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Everything posted by Close_Quarters_Expert
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Danae is just an insult to the memory of its real life counterpart. However, I've actually been getting along much better with Emerald. Angled targets are of course a headache, but I'm finding that intelligent target choice counts for a lot in her. Danae and below I just couldn't understand WG's thinking for at all; even using cover it'd be possible to die from a shot in the funnel or something. I know it's been said to death on this forum and the self-entitled among you will no doubt attack me for saying this, but for the world's best WW2 armour manufacturers to get the weakest cruisers in-game, seems almost cruel/like a practical joke from WG. Sheffield Cemented Armour was superior to EVERYTHING due to its composition, meaning these should be the strongest in game, not the weakest. Hell, I don't even want to do a guide on any of the ones I've had so far...and they're *about* unpopular ships!
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I can't believe nobody else has noticed this...the SS Great Eastern is one of the ships in the Halloween event!!!!!!! AHHHHHHHH!HHH!HH!HH!!!!!! NERDGASM NERGASM!
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WIP - HMS Prince of Wales - 1:350
Close_Quarters_Expert replied to OneEyedFatty's topic in Off-Topic
Anyone who models a KGV-class Battleship is a winner in my book Your models look great and the weathering thing is something I just wish I'd see more often on models. They often look so new and polished that it's just not realistic; even in dry-dock these ships would have had rust and dirt on them (in fact, moreso; I'll never forgot the early construction photos of KGV herself...what a state! Wood all over the place, rusted hull, dirt stricken gun mounts) So the ageing is definitely a huge pro in my book and something I agree more people should do. I once modelled an Airfix (I believe it was) HMS Belfast (years and years ago; I was about 12 years old!). Can't remember the scale but it was about 15 inches long so pretty small. Anyway, after painting I purposely rolled some of the components about in soil! The outcome was surprisingly good...she looked like she'd partaken in an epic battle! I don't think my parents were best pleased bringing it inside, though I'm no modeller (unless you count 3D, which is my profession) but that looks like a seriously fun kit! Thanks for sharing this with us! -
2nd slot: AA - this will come in handy, trust me. NM has more than enough turret speed for a good player and extra protection from bombers I can recommend a lot more than that range upgrade which will make your guns go wonky down range. Up to your play-style of course but if you're confident you know a US BB's role in the fleet, go AA as it'll help you survive more than extra range or faster turrets. I don't care what people say; Carriers are still very prevalent in the tiers you'll be going into with her and NM is still a good target due to her speed, despite her already decent AA. My Colorado's AA gets me out of trouble constantly thanks to it having the extra range. Doubt I could say the same for faster turrets (or at least, not so much). If you need main battery range upgrade, you're playing her wrong. 15km is more than enough the majority of time, and if you're being a good fleet player. 3rd: Damage Control - A no brainer for a US BB. Helm and/or Engine hasn't once been knocked out on mine in over 100 battles; it just doesn't happen on US Dreadnoughts unless you take a torp direct in the stern (which next to never happens if you're paying attention and have Rudder shift mounted in the 4th slot). Furthermore, if you're in a position to take so much shell damage to your stern that it knocks out one of these, chances are you won't be living much longer anyway given your 20kn top speed. Fire and eating torpedoes in the torpedo protection, on the other hand...they do happen, much more frequently. Damage Control helps you tank and survive them better. 4th: Rudder - NM is a real turner...capitalize on this as it'll save your life time after time. She's short in length too so you don't really need fast acceleration for avoiding shot as much as on, say, an IJN BB or even KMS one. Her low top speed also means this is a bit of a pointless thing to mount.
