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HaachamaShipping

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Everything posted by HaachamaShipping

  1. HaachamaShipping

    How to play Myogi?

    South Carolina seems easier to Kawachi maybe, but I doubt it can hold much of a candle to Myogi. They are a tier apart for a reason. I can't say I had immense games in this ship, because I'm overall not the greatest of players, but the Myogi is my favourite and I had my best game in it, up to now. The DPM is not great, but with a few citadel shots it's pretty decent still, and it has ok guns that can get through the sides of a good few ships with AP. Suicide rushing I'd not recomment. If you break through within the course of the game, Myogi can threaten carriers, but if you aim for it from the start, you'll get spotted and just too many will focus on you. Myogi hasn't got great AA and it has underwhelming armour, so people tend to shoot at it, if they can and got some idea. And nothing's more frustrating than getting sunk early by enemy torpedo bombers, in my opinion. I'd recommend to stay with other ships, especially other battleships and to prioritise cruisers and battleships as targets. Cruisers are easier to sink if hit, battleships are easier to hit. Destroyers are ridiculous to hit at any decent range, so not really a good idea to rush those, especially if they just go outside detection range. I'd recommend against the high speed at all times. Just because you can, doesn't mean you have to. 29 knots is seriously fast for such a ship and especially at medium ranges and around islands, it may be better to adjust your speed to what seems most prudent to have line of fire when being loaded and to minimize the time where some mountain blocks the way. The Myogi is not necessarily harder to hit, if it sails faster. More to the contrary, a constant speed of 29 knots makes it easier to hit, compared to a ship that varies its speed every now and then. and if you want to avoid fire, maneuvering is more effective. Once a decent BB or cruiser player played enough matches in their vessel, they'll know the range and shell velocity of their main armament and will adjust accordingly. Also, at times cruisers are hard to avoid (most are faster), so if fighting is inevitable, it's better to try get it over with as soon as possible. Furutaka and Aoba are easier to kill, as they got larger and more obvious citadels and their 203 mm guns reload slower (if they don't struggle with turning them already). Cleveland is best engaged by either staying at long range and trying to avoid fire, or by closing in and firing AP point blank. At least Cleveland has no torpedos and while it can spam HE at you, the best you can do, is shut them down as soon as possible, which is a few heavy AP hits.
  2. HaachamaShipping

    Myogi grind - Hosho & Kongo too much

    Most likely it's their inferior range. C hull Myogi has an incredible range of over 18 km, which suffices to fight pretty much anything she's ever going to meet, especially with a surface detection range of 16 something kilometres, which is by far not Kawachi-level BB "stealth", but it means at least 1v1, you'd never get shot at by something that is not within firing range. Myogi is "hard" to hit only at long range and if it maneuvers some. At the end of the day it's still a battleship and it's a pretty long ship with massive inadequately armoured sides. But it's easy to cover that up, compared with the simple lack of range and speed a Wyoming has when faced with a Myogi. What saves the Wyoming would be maneuvering and the inaccuracy at long range, causing most shells to be 1,000-3,000 damage, which is not too much for a battleship. Well, Myogi's high speed mostly means against enemy battleships, unless they are a Myogi or Kongou, you pretty much decide the range of the engagement, though it's not necessarily useful to utilise the long range. I usually rather use the long range and high speed for moving between theatres on the map and to fire while getting there, when I play second line support, because I'm some bottom tier battleship that won't last long in the thick of the action amongst enemy Fusos, New Mexicos, Aobas and Clevelands or if I deem it more advantagous to fall back and not get overrun by massive enemy concentration. The turret placement helps with the last a lot, but if you plan your maneuvers well and can keep the enemies you want to fire at at one side of the ship, it's pretty much unimportant whether the guns are mounted forward or aft.
  3. HaachamaShipping

    when did the real life Navys stop to be fun

    The good ol' times of the age of sail, untainted by industry and modern scientific advances, when getting shot meant dying of infection and staying on seas for a few months meant dying from scurvy. And a good part of the sailors wasn't there out of their own volition, but due to impressment. Well, at least they had sails and didn't need to man the galleys like even before that. The one memorable death at Trafalgar was Nelson, the deaths of thousands of others is about as remembered as the deaths at Jutland or in the Battles in the Pacific. A lot of numbers, individual tradgedies, but to most a statistic. Very glorious indeed, and that has not changed for millenia.
  4. HaachamaShipping

    Why were the Battleship Gun Upgrades Removed?

    I think they still exist, but for upper tiers? For example Kawachi and Myogi can only get upgrades to survivability of modules or reduction of floating/fires, while Kongou and up can also get modifications to increase range, turning circle or rate of fire and all that stuff.
  5. HaachamaShipping

    Why do we use KMs?

