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Everything posted by piritskenyer
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I think the accuracy mod is the prime reason why I can bring home so many citadel hits with her. Shots group closer together, so your chances of hitting a smaller target increase. Of course it takes experience and practice, but the mod reduces the RNG involved regardless.You might be onto something with the AA mod, although I'm still not sure it's all that worth it.
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Like I said, I find it quite situational, since as mentioned by others, more often than not there are no carriers in a game, and whatever carriers there are you can deal with using your AA ability. If I wanted to put the AA mod on a ship it'd be the Cleveland, because hitting anything at long range is basically hopeless, and by the time you can start landing shots, you don't notice that extra few minutes of angle in accuracy. The AA is much more substantial on the Cleveland anyway, so having it muscled up even more may be a better tactic than on the Aoba.
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Well, I don't know what would work best on the ship, I can only tell you what I have: Main battery mod 1 (decreases chance of incapacitation, reduces magazine explosion chance) Gun fire control system mod 1 Damage control system mod1 Stearing gear mod 1 Works pretty okay for me, but I haven't really had the time to play around with the different mods, although I don't really see much advantage to the increased AA or secondary range, as those are pretty situational.
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He said: "see exhibit A" Exhibit A showed his post-battle results where he earned next to no credits and xp, but won a detonation badge, which means he blew up. Then from that same battle flashed up the damage recieved screen, which showed 2 (two) enemy HE hits fro 22700 daamge. Seems pretty straightforward to me. Oh and the topic for the Grem is in the DD section.
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Well, she has very very nice shell flight times, AP and HE alike. She has not-so good maneuverability, but that can be improed with the rudder mod, which makes her very nice indeed (her turning circle isn't gonna get any better, but eh, she's a CA). The turrets turn okay, the reload is tremendous. I usually load AP right off the bat, and I only switch to HE when I know I'll be coming up against a DD. AP works very very well against cruisers of all types, both in direct and plunging fire. Generally speaking whatever ship you manage to hit well is going to feel it (I rarely do less than 1500 damage per salvo), and for some reason she's a master of the citadel (I wouldn't be surprised if it turned out that she has the higfhest ratio of citadel/shots fired). German CL's you can just tear apart at your leasure once you are at a range of less than 12 km's (under 8 km's it's straight up unfair), but Clevelands can cause a lot of problems. AP also works well against BB's if you happen to have that loaded, I have achieved citadels with AP in the past. The only kind of ship that is less manageable with AP are DD's, but I once managed to citadel one of those too (I sank him using HE though, so that was a one-time affair). HE is also very good. the firechance is fairly high on them (17%) and since you have a good rate of fire, you can annoy BB's just as much as if you were continu-spamming HE from lower calibre guns. That said, I usually only use HE when I chase DD's, or want to light fires on BB's. Tactics: Like I said: I load AP to begin with, and try to land a few salvos on enemy CA's. I then decide wether I want to support a weaker flank (when the team is rather evenly split) or try to stay with the blob. If the team is evenly split, you can also go cover potential gaps in the line of battle, but you have to be very very precocious not to get caught out alone by a larger force, because you are Japanese, you still have a citadel that runs from figurehead to the end of the after flagpole. Reinforcing slightly weaker flanks: Use the ship to cover BB's and screen against DD's Staying with the Blob: pretty much the same, cover them from DD's, CA's, lay down your DPM while the enemy team is busy shooting others. Covering holes: Keep an eye on the map, and when you see that there is a potential clear run for a DD to your rear, go towards it, because there is an 80% chance he'll be there. As soon as you see the detection warning flash up, start throwing the rudder out randomly to minimise your chances of running into torpedos. You will be able to chase down an enemy DD with relative ease, as the ship is fast, and (assuming you have the rudder mod installed) pretty maneuverable as well. they may try to break away from you, but unless they are concentrating on jus that (ie not trying to launch torps your way or shoot back), they'll have a pretty hard time of it. General tips: Unless you are sure your target is not looking at you, keep your bow pointed at them. It makes evasion easier (you effectively only have to put the rudder out for a second or so and the shots are likely to miss) and gives you access to 66% of your firepower while exposing the smallest target area towards the enemy. It also makes you harder to hit because it's harder to hit a sip that is directly moving away or closing. Recommend you get the Incoming Fire Alert skill on your captain, as the ship is squishy. As soon as you see it pop, exectue a turn or a wiggle. Don't think about it, just do it. Let it become second nature and you'll get hit much more rarely. A few words on the torps: Your torps have a rearward arc, which is in itself not very wide. Don't dismiss your torpedos however, as they can full on bring down a Tier 6 BB in a single salvo of 4 from full HP if you are good. I once "strafed" a Fuso up close at 2km range with all 8 of my torps. He didn't like it. That said, they are not just self defence torps. They have nice range (10km), excellent speed (64knts) and good damage (14.4k/torp). IIf you are sailing angled back (your guns pointing to one of your rear quarters), chances are you can get your torps away quite nicely against whatever it is you are engaging. They are also pretty decent for area denial (although in that department they lack a bit as you only have a single quad launcher on each side), and once I unknowingly launched torps right into the face of an enemy blob as I was going the other way, and I slammed all four of my torps home. I think it's all I have to say. Despite my somewhat limited experience about her I hope you will have found this useful, or if not at least entertaining or interesting.