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Old Mikasa/Pre-dreadnought Appreciation Society thread - Please see page 27
Close_Quarters_Expert replied to HMS_Worcester's topic in Other
I know a lot of you guys are into your Victorian ships, so: SS Great Eastern! Not only one of the finest steam ships ever built, but one of Brunel's beauties! And it'll be HERE, in WoWs!!!! Mikasa's also getting an interesting overhaul in this event! I'm dying here!!!!! Could this addition of sail and paddle even mean more 19thC vessels soon? (doubt it) -
I see this all the time. Assumed it was down to more than one ship being kiilled within a couple of seconds. Be good to get an actual answer to this though
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Disliked Guide #4: Atlanta
Close_Quarters_Expert replied to Close_Quarters_Expert's topic in Cruisers
Thanks for the tips, chaps! This should be done in a few days, though I've got the 'meat' of it done! Feedback very welcome -
Locking turrets in neutral position
Close_Quarters_Expert replied to LazyInsight's topic in Newcomers' Section
I too would love to see this in game; for both accuracy and gameplay reasons -
Wyoming Max Range vs. Tier V Cruisers
Close_Quarters_Expert replied to LeftRight92's topic in Newcomers' Section
It's worth noting that Wyoming can be penned through the bow by pretty much everyone with guns larger than 6 inches, and her belt armour leaves a lot to be desired too. Angling her and using cover if your best bet. She's a beast, but definitely not as armoured tier-for-tier as everything after New York (which also suffers from a lack of armour relative to its intended role). -
Old Mikasa/Pre-dreadnought Appreciation Society thread - Please see page 27
Close_Quarters_Expert replied to HMS_Worcester's topic in Other
Hey! I can't see the pic? -
New Mexico vs Bayern, Colorado vs Gneisenau
Close_Quarters_Expert replied to KraKonFOUR's topic in Battleships
To be honest I don't feel this way about them. I agree Colorado beats Gneisenau, but as for Bayern I think Warspite is honestly the better ship of the two with its laser guns, and Mexico is the best of the three. NM has better alpha, better AA, better maneuverability, better guns, more guns, faster turrets, faster helm, US RP...I could go on. Kaiser is deinitly not god of TIV. Ishizuchi can melt it, Myogi can run from it, Wyoming can out-alpha it and Arkansas has the extra slots. I've rarely lost to a Kaiser in another T IV BB. It's good, but not not the best; definitely the most balanced at tier 4 though, if that's what you mean?. Konig was the best for me; good, reliable damage dealer. -
Mahan. Was it the best possible way to improve Farragut?
Close_Quarters_Expert replied to ulcusrodens's topic in Destroyers
I didn't really enjoy the Farragut as much as hoped. I already have Ognevoi at that tier for gunboating and for me Farragut just felt like a weaker version of Ognevoi. Mahan just feels a lot more capable with that extra launcher and better torp range. Early days with her though and she's taking some getting used to, that's for sure. I'm definitly looking forward to the grind more than Farragut, though. Just the ability to stealth torp and launch alll those tubes sells it for me. -
Disliked ship guide #3: Mikasa – why don't people take her seriously? (For final comparison to the Tier III Battleships, skip to the ‘overall’ section) At a glance: IJN Tier 2 1899 British Pre-Dreadnought, the most unique ship in the game with an equally unique playstyle Most similar to South Carolina, though this is pushing it. She’s still a very different ship. Has more in common with HMS Warrior than HMS Warspite, and boy does she feel like it! Above average credit earner, with substantially less repair than tier 3 Battleships Available from the store or in-game, for £8 First- An Opinion Mikasa is a ship both veterans and total noobs will feel under-powered in. Many believe she can barely compete at the tier and that cruisers are generally stronger. Having bought her myself without knowing a thing about her beforehand, my first few battles in her were indeed filled with trepidation. In fact, it can be very hard to decide what Mikasa's place actually *is* within a fleet. She's not support (that's the cruiser's job), she's not a heavy hitter, she's certainly not recon, she's not a sniper, she's not mid range artillery support; she's not even *really* a brawler with so few main guns. So how the hek do you use her, then!? In all honesty she doesn't really have an assigned place within the fleet; and this is just one of the reasons she's so unique to the game. Play her as a normal battleship and you'll become out-gunned fast. Play her as a cruiser and be out-maneuvered fast. Play her as a Destroyer and prepare to get fat eating torps. This is the reason so many people sell her for credits after buying her; they simply don't get the use of such a ship and, feeling out of their comfort zone, rage sell then whine that WG miss-sold them a ship. This fickle attitude not only demonstrates a distinct lack of patience, but also of a foundation appreciation for how Naval Architecture developed in reality. Thanks in part to her Japanese ownership, Mikasa was far from 'useless' in real life. Just look up the 'Battle of Tsushima' for proof... Mikasa during her heyday under Admiral Tōgō Heihachirō So to understand why she is so different, let’s first see what Mikasa actually classes as. She’s a pre-dreadnought. Not a Battleship (at least not in the way the game categorizes it), not a Battlecruiser; not even an Ironclad Warship. A Pre-Dreadnought. ‘Why so large of a distinction, Cowper? She looks just like a Dreadnought!’ Thing is, pre-dreadnoughts represent the end of an era; a massive transition and shift in naval doctrine. Within a century prior of HMS Dreadnought’s launch, the navies of the world went from being formed of little more than wooden rafts with sails and guns attached, to metal beasts powered by fossils fuels, capable of demolishing entire cities. In fact in the space of about 40 years, naval architecture (most notably British) went from using wooden sailing masts for propulsion to radar masts for lining up 20-km shots! It was by a very far margin, the fastest progression of technology in history. World of Warships itself has taken longer to develop than it took the great powers to fully adopt the Dreadnought concept….seriously! Don’t believe me? Look it up! It was an arms race of the highest degree. However, my point is that no other ship class, extent or dead, represents the final stage of this shift moreso than that to which Mikasa belongs. Within years of her launch she was made utterly obsolescent. If not for her far Eastern ownership, she would’ve been scrapped long before her time. As it was, however, she served with distinction in many conflicts; proving to the world the Pre-Dreadnought still had something to say... Mikasa is a very unique ship in WoWs. With the coming of the all-big-gun ‘Dreadnought’s, gone were the days of the ram, of the broadside and of the humble cannon ball. Mikasa, and all ships before her, became overnight relics. We’re honoured to have her in World of Warships. Survivability There are two things which make Mikasa what she is; built by the world’s finest ship-builders (the British), and a Pre-Dreadnought. Incidentally, it is also both these things which mean she’s one tough nut to crack! To begin with, she has the same health pool as a fully upgraded South Carolina. People seem to assume this is down to either poor armour or heal ability. This is the first common misconception about Mikasa; that she’s weak against other Battleships. This is true in part; her low number of main battery guns does put her at an immediete disadvantage against other Battleships. But it sure has nothing to do with her armour! While it certainly won't stand up to higher tier Battleship fire (Tier IV and higher), Tier III's will have to learn to treat Mikasa like an equal; or face a very long and potentially very damaging fight! Mikasa’s armour scheme, clearly showing the sloping deck citadel; the same used on much later IJN ships, such as Fuso and Nagato. Whether or not this was a wise scheme to keep on those later ships is a debate in itself; however, on Mikasa it provides more than adequate protection: For tier 2, Mikasa’s armour is god tier. No AP fired from another Tier 2 ship will penetrate her hull. When you consider that most of tier 2 is cruisers, this doesn’t seem so impressive…until you realize she pre-dates the vast majority of them by at least 20 years! Mikasa’s armour scheme was designed in around 1887…yet it can actually stand up to surprising punishment, both in life and in-game. Aside from bouncing everything a cruiser can throw at you, battleships also have a hard time cracking her open. Not to say they can’t, as Mikasa can actually be penned through the bow by Nassau. But they’ll have a hard time of it, mostly due to your heal which is equally as potent as theirs. Add to this that her belt is almost the same thickness as South Carolina’s, and her deck armour surprasses it; and you have one tough little ship. Be aware though, that fire will burn her to the ground. It’s normally a good idea to avoid notorious fire spammers such as St.Louis and Kolberg, and instead focus on firing into the enemy battleships. GAMEPLAY STRATEGY: Angle her well and don’t attract too much return fire from battleships. You’ll do well against cruiser shot, and even soak up some 11/12-inch AP damage in the process. Her sloped citadel will give you surprisingly high levels of protection. Even plunging fire isn't such a big issue, seeing as her combined deck thickness is more than that of the South Carolina! Artillery ‘This ship couldn’t hit the side of a barn…from the inside!’ – The Mighty Jingles Firepower is where the biggest misconceptions lie; and for once, I must agree with them in part. Mikasa only has a 2x2 turret layout; pitiful for a Battleship, regardless of its tier. This wouldn’t be such an issue, however, if only her guns didn’t have such wonky dispersion! Let me give you an example. This ship can quite easily one-shot cruisers with HE. Seriously, ask any good Mikasa captain and they’ll verify this can and does happen. Sadly, though, this is the exception not the rule. Much more of your time in this ship will be spent ripping your hair out over a distinct lack of love from RNGesus. It doesn’t get much better in ergonomic aspects, either. Your turret speed will not allow you to do a full turn while locked on. Your range is thoroughly average for tier 2, and a little below average for tier 3. You can only fire both turrets while presenting an almost perfect broadside. As if all this wasn’t bad enough, the reload on the guns is the same as higher tier Battleships. Not normally an issue, but you only have four guns allowing for on average two shells a round…so…yeah. Having said all this though, reliable damage is possible if you learn her dispersion. Telepathy may help too, but in general, practice with the ship will definitely yield better results. My average damage per game is anywhere between 5 and 18k with the main batteries. Doesn’t sound like much? Well, it’s only normally possible to land 10, maybe 15 shells through the course of a battle. So yes…that is a lot of damage relatively speaking. So her guns really aren’t as ‘useless’ as everyone says. Just a little…temperamental…is all! HOWEVER. And this is what everyone reading this has been waiting for me to get to…. Notice anything a little odd about this Tier 2 Battleship? Yup! It has four more useable secondaries than Nassau! Remember how I mentioned that Dreadnoughts were special because they had ‘…all big guns…’? Well, Mikasa, not being a Dreadnought, overall has more gun batteries than Yamato. Yamato; 8 tiers above her, has (from a historical perspective) considerably weaker secondaries. In fact, if it weren’t for WG nerfing the living daylights out of Mikasa to stuff her into tier 2, she’d be the most powerful secondary machine in the whole game. She has guns EVERYWHERE; even some which are just for show! AA guns? Nope! Fun fact: Mikasa has 80mm deactivated secondaries in her masts, as well as many extras along her decks which aren’t even used by the game! Historically they’d have fired out to around 11km as well. It’s only for balancing reasons they don’t work this way in World of Warships. In fact, the mast guns are very often misidentified as early AA-guns. Furthermore, you know those ‘AA’ guns on top of Ishizuchi’s turrets? Nope! Deactivated 4-inch secondaries! Ok, so they certainly have number; but they’e not individually bad, either. Rapid reloading damage dealing 5-inchers line her hull while countless smaller calibres are strewn across her various decks, intended to harass and goad the enemy. In a pure secondary fight, Mikasa can beat Nassau at it’s own game due to the higher HE and DPM damage she deals. You’ll melt cruisers, especially ones inexperienced enough to wander into your secondary range. However, this is where I come to the one down-side of Mikasa’s secondary might; and it’s a doozy. They only fire out to 3km (3.8km up-specced). It does seem a bit of an over-nerf on WG’s part to do this, but I guess that just goes to reinforce my point that Pre-Dreadnoughts still had a place in a 20th Century navy! But even this isn't a big of a problem as it sounds...most of the maps Mikasa will be on are tiny by comparison to the later ones. For instance, on 'Polar'; a popular Tier 2 map on which Mikasa frequently finds herself, your 3km secondaries will actually reach all the way across the cap circle and even into the center of the map! By relative comparison tothe secondary range on other IJN ships, this is phenomenal! GAMEPLAY STRATEGY: You will consistently get damage by following your team into the fray and acting like the damage soaker for your allies. If your team plays well, you'll be in the heart of the action with both secondaries and primaries going off. Also, given the *cough* lower end player-base *cough* you'll come up against regularly, a lot of players will stray right into your secondaries. By which point, they'll either be sent back to port in very short order or will be very soon! Secondary range (in green). While they have a fairly poor range compared with the tier 3 BB's, given the right map, you can use them to control entire areas or even lay down defensive fire for your team! Also note that I am being spotted by everybody, with my detection range having gone far outside the map (bottom left light blue)! ∆ Me demonstrating Mikasa's explosive secondary potential ∆ To summarize, Mikasa is capable of murdering lower tier cruisers and destroyers alike, and has a good chance of setting enemy battleships alight with her HE shells. The only problem is you'll have to push hard to make light of these advantages. AA Mikasa has no AAA whatsoever. Given the tier she's at, she'll never meet a single plane unless a Katori happens to