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Metal_illness

Johan De Witt review

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After some 18 battles in randoms:

Armour: ok, broadsides are punished badly, but has great survivability feeling if you don't broadside her!. 

Main guns: very very average, some would say below average. setting fires is where I get most of my damage, trajectory is flat, which is a good thing though as the ship can open water fight. I've had one single citadel with AP so far, so pretty much only use HE. Dispersion is legendary, in the bad way, infamous already is a better word.

Secondary guns: they do get used, more often than other cruisers I play, probably due to the 9km detection!.

AA guns: very good, ship comes with AA consumable.

Maneuverability: totally acceptable at stock rudder shift, as said before, she can open water fight, increased main gun range mod helps, ship speed is about average at a guess for a tier 9 cruiser.

Concealment: fully upgraded it's at 9. whatever kms, which is excellent, gives strength to the open water combat and the 12km parabombers range limitation

Pros: Great AA, decent survivability, parabombers as a secondary offensive weapon, concealment, secondaries.

Cons: main guns (using either ammunition type), the parabombers MIGHT be identical to the tier 8 Haarlem, they have the same 12km firing range, (the tier 10 might even still have the same capacity/ limitations), and parabombs having a hard time versus some ship decks, I'm getting a lot of 0 damage attacks on ships like petro, stalingrad, and USN ships.

If this is the case (like with Ise and Tone torpedo planes), then I'd rather use parabombers versus tier 6 than tier 10s, so the parabombers will be more effective in the tier 8 Haarlem with better MM.

I really enjoyed the few games I had in Haarlem, it feels pretty much like the Johan when playing.

Taking the longer main gun firing range is a must, the distance between you and enemy guns really helps your survivability.

Overall: yeah Johan averages 30-50k dmg per battle, but it's what she DOES during the fight that takes pressure off the rest of your team.

If you open water engage, then expect a LOT of incoming fire, but she handles it well. If you camp up behind an island trying to do ninja parabomb stuffs, you are often the most forward ship in the team, and enemy (especially BB) LOVE to charge at you, but I'm finding my teams tend to support me, and I still survive these encounters too. Win rate therefore is higher than many other ships I have played, (50% after 18 battles). With all bonus signals mounted and ze german event camo used, I'm almost at 200k xp for the tier 10.

I like this ship. But don't expect much from the main guns, just harass the hell out of the enemy, provide AA support, and try dig those campers out with your parabombs.

Mods: 5km Hydro, Def AA, Heal.

equipment used: the 2 important ones: conceal and gfcs 2

Skills: Grease the gears, PT, AR, Conceal, outnumbered (never used before it seems ok).

Flamu or some such CC (or excommunicated CC) has just posted a vid about it being Johan de average...yet he gets some 200k dmg....I haven't made over 100k dmg yet. Perhaps this ship, it's not about raw damage output.

Skill floor: high

Skill ceiling: higher than floor,  and harder to reach!.

Luck floor: very high (you gonna need a support boat with a load of it)

Luck ceiling: starts from luck floor!.

 

 

 

 

 

 

 

 

 

 

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Just saw figures for tier 10 cruiser it has bigger main guns, so hopefully they are better for using, and the parabombers have 1km further range, which doesn't exactly hit any magical markers, but meh.

Also, WG doesn't as yet have any skill or mods/ equipment for improving the use of torp planes or parabombers.

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Johann De Witt doesn't seem that dangerous to me. It will lose a face off with most cruisers due to it's BC dispersion. Even Ibuki have no problem kiting it to death.

It's gimmick mainly work against static idiots (hint: bow in BB). If you are aggressive in island fight, this ship sus hard. This ship seem to be the gatekeeping intentionally "trashed" ship for the tier X.

It's main gun doesn't seem to hurt outside of setting fire, and it's airdrop is a joke on some harder skinned ship while light skinned one can just DODGE tm.

The problem with this ship i find is that staying alive while remaining helpful. If it camp, fire will strike it hard. If it run, it's bad dispersion fail it.
This ship require a lot of RNG to work right, it need the bomb to set off fires, then the gun to re set another one to deal meaningful damage. Well if RNG say no then good luck.
 

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Yes I would agree this appears to be the "trash" grind ship on the path to the tier x.

With all signals, it only takes 20-25 games to get the xp required for tier x, so I wouldn't recommend free xp'ing through it.

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15 hours ago, Metal_illness said:

 

Also, WG doesn't as yet have any skill or mods/ equipment for improving the use of torp planes or parabombers.

Its just the same as Hybrid

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1 hour ago, Manacetamol said:

Its just the same as Hybrid

Yes, thats the torp bombers reference.

I expect more, the Keasa.....something something USN BB hybrid will be coming soon with more planes, so hopefully some captains skills around these additional primary attack options will come.

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I now have completed the grind, using xp signals and ze german camo xp bonus.

25 Battles (randoms) solo play, 48% win rate 1647 avg xp per battle.

I think I might have got top of team once or twice maximum, top 3 a couple times, usually the ship sat around middle/ lower half of teams for performance.

Now probably going to return to other grinds but I do enjoy playing this ship.

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1 hour ago, Metal_illness said:

 

I expect more, the Keasa.....something something USN BB hybrid will be coming soon with more planes, so hopefully some captains skills around these additional primary attack options will come.

 . . . and there is a thing which I and some of us asked for long time ago, but no sight of it.

I hope they will consider and make it for IJN :cap_rambo:

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4 minutes ago, Manacetamol said:

 . . . and there is a thing which I and some of us asked for long time ago, but no sight of it.

I hope they will consider and make it for IJN :cap_rambo:

Yes being that Ise and Tone use the exact same planes, the Tone is placed at a large disadvantage.

The ability to buff Tones planes through build, would be good.

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