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I would give you another thumbs up if I could.
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I keep getting terrible teams in her She is a terrific ship, truly the best there is, but team after team after team I lose because my teammates can't tell their rears from their heads. 121k damage in ranked. at the end I found myself kind of panicked so I wasn't using my full brain potential and I died for it.
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I feel like it's a waste to open a thread just for this, but does anyone know if/when she'll be put on sale again? I really would like to have an IJN premium ship, but the Atago is a bit expensive for me at the moment, not to mention that the Yubari resembles my Beloved Kuma more than the Atago (which at some point may become the prem ship for my Aoba cpt yet).
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Ishizuch- Tier IV Premium IJN BB in Premium Shop
piritskenyer replied to Hedgehog1963's topic in Battleships
Omahas and Kones say hello. -
If they sail in a pattern, they aren't avoiding
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Ishizuch- Tier IV Premium IJN BB in Premium Shop
piritskenyer replied to Hedgehog1963's topic in Battleships
She could really do with some more range, tbh. a buff up to 13.5 or 14 would be just enough. -
I don't find her that bad, but I don't find her particularly good either. She's a bit meh, but not too much. AA is nice, guns pound-for-pound are nice, there is not enough of them to do good area saturation, but hey. When you hit something it hurts them a lot, and that's gotta count for something.
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How high are you in tiers with cruisers overall?
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Yeah, but the Northampton actually has more guns in the bow. She'd outclass the Aoba as well and not just by a bit, having 33% higher forward firepower (and generally 33% higher firepower!). Northampton with the Pepsi's twin turrets and 6 r/m/barrel to make up for the lack of torps? That would be just too much into fantasyland. I think the split is right where it's at at T7 @Trainspite: Can you please explain to me how the St Louis has lower RoF? I'm not being agressive, I just don't really see how the turret arrangement could have been for the St Louis have lower RoF using similar (weren't they the same?) turrets and barbettes.
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To be completely honest, her stats make it look like that she could excel at invisifiring if someone was to train a cpt up accordingly (AFT and CE) (12.8km firing range with AFT goes up to 15.4km, 9.9km detection range with CE drops to 8.7km, detection range increase on 140mm guns is 4.2km, 8.7 + 4.2 = 12.9 < 15.4). Since I'm already on that path with the Kuma (not there yet, but on the path - range: 12.4 -> 14.9, detection: 11.3 -> 9.9; 9.9 + 4.2 = 13.1), I figured why not have two evil ships for the price of one captain. Anyway, if there are no Yubaris floating into the shop any time soon, I'll just be out in my Kuma.