be on the enemy team. So this really doesn't matter one bit. Torpedoes Mikasa has no torpedo launchers. Given her lineage of having 4x 18-inch tubes, this is actually quite peculiar. Anyway, Destroyers at this tier are pretty deadly if used well. They can fire fast and in some cases (looking at you, Umikaze), to not inconsiderable range, too; so they are definitly a foe to watch out for. Nonetheless, a good captain will know exactly how to negate their advantages, and press his own (here being, secondaries). Gameplay Strategy: The best way of dealing with a Destroyer in Mikasa is to go bow-in straight toward him. Your excellent maneuverability should allow you to avoid the vast majority of his torps; all the while your secondaries can probably get some pot shots in!. Of course, if you're at range from him, just sail in the opposite direction; you'll generally have very heavy cruiser escort at this tier, afterall, so this isn't difficult. Maneuverability This is one aspect in which Mikasa uncategorically shines. Not only is she fast (18knots is impressive both for the ship type and her age), but she corners like a US Army Jeep. Pre-Dreadnoughts were well-know for this particular trait, thanks to their short overall length and wide rudder allowance; as well an inane ability to shut off one of the two screws powering the vessel; something far harder on a ship with quad screws. You'll find yourself almost ignoring most torpedoes fired at you with impunity. In fact, you can quite easily surf between Umikaze torps from the same launcher! All that's required is good situational awareness on your part and, if possible, the Vigilance captain perk. When dropped into Tier 3, despite not being much slower than the majority of other Battleships, it is prudent to stick near base in case it need defending. In fact, base duty is perfect for an up-tierd Mikasa (especially since update 0.5.12, where people are now more liable to push each other's base). Your secondaries can cover the whole cap circle in shells, your maneuverability can make you a difficult target for DDs and your short silhouette means it's easy to stay within the circle and reset the cap. Gameplay Strategy: Mikasa is very competitive in this regard. Use this to your advantage! Close to secondary range with enemy Cruisers and Destroyers (albeit with escort where possible), all the while using your great maneuverability to be as elusive as possible for enemies lining up torp shots! Just beware of entering the sights of a Tier 3 Battleship too soon...as you won't come out on top if he has any support or brain cells at all. Simply asking at least one allied cruiser to stay near you will greatly increase the chance of survival for both of you. Because of this and the fact you can soak damage for them, they'll usually oblige; especially in tier II where you'll probably be the only Battleship. Concealment This is a bit of a pointless section, really. Mikasa's from a age where cannons barely reached 10km, so concealment didn't matter one iota to a Battleship. Be prepared to be instantly spotted; almost the second you load in in fact if it's a small map full of DDs. Your gun range is far below your surface detection range and while you won't have to worry about planes spotting you, Destroyers will always light you up first; especially if you're front-line. Gameplay strategy: Don't go out on your own as you're such an easy target to be focused and neutralised. In tier II matches, this is somewhat negated by your awesome secondary firepower. But in Tier III you'll struggle to push without at least some form of support. Mikasa loves showing herself to the enemy team; never expect concealment unless you're hard up against an island; and even then, don't rely on it! Overall Let’s see how she compares competitively with Kawachi, South Carolina and Nassau Survivability: 2/4 - It won't surprise anyone that I'm announcing Mikasa to be a tiny bit more durable than South Carolina, but a little less so than Kawachi and a lot less than Nassau. Artillery: 2/4 - This is a difficult one, but I have to give artillery to Nassau for its overall quantity of firepower and South Carolina for its super-firing layout. Kawachi's lack of range and average secondaries leave her bottom. AA: 1/4 - She has none to speak of. Not that this is in any way a problem. Maneuverability: 4/4 - Great for a Battleship, no matter how you look at it Concealment: 1/4 - She doesn't know the meaning of the word 'Conceal', let alone how to do it. Ideal Build (In my opinion; these are only recommended and you can do whatever you feel is best!) Captain Skills 1 Point: Basic Firing Training. The buff this gives your secondary reload alone should make it a no-brainer. 1 Point (optional): Basics of Survivability. Fire is your biggest killer in this ship. I'd say use a point on this in rank 14 until your captain hits rank 15. 2 Points: Expert Marksman. You'll want whatever you can get to speed up these turrets. 