World of Warships

World of Warships

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Jearvin Apr 19, 2021 @ 2:03pm
florida or schnorhorsrttt
?
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Showing 1-9 of 9 comments
Jackson Apr 19, 2021 @ 2:07pm 
I'd cast my vote for Florida.
Destaツ Apr 19, 2021 @ 6:53pm 
What are you looking for in your gameplay?

Scharnhorst is a battlecruiser with fast-reloading low-caliber guns and favors close-range, brawling gameplay with her secondaries and torpedoes. Being a battlecruiser with 9 guns 283mm guns in a 3x3 ABX turret layout, she excels at taking out light cruisers and can even deal with DDs if needed but finds it hard to penetrate thick battleship with AP or deal reliable damage with HE. Having low-caliber guns also means that her shells don't carry much alpha potential. As she's a german BC, she also has a turtleback that protects her from being citadeled at close range.

Florida is a battleship with a heavy broadside of 12 356mm guns in a 3x4 ABX turret layout. She's designed for a more passive role and is held back by a long reload time, a relatively smaller hitpoint pool, and one less repair party. Her shells have nice penetration capabilities, but she lacks the alpha to do reliable damage. She does have the Defensive AA consumable and reliable AA, though, so she won't be the first thing that a CV would want to strike.

Both ships can be challenging to play. They both require knowledge of when to change ammo type. Both have large turning circles and can struggle to deal damage with their guns. Scharnhorst has incredible pushing potential but requires map awareness and the ability predict torpedoes to take advantage of opportunities to push enemies out of objectives. Florida has decent guns and has the potential to land great salvos but requires range and kiting to avoid exposing her frail armor.

Check out more info on the ships:
https://forum.worldofwarships.com/topic/90435-premium-ship-review-scharnhorst/
https://forum.worldofwarships.com/topic/227836-premium-ship-review-florida/
Jearvin Apr 19, 2021 @ 7:23pm 
Originally posted by Destaツ:
What are you looking for in your gameplay?

Scharnhorst is a battlecruiser with fast-reloading low-caliber guns and favors close-range, brawling gameplay with her secondaries and torpedoes. Being a battlecruiser with 9 guns 283mm guns in a 3x3 ABX turret layout, she excels at taking out light cruisers and can even deal with DDs if needed but finds it hard to penetrate thick battleship with AP or deal reliable damage with HE. Having low-caliber guns also means that her shells don't carry much alpha potential. As she's a german BC, she also has a turtleback that protects her from being citadeled at close range.

Florida is a battleship with a heavy broadside of 12 356mm guns in a 3x4 ABX turret layout. She's designed for a more passive role and is held back by a long reload time, a relatively smaller hitpoint pool, and one less repair party. Her shells have nice penetration capabilities, but she lacks the alpha to do reliable damage. She does have the Defensive AA consumable and reliable AA, though, so she won't be the first thing that a CV would want to strike.

Both ships can be challenging to play. They both require knowledge of when to change ammo type. Both have large turning circles and can struggle to deal damage with their guns. Scharnhorst has incredible pushing potential but requires map awareness and the ability predict torpedoes to take advantage of opportunities to push enemies out of objectives. Florida has decent guns and has the potential to land great salvos but requires range and kiting to avoid exposing her frail armor.

Check out more info on the ships:
https://forum.worldofwarships.com/topic/90435-premium-ship-review-scharnhorst/
https://forum.worldofwarships.com/topic/227836-premium-ship-review-florida/

great, i have the ashitaka, that glass canon thanks!!! =))))))))))
FalterXV TTV Apr 20, 2021 @ 3:35pm 
Reiterating what the second guy said, it really all depends on how you currently play and do play.
Scharnhorst's armor and guns really lend her to being a battlecruiser, so you'll often have to open water gunboat like a heavy cruiser. You need to switch your shell types a lot too, and become extremely reliant on those upper belt HE and AP shots on anything with any amount of decent armor.

