surrey are both v good for their tier, I didn't rly like albermarle, drake and Goliath both powerful! Basically just tanky HE powerhouses 😂
@@nathanhubball o well that's nice to hear and really the first time Ive seen someone say that the line is good..though other than firing one HE salvo and then getting killed or most of the time doing nothing is all I've seen players do in the lower tiers of Goliath line except for Drake and Goliath themselves and I don't see them played in any match except for the low tiers like very scarcely
@@MartialEmperor6344 I think Devonshire/Surrey were probably the standouts for me! The 203mm hits hard at tiers 6/7 and the heal makes them pretty survivable so long as you're sensible and don't broadside bbs (I liked them sm I bought London which with the smoke gives it a different feel)😂 with the albermarle it's not that it's bad ship, just that imo I got pretty bored of 203mm guns and just wanted to move to 234mm but again it's competitive when played right - I rly wanna get Cheshire but dk if it ever goes in sale now...
@@nathanhubball haha gl well I might try this line in late game but for now I'm grinding for BBs and then completing Worcester and Henri lines 😂..(almost have both fully grinded with enough XP for the t9s) though I would rather skip he t9 of Worcester line
If you don't want to camp at 20km, try Surrey. Brawling at under 10km is great fun. I've spanked a few Gneisenaus brawling in mine. Definitely pucker factor but good fun.
Could we possibly get a look at the Marseille next?
I rarely see them in-game myself so I wonder what you'd have to say about that ship.
Well Marseille has somewht french dispersion meaning sometimes it's troll and sometimes it's pretty nice other than that it burns a lot but on the flip side it has very strong guns and it can dodge a lot of hellfire from other shis
Giuseppe Verdi please Mr. PQ!
The way graf spee is a pocket variant of scharnhorst goliath is a pocket variant of the conquorer
I have played clanbattles with it as a kiter. Often been fighting condé and came on top because the goliath just lives and becomes a wall. If u dont deal a lot of dmg in a very short time you will just lose to it.
6:28: What smoke mod?
I'm out here frame 1 like "Huh that Wisconsin looks chunky"
I saw a lot of these recently in the tournament. Never see them otherwise.
The meta is the reason I don´t play Randoms very often. I much prefer game modes like Brawls for example. You don´t make as much in credits or XP, but it´s a lot more fun to play, at least for me anyway.
I woud to see the secondary build mutsu
cheers dude- If you haven't done it yet how about the Harbin
Hoping for some Ragnar gameplay soon!
Look into his history. He has done Ragnar. Its the reason why I chose Ragnar.
@@shadthompson9297 I know mate i just can't get enough of it..
Ripper DD made a Ragnar video a few weeks ago.
Ship request: secondary shikishima please(ignore the guy that wants ushakov)
I got Goliath ages ago, hoping for the fat cruiser support play. I'm a 49% tryhard. Hard to find quality videos to learn how to Goliath. Thank you.
Struggling with not swapping to range mod on this thing...I think I'll have to do it.
goliath was my first t10 love it
Sherman torp build, go, go, go, go, go!!!
Goliath is one of my most comfort ship to play, and Atago.
How would u rank Goliath or the whole line compared to Henri line,hinden line and zao line?
Goliath is the best kiting He ship, with extra HE captain skill I hit 10-12k hp volleys regularly at 13-17km range
Lord Potatos, Would you like to play Alvaro De Bazan? I rarely seen any player use that ships in random.
I had 2 games in which people played Jacksonville would love it if you have that and could play it
It's i think superwoster with improved HE DMG as the f key
Yeh it's disgusting I faced it about 3 times and one time I got F keyed by its HE and the HE was doing unbelievable dmg to my BB like it only took 10 secs for me to die from full HP in wujing idk wht happened
@@MartialEmperor6344 fortunately it was on my team both times so i didn't get burned and radared to death
@@Warzoroog hehe lucky I guess not in my case though 😂
Day 20 of asking PQ to play the finest Russian BB admiral ushakov with meme lord kuznetsov
@2:09 " 🅱orty mil deck armor"
Devastation next please!? Also any tips on how to get credits for s super shit quickly?
Play credit farmer premiums like Groningen Pommern etc
PQ always gets the "1 fire dc" paid actors, meanwhile I never do lol
The need for range Mod with no spotter made me stop the grind @ T9 Drake since the latter has a spotter
veneizia really needs range mod if u dont hv sensonetti capt. but she can reliably hit thanks to quick shells. i tried range mod goliath but those shells are orbital and very difficult to hit at long range
I suppose then reload mod is the way? 😁
I would like to see gascogne
Oh look the cruisers natural counter, overmatch from 20km away.