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The St Louis below the Cleveland? That doesn't seem to make a lot of sense to me. The St Louis is armed with the same guns as the Cleveland, but has 5 turrets (5 x 3 x 6"), meaning 3 more of them. Even if we suppose they have equivalent RoF/barrel, the St Louis will have 25% better firepower than te Cleveland. The Worcester is an oddball, as at 12 guns, if autoloaded, she'll out-DPM the Cleveland, and with the proper RoF, she'd also out-DPM the St Louis. She could do a fine job at T9 or 10 since not only is she autoloading (10-12 r/m/barrel I'd expect), but her guns are also DP, which means she'd have an insane AA rating. The questions still remain: What would be the T6 CL (we aren't talking CA here, so 6" armament only) And what would be the T9/10 CL be if the Worcester is T10/9. I wouldn't have the Claveland or the St Louis down at T6, because that would just be an utter nightmare to balance (as seen in the last months). I for one would continue to support the modified Omaha design with 4x2 6". As for the second question I still have no valid idea. As for your suggestions about the CA line: Putting the Pepsi down at T6? Are you insane? The only reason she's underperforming in T7 is because of her stupid detection range and the break in style from earlier cruisers in the line. She's very powerful if well equiped and handled, she'd be insanely powerful at T6. Her forward firepower might not be as good as the Aoba's, but she has a very high broadside output for a T6. (Pepsi: 4x10x4600 = 184000 Aoba: 5.5x6x4700 = 155100). (not to say that I wouldn't support a RoF buff and a detection range reduction for her). So if not the Pepsi, what. That is only a question if the CA/CL split happens at T6 and not at T7.
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Thank you. Tone is still pretty high in tiers, so I expect the price to be set accordingly. But I may take it regardless, we'll see. I still think I'll take my chances ;)
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Thanks for the info! Are there any provisions for low(er) tier IJN premium cruisers to be implemented as far as you know (and are allowed to say)?
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I really hope they don't skewer AFT that much. I want to have an invisi-fire capable Kuma @Cleveland: I think she should be given her old gun stats back and bumped up a tier (T7), with the Worcester class at T8 (with her 6" DP guns) and the 1938 St. Louis class following at T9. No idea for T10, could either be 6" or 8" armed. Now the real missing link is the T6, which would need to be a 6"-armed ship as to not break calibre-continuity. It could be the paper redesign of the Omaha class, with 4 double 6" turrets, but info is scarce. No other ideas really...
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The Bf seems unsuited indeed, for the same reasons the Spitfire would seem unsuited, yet the Spitfire (excuse me, Seafire) worked surprisingly well. That said, it was planned to be replaced with figthers with a wider undercarriage arrangement, yet due to lack of resources I suspect, that never was fully realised until... Well, practacally until full shift to jet-powered aircraft operating from carriers. That said, I for one would have looked toward the FW-190 for conversion into carrier-borne aircraft rather than the Bf-109. Why? Undercarriage: was designed to be wide and robust to work from non-builtup airfields with grass landing strips. That would make it equally well suited for carrier-borne operations. Short takeoff: relatively short takeoff distance further helped by the carrier turning into the wind and steaming full ahead. Versatility: Some squadrons used FW190's to replace their Stukas. The 190 could carry a pretty high strike load, which would greatly simplify logistics and maintnance. The only thing I really don't know is what she would have carried for torp bombers (no, the Fieseler biplanes don't count!).
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You know the feeling when a ship or vehicle gives you that supreme confidence that you'll just do well in any kind of match you get? Well, the Kuma is one of those ships. If I'm utterly failing in any of my ships, I just jump into the Kuma and load the HE. Even if I lose (which is more and more on the rare side ;), she's guaranteed to leave me with a smile. Like this: In fact, the only way to not have a great game in the Kuma is to have a team so good that there is nothing left for you to kill. That said, I still took on a New York in my last game and burned him down to the loss of 0 (zero) HP.
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Don't think Stukas would be any different from any other dive bomber. Objectively speaking, the Stuka wasn't any better (or worse) than the SBD or the D3A.
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No, no, no. You fire AP right off the bat and always. HE does othing, while AP will shred CL's and still inflict serious damage on CA's. You should also fire AP into BB's, but don't expect any kind of result at ranges under 9 klicks. HE is plain useless because of its low power and fire potential. Also, some general tips: make sure you don't find yourself alone on a flank against multiple enemy ships, because then you're toast. The Kone has next to no armour, so an hits with AP will penetrate, and your citadel is rather large. That said if you can conserve yoiur HP up to late game, you can afford to burn some of it as long as you do it wisely. Range enables you to keep out of return fire's reach if you have to run away, so use that. Like in a BB, you have to think a bit ahead, but not because you're slow and dumb, but because you are squishy ("fragile and agile"), which can land you in some pretty bad situations if you don't pay attention. Really, forget HE, even against DD's it's not worth it IMO. Just spam AP.
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Can anyone tell me how much detection range does the Königsberg gain when firing?
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Every time you open your mouth, intelligence dies a little.