    To me, 14,000 cheeseburgers sound a tad bit short-ranged. Experienced sailor on a civilian ship or a military vessel that has at least one proper gun? As many said in this thread, gun ranges have already in the past been given in non-NM measurements as yards/metres (or derrivations thereof). And as most of Europe is metric based, we use metric, not yards, and kilometres, to cut down on digits.
  6. HaachamaShipping

    so, the BB's

    Sure, my heart would be pounding, but I feel it's unnecessary, if not downright suicidal. Well, fighting destroyers at 2 km range anyway. The sole reason the DD should ever get that close is if you have really bad RNG with primary and secondary guns and couldn't kill them before they got within 2 km of your ship. Because at 2 km, in a smokescreen, the chance of eating a spread of torpedos which you got no longer any chance to evade is just too high for me. The 1 vs 3 is mostly my preference to pick fights that have even or better odds of being won. But I like playing BBs up to now and it may not be as thrilling as throwing a DD around, but it's thrilling enough for my taste.
  7. HaachamaShipping

    useless Kawachi

    Myogi is meh at stock, but gets pretty decent once you upgrade it to the C hull. It's true still that once you get there, it's 20k exp till Kongou, compared to the like 6k exp (off the top of my head, it shouldn't be that much more or less) of the Kawachi to Myogi, but upgraded Myogi is so much nicer to play than the Kawachi. With the Kawachi I got the feeling I should just steam at a course that is the compromise of shortest route to the enemy and some shadow from landmasses to avoid being easily spotted, though staying clear due to sudden destroyer ambushes is also important. Then you just sail around, betting on your cruiser-like detectability to save you and try to find something you can ambush with your most crappy guns and hope it dies before it runs out of your firing range again. This caused me a lot of frustration, because it has no redeeming feature whatsoever, apart from the low detectability, which is just there to avoid getting one-shotted at 15 km range by some Kongou at the start of the battle. The Myogi meanwhile has a decent speed, a decent range, a decent AA for tier IV and it has 3 turrets of 2 356 mm guns, which isn't a lot, but it's ok and while Kawachi and the US battleships have more guns, they got 305 mm. 356 mm has pretty solid damage (10k maximum on AP) and the penetration characteristics are pretty good, as its the caliber you find mostly in tier V and VI on battleships. The challenge thus becomes, to make the best out of the few guns you have, but that can be done and if this ship would have one more gun turret, then it'd already be a Kongou with worse AA at tier IV. And I hardly hear people complaining about the Kongou being crap. Kawachi is a bad ship, in my opinion, and even if some people do ridiculously well in it, it is not because the ship is so great, but because of player skill and some luck. Myogi is at least a decent ship, just struggling with consistence in performance a bit, due to the low amount of main battery guns making it harsher if shots miss. Otherwise though, a Myogi is a perfectly fine ship.
  8. HaachamaShipping

    BB's need a huge buff against cruisers.

    Yeah, but that's an issue of St. Louis being a pretty decent ship, while Kawachi is just not going to last, unless the St. Louis player makes a mistake. It's what I hate about the Kawachi. It's not representative for the rest of the IJN BBs and its performance is mainly based on how good your opponent is, not on how good you are.
  9. HaachamaShipping

    Torpedos too op

    I mostly agree with that, except that I follow the IJN BB line, so I'm used to speeds considerably higher than 20 knots, which by all means is an advantage. And I haven't studied it, but from personal perception of the games I played, at least at lower tiers, if skill is not accounted for, the tendency is that carriers are most decisive, then come BBs, then CAs and DDs. Overall, every ship can have a decisive impact, but DDs often are few and die quite early, while at BBs tend to stay around with their immense health, if they have just any idea what they are doing/don't get focused on early and survive the initial slaughter. And while fires are a pain, unless the enemy is some Cleveland, the fire hazard is harsh, but BBs still tend to win. But these are just my subjective experiences. As for destroyers, they are annoying, but usually HE shells work decently well, wrecking a good pit of the ship and scaring some off. Unlike cruisers, even US destroyers do not have the fire volume to act like some flamethrower and one should try watch their movements a bit prior to firing. At around 5 km, shell travel time isn't much and if you can be reasonably sure of predicting the destroyers path (may even be exactly when they start turning), chances are you hit the DD and take off a good bit of their health. BB vs DD is not really a fight battleships should pick, but sooner or later it's going to happen and while destroyers kind of can dictate when it happens, battleships are far from harmless.
  10. HaachamaShipping

