After grinding a long time with the T3 Destroyer (Medium), I finally got the heavy dreadnought. I immediately realized a few Problems with this ship though, and after playing with it for a while I now have some thoughts about it:
Flying Fortress Role After looking at the modules and playing with the ship, I figured that the Idea behind this Ship is that of a flying Fortress, able to take a punch from pretty much anything that comes along but at the same time dependend on the team as it is to slow to react to fast ships or quickly changing battlefields. The dreadnought is there to protect the surrounding ships as well as being a mobile point for regrouping. I base the rest of my post on these assumptions, so please correct me, if I got it wrong.
Getting into Battle One of the biggest Problems with this ship is its ability to get to the action. Whilst the slow Speed and bad maneuverability is fine and balanced once the ship is in place, it is a huge problem to get there. Basically there are only two options, one being slowly flying there and the other being the warp drive.
Even when using thrust amplification, it takes quite a long time to get to the action after spawning. This is fine in Team Elimination, where everybody tries to be as careful as possible, but in the other gamemodes it is not justifiable for the rest of the team to stick with you until you are part of the battle, thus resulting in an easy, big target at the outer rims of the map. At this point it all depends on luck (mainly the spawning position and weather or not your teammates are able to help you). This effect gets even worse as the range of the dreadnought is quite limited (see 3.)
All of this basically forces you to use the warp drive in a non-Team-Elimination-game. This is very bad as the drive itsself is (because of the bad manuveurability) hardly useful once in battle. The drive also blocks up the internal modules slot which plays a key role in either customizing the ship to a more offensive or defensive style.
Range and Damage As mentioned, the range of the Dreadnought is quite limited and most of the modules are built for a close to medium range as well (with an exception for the nukes and vulture missiles, but those are both very slow) which is fine as it fits the role of Flying Fortress, but it has one major issue: It makes the dreadnought unable to help the team in many situations; it can leave cover and take a punch but doing so is at best a distraction as it can hardly fight back over a distance) Key here are the primary guns, especially their dmg falloff over distance and their range to start with. It just doesn't fit the most heavy ship in the game to have such a weak overall dmg output, especially since the maneuverability is such a drawback. I also experienced this while playing with the t3 medium destroyer (which is well balanced in my opinion) as I was able to kill a Jutland single handedly without them being able to do much about it if there were no team members around (like after a re-spawn).
Overall Versatility and minor Issues Of course, the ship is not meant to be versatile, but right now is has such a big focus on being able to take a punch with everything else being neglected in favor of this ability, that it feels like being a mere impediment to the rest of the team, except in very special (and very rare) situations. Also, the role of the dreadnought makes it a lot harder to earn experience and score, as all ribbons and score-achieving actions are favoring other classes and roles.
5.Conclusion: All in all, the Jutland is a very awesome ship, but its lacking ability to being able to help your team (either because it takes you two minutes to fly to them or because your range is to imited) makes playing with it a dull and at times frustrating experience rather than giving you the feeling of playing one of the mightiest ships of the Jupiter Arms Fleet.