Don't expect to compete with most battleships even in your tier or below you either. You'll get out shot by any proper battleship and even your own sister ship, Gneisenau, since you don't have the 380s and overall 128s that Gneis runs with. Nor the same healthpool she has either.

If you are used to playing the US META ships with their extremely accurate guns, then Florida is definitely the way to go. She's going to be more worth your bang for your buck, or, if you like the KGV then get the Duke of Yorck since she's basically a KGV but with the added benefit of having hydro in T7.

Scharnhorst is extremely difficult to play for new comers because it requires a more unconventional and difficult playstyle. Kiting and baiting people into secondary range can be a challenge with your smaller caliber guns, and the armor lends itself to bounce larger caliber shells from the back, not so much from the front.
But, if you do get her and play her like a super heavy cruiser + open water gunboat, she can dominate despite being powercreep - even in T9 games.
Go with what your heart tells you.

But, Florida and her META'ness will be much more forgiving to play.
Boomer Apr 20, 2021 @ 8:42pm 
No such thing as close range BB gameplay anymore, go Florida
Jackson Apr 20, 2021 @ 8:54pm 
Originally posted by Boomer:
No such thing as close range BB gameplay anymore, go Florida
That's very untrue. I just got nearly 120k damage from secondaries alone in Ohio, followed by a game with three Close Quarters achievements. I see them almost daily ;)
Boomer Apr 20, 2021 @ 9:18pm 
Originally posted by Jack:
Originally posted by Boomer:
No such thing as close range BB gameplay anymore, go Florida
That's very untrue. I just got nearly 120k damage from secondaries alone in Ohio, followed by a game with three Close Quarters achievements. I see them almost daily ;)
Nice job. Though I'm finding in many BB's when i get close enough to use secondaries the damage they produce is completely and utterly inconsequential. I do still like brawling but it seems to be more for crowd control and nothing else. People like to flee out of range without realizing its doing jack diddly :D
Jackson Apr 20, 2021 @ 9:21pm 
Originally posted by Boomer:
Originally posted by Jack:
That's very untrue. I just got nearly 120k damage from secondaries alone in Ohio, followed by a game with three Close Quarters achievements. I see them almost daily ;)
Nice job. Though I'm finding in many BB's when i get close enough to use secondaries the damage they produce is completely and utterly inconsequential. I do still like brawling but it seems to be more for crowd control and nothing else. People like to flee out of range without realizing its doing jack diddly :D
Yea, some BB's are built for it and other's aren't. I tried it with the Italian ones, but their 90mm can't pen anything so they don't do well at all. Ohio (probably Massachusetts since it has the same secondaries as far as I know) as well as the German ships are still viable. I've not tried with Georgia. Unless the rework affected them differently it also has the same secondaries as Ohio but it hasn't the armor. I used to play it secondary for fun, but it's not as good as a sniper build I'm sure.
FalterXV TTV Apr 20, 2021 @ 10:57pm 
Originally posted by Boomer:
Originally posted by Jack:
That's very untrue. I just got nearly 120k damage from secondaries alone in Ohio, followed by a game with three Close Quarters achievements. I see them almost daily ;)
Nice job. Though I'm finding in many BB's when i get close enough to use secondaries the damage they produce is completely and utterly inconsequential. I do still like brawling but it seems to be more for crowd control and nothing else. People like to flee out of range without realizing its doing jack diddly :D

It's not as useless as perceived. Just more situational. To really make secondary work now, you have to be versatile enough to know how to angle against the sniper builds (which hilariously will be obsolete in 10.4 when deadeye gets removed,) and, to know when to push, or when to kite ships into the secondary while you present more angled armor.

It's an un-intuitive and tricky way to play. Not for everyone. It's very powercreeped, but if you're good enough to make it work, then you're a cut above the rest.
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Date Posted: Apr 19, 2021 @ 2:03pm
Posts: 9