    Please get rid of the RNG in the game

    What did you fire at? A cruiser or some other battleship? Cruisers usually do not bounce, unless you got the most unfortunate angle. I'm not sure what you can fire at and overpenetrate AND bounce off. Well, maybe if you hit some very light superstructure and heavily armoured hull section...
  11. HaachamaShipping

    Torpedos too op

    Why would you sail your battleship right past a torpedo-armed cruiser? That just asks to be torpedoed and sunk. I know BB guns aren't for extreme range fire, but you don't get 20 km range to sail into a cruisers torpedo distance, especially not into the distance where it's impossible to dodge.
  12. HaachamaShipping

    Mikasa Tier2

    Can the 305 mm guns on Ishzuchi or the US BBs penetrate much? Because Kawachi also has lulzy penetration. I'd not count on penetrating any battleship with 305 mm guns. Maybe the Myogi flush on the side, but even that I'm not sure about.
  13. HaachamaShipping

    Mikasa

    Thanks for the details. And well, it's a tier II battleship, so lagging a bit behind the Kawachi and South Carolina is to be expected. I'd guess the ship could work though against some starting cruisers, which have similar range, but smaller guns, less health and less armour, where the HE also kind of works. I guess if it doesn't get torched down, it could steam on for quite a while, exchanging gunfire with whatever comes at it.
  14. HaachamaShipping

    USS Albany (CL-23) bug/missing elements

    They should, if they are there. Although their range isn't great, but it's tier II secondaries. Even at tier IV, battleships have like 3.5 km secondary range only. Also, I would guess you are German? As it is, albany comes in the stock configuration with 152 mm guns as she was launched and as a premium ship lacks upgrades (unlike regular ships, which often feature hull upgrades or gun upgrades that often represent real life or possible modernisations a ship underwent in the interwar era). It thus will always stay the early Albany, though without torpedos. Though, given the caliber and time, even if it had a torpedo launcher that wasn't a lulzy in-hull one, her torpedos would be something like the stock Umikaze ones which have 4.5 km range and 44 knots speed. Which can work in Umikaze, which can close in and go on suicide trips, but Albany can already be happy if others get within gun range. I'd not say I miss the torpedos thus.
  15. HaachamaShipping

    Enough is enough

    Actually, even stock Myogi isn't too slow and the propulsion upgrade makes it one of the fastest battleships in the game. Sure, it's not a destroyer, but 30 knots is coming close to it. Maneuverability is another thing though. Also, as many said, don't despair, the ship gets much better when fully upgraded and with a bit of experience. Once one learns how to best use the limited armour, how to pick the range and to aim for the citadel, damage can be quite nice, given a single citadel hit alone from Myogi does 10k damage. Battleship gameplay is often not as fast paced as cruiser, or heck, destroyer gameplay, but once one gets into it, it can be fun to maybe land few hits, but damaging ones. I do understand though that it's not for everyone and one good thing is, you can play what you want to play. And if you have fun with cruisers, that's also fine. I agree, though I'm still looking forward to Kongou. Sadly the same can't be said about Kuma and Furutaka. Myogi with all upgrades has a good speed, six turrets, but with reasonable penetration, great range and a decent secondary and AA armament for a tier IV ship.
  16. HaachamaShipping

    this Kongo is a bloody good ship

    Yeah, I understand and agree with the thinking too. And I'd not see it as a priority, given the existing lines are workable. If it gets split though, it'd need a split after the Kongou, where it either advances to the Fuso, which then goes on to Nagato and Tosa, or a line of battlecruisers, which would most likely mean a paper design for tiers VI and VII (that's the one weak part here), then the Amagi and Number 13 (I think Number 13 was technically no battlecruiser, but with 30 knots top speed, it would be a conclusion of the battlecruiser/fast battleship line, with guns similar to the Yamato, but less of them and worse armour for added speed). The B65 design is kind of weird, given it has 310 mm guns. From stats alone, the B65 is worse than a Kongou. And what to be expected? It's actually no battlecruiser, but a "large cruiser", similar to the Alaska-class. While battlecruisers often were down-armoured battleships, the large cruisers were more like the largest cruisers, there to kill other cruisers. B65 armour scheme was to protect her against 203 mm shells, the guns were to kill cruisers, they aren't much better than those on the lower tier battleships in tiers III and IV. I thought originally that the Zao may be a B65, but it has 203 mm guns. Which just goes to show how much consideration would need to go in there. But for now, saving up for a Kongou.
  17. HaachamaShipping