Tbh I have to say that I dont have an issue with playing with mods and the speed display mod I believe to be somewhat iffy but still alright. The smoke centre mod just feels like cheating to me, wargaming should ban that, its like wall hacks for Italian and Commonwealth ships. I would prefer if you would play without it, just because I feel a decent amount of people play without this advantage and I think it shouldn't be normalised to have extra tricks like that, but whatever you do I'ma keep watching. I would really like to see another a. Regolo video
I play on the console version, so what the hell is a cyclone?
Bro, get a PC for wows. I've played over 800 battles in console and it really isn't my cup of tea. Y'all get some god awful dispersion in BBs and DDs are gods.
the Goliath reminds me of a mini thunderer.
It is time for the OG battleship review, rise Yamato RISE
Yubari please! Tier 4 premium cruiser with the most insanely accurate guns in the game
Can you please showcase gunboat gearing PQ! Make it work!
Please play the Gibraltar again, it'd be cool to see how it fares in the current meta!
Dalian
Could you play Maya?
Those super heals are just absurd against fire damage! Enemies literally have to kill you three times!
Anyone want to see lepanto?
I enjoyed the video. The salt didn't bother me because it's true at the end of the day. I have Goliath and was taking mental notes because I want to improve my game. What ship should be next? I'll vote Kleber.
I just wanna see you seal club more bro!
Would love to see an izumo game.
Try Legendery Mod full lighthouse Henri. Unparalleled firepower and mobility in exhange for being unable to hide.
Good ol' Mini-Conq
Mainz!
haland?
LoL ... why Austin farm me ? ... who give him 5 citadels ? :DDD
In my opinion Goliath is very underrated, tanky and very very reliable guns. I wonder why it's so rare in random battles.
I am interested in grinding the line i know that the albermarle is a painful ship but still I'm hoping that the superheal works like a superheal cause of the better armour unlike the mino line where the superheal only works against HE..how would u rate the whole line?
@@MartialEmperor6344 yeahh the whole line is really really bad. Plain bad I can say. But if you can grind free xp, the Goliath is worth it.
Line: 3/10
Goliath: 7/10, (correct build: 8/10)
Incomp is half as long again & half of Goliath's height..a brick as PQ says
Ship request: Minnesota. I see way too many people shitting on the floating brick of a ship. As long as you can shoot straight she is a beast especially in brawl, even if she is a bit slow
Where is my amagi gameplay? :(
Erie with W Hasley😂
Vermont please. Need some brick therapy in my life
Hey PQ. I'd like to please request 2 things.
1. Can you please mute the battle music? It's on you...but a request from my side!
2. Can you play Black next?
How about a lesser played t10 ship: Castilla
Day... 14??? or something? of Chikuma II, you've never played it on vidya
I would like to request Siliwangi, It feels like an odd DD to play & I heard that it got a reload buff in 13.4.
Request counter: XIX
dalian pwease
PQ can I request u to play KRI Irian please 🥺
hi pq!
the problem with goliath is zao exists.
Her playstyle relies too much on setting fire. 18s base reload is too painful for a cruiser. She can't trade with anything at mid range even with tricky armor and superheal. Her abysmal concealment and rudder doesnt help either
With cunningham, Zao doesnt make sense due to her terrible sustainment. Zao doesnt get the odd armor like it used to. Thats Henri and Conde who get that gimmick now.
Zao is just more accurate. Goliath is the much better ship, the torps are more usable and wont get you killed, and the heal and spaced armor on Goliath makes you 3x more useful in clan battles and ranked than the Zao is.
Zao needs the Aoba treatment: 11 second reload on Japanese 8" guns, and a 48mm deck. There are ships that get better concealment than Zao's 9.9, which does nothing these days with plane spotting and subs, you're just 457mm plaything.
Zao is good at one thing: high alpha strike HE on destroyers when using legendary mod in slot 6. Trust, I know because Zao is my most played ship, and purple stats, and I hate how its been power crept.
@@Omaba_Baba my point is Goliath and zao share the same role, same playstyle but playing the zao is infinitely more entertaining. Indeed it’s risky and punishing but moving up close and blowing a dd out of the water while every ship on the other side was kiting at 20km range is fun
And yes, im a zao main too
Kii!!!!!!!!!
Imagine if WG reworked the game to the point where battleships could tank and brawl and be rewarded for it. Unfortunately, virtually every change they make reinforces the stale 'camp from spawn' meta.