    Torpedos too op

    Dodging torpedos fired at near maximum range from destroyers is not hard (unless you have considerable lag or graphics issues, but that's not a matter of game balance). Dodging air-dropped torpedos can be quite easy to near impossible, depending on the skill of the carrier captain and your ship. As a battleship, usually if I see torpedo bombers heading roughly in my direction, I try to get away from land masses and towards the open sea, if my AA can actually open fire on them, I try to sail away from the torpedo bombers, to draw the engagement out a bit and hope torpedos are dropped behind me. Once in the water, make adjustments to your course to dodge as many as possible and don't forget, you can change speed, it may help a lot (also against DD torpedos). Destroyer torpedos at closer range are a considerably greater issue, but that means a destroyer came very close. If you suspect there is a destroyer (or you know it) and there's no cruiser to kill it, best sail away, try to dodge the torpedos and load HE. At higher tiers, secondaries have a good range and may rip that DD apart, a ship like the Myogi has 3.5 km (but at that range it's not bad), however if you sail away at 30 knots, it's considerably harder to line up a 7 km range torpedo to still reach you without getting spotted. It may take a few salvos, but try to blast them out of the water with HE. I find it very gratifying when you get a hit and the DD either sinks or just got wrecked. Also, watch out for enemies around islands. Handling torpedos with a battleship is kind of like the whole rest of battleship gameplay, plan ahead and think of what might all happen. Spontanous actions are for smaller ships.
  18. HaachamaShipping

    Torpedoes take absolutely no skill what so ever

    As far as I know, ship-launched torpedos have no arming time. And honestly, if a destroyer, or god beware, a torpedo-armed cruiser gets that close to your ship, they deserve it. The only time I got anywhere under a kilometre to an enemy ship with a destroyer was when I duelled another destroyer in my Wakatake to guarantee a torpedo hit, given the guns aren't exactly great on low-tier IJN destroyers. Well, getting surprise attacked around islands is a risk one takes by sailing close to an island. Fair enough, it is one of the few ways to make the Albany work, but the Albany is a terrible ship, if it was to be fair, you'd give the Albany 9-10 km range, not change the whole rest of the game.
  19. HaachamaShipping

    Armor bug ?

    Might be the "zone of immunity" you are experiencing there. It is modelled in the game. And I'd think with the 155 mm guns, you are better off firing HE at a ship like the Yamato or Montana. The AP is hardly going to get through 400+ mm sidebelt and penetrating superstructure doesn't do much. Better put them on fire and hope they burn to death.
  20. HaachamaShipping

    Game - I killed a celebrity

    Knowing my luck and skill, I bet one day I will just end up in one of those fail videos. And that's as close as I get.
  21. HaachamaShipping

    Albany

    I think the greatest quality of the Albany is - One doesn't have to play it. Every game you play in it is just to play this unique ship, it's not like the Kawachi, which is the prerequisite to a whole bunch of other ships.
  22. HaachamaShipping

    Sooo... Is the Albany any use whatsoever?

    Oh, yeah, that I got as well. Engine seems to be just easy to hit and shut down. At least I lay dead in the water next to some narrow between two islands and at the speed of the Albany, relying on them to come to you is almost a given. It's still annoying though. Even a tier I cruiser could just sail slightly outside gun range and sink you with a few salvos while you lie dead in the water.
  23. HaachamaShipping

    this Kongo is a bloody good ship

    I only have a Myogi, where I preferred the steering upgrade. Dunno how widespread it is, but I had too many matches where I got my steering knocked out repeatedly and steamed in a big circle, which requires all kinds of trickery to get guns bearing on anything and I pray that no destroyer or carrier lines up on my rather predictable course. I hope Kongou is better in that department. Cruisers with 155 mm and less have high rates of fire, lots of guns, no worthwhile penetration and will just spam HE on you. If you can, try to evade their barrages and kill the cruiser. Not always easy, but that's all the advise I can give. Maybe someone else has a better idea.
  24. HaachamaShipping

    this Kongo is a bloody good ship

    Well, I was wondering if there would be multiple branches for the same category, especially given Japan has already a full line of battleships (where battlecruisers fall under). Ships like the Ise-class and most likely also Tosa-class (which wasn't finished, but we also got the Amagi) might come then, otherwise they'd most likely end up as premium. Well, partly, I'm already betting that the famous conversions of Akagi and Kaga will at best be premium ships down the line. For now, the Japanese line is fine though, I doubt we'll see a lot of changes prior to the introduction of the Soviet Navy, the Royal Navy and the Kriegsmarine, given those most likely have priority. The only real fire hazard are enemy cruisers. dive bombers can put you on fire, but that can be put out and it's not like the dive bombers will return that fast. A fast-firing cruiser with HE is a real nuissance though. Other than avoiding them or killing them, not much can be done though.
  25. HaachamaShipping

    this Kongo is a bloody good ship

    Kind of how I felt with Myogi to Kongou. Battlescruisers will get their own line?
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