3 Points: Vigilance. Ensures better dancing with DDs. 3 Points: (optional) Superintendent. Extra heal is always a good thing in a BB. I'd say use 3 points on this in rank 13 until your captain hits rank 15. 4 Points: Advanced Firing Training. An extra 700 meters onto your secondary range isn't to be missed. 5 Points: Manual Aiming. It goes without saying that Mikasa requires a secondary build. This skill, while expensive, will ensure you'll punitively murder anyone who gets too close; even many Battleships (it's extremely rare to find BBs using this skill in Tier 3...consistent secondary hits will allow you to compete ferociously with both South Carolina and Kawachi in close-range combat). Upgrades 1st Slot: Secondary Armament Modification. Losing turrets on Mikasa doesn't hurt as much as losing a large number of secondaries then finding your weight of broadside lacking when it matters most; which *will* happen without this upgrade. Especially important to mount if using the 5-point captain skill. To be honest, I've always used this upgrade and never lost a main turret on Mikasa once. They seem pretty beefy! Repair Party II is also a very good idea if you don't mind spending money on this ship. It'll help with the fires greatly. Signals and Camo The only one I can really recommend for such a low tier ship is boosted secondary range (Close Quarters Expert) purely because A) You need as much secondary range as possible, and B) Mikasa will generate more of this signal pretty much every match anyway. Increased fire chance (Arsonist) can help you too, but I'd only use it if you have a tonne lying around; otherwise it's a bit of a waste of what is a very good signal. Mikasa comes with a gorgeous 'Titanic style' camo which you'll want to use 9 times out of 10. However, if you really want to be unique and don't care so much for the XP bonus, take it off! I'm guilty for using Mikasa extensively minus the camo, simply because I love how much more 'Pre-Dreadnought-y' she looks without it! All other camo is wasted on this ship, in pretty much every way. Conclusion Mikasa can be an extremly situational, awkward, punishing, at times sadistic, stressful, bullying ship to play and on the strength of these things alone, I can't recommend her to any competitive player. End of discussion. HOWEVER, I can utterly recommend her with all my heart to the following types of player: Those with an active interest in history Those who enjoy having fun with secondaries Those who just love the thought of bringing a Battleship into a Cruiser's domain Those who love admiring their ships (seriously...Mikasa is just gorgeous with a supplied premium camo to match) Those who are after a good ship-taming challenge! She's unique. Utterly, utterly unique in World of Warships. If you match any 1 of the above five parameters, you won't regret dropping £8 on her; I can promise you that now. Even in Co-op she's worth the money; letting those bots get close and watching your secondaries turn them into Swiss Cheese is truly a sight to behold. And you ain't seen anything until you experience a Mikasa on Mikasa duel... With help, you'll get into brawls with Nassau and win. With help you'll excel in this ship; without help you'll be focused and killed. She is truly a team-player's ship, designed with the close-quarters player in mind. Oh, and did I mention she's fantastic for getting the 'Close Quarters Expert' award? 'Cos she is! To conclude; buy Mikasa today, join the brilliant Mikasa Appreciation Fleet, add my and jump in-game! What are you waiting for? Another massive shift in naval doctrine? -----------------------------
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I'm in there right now and it's been totally empty for about 2 hours...I know it's morning but still...forever alone.
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Well part of what I said about the DDs was pre-emptive for an upcoming patch, so of course the figures don't sustain me there :p as I fully agree they're not the best right now. As for the BBs...I honestly think many people don't understand how to use US BBs these days. They can even be a struggle for me sometimes and I'm used to them. But at the same time I'd never say they need a buff because of this; just a change in player meta, perhaps...not that that will ever happen but you get what I mean. NO is getting a buff in this next match so hopefully that'll convince more people to take them seriously again; which to be honest I think is another problem. People just don't take them out regularly enough to get to know them well, mostly because after Cleveland they do, admittedly, change considerably. As for the mail...I've never ever received it :/
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Old Mikasa/Pre-dreadnought Appreciation Society thread - Please see page 27
Close_Quarters_Expert replied to HMS_Worcester's topic in Other
We must do that again soon! -
As you said, OP, you need to close with her. I don't actually own one (I'm grinding through Bayern still), but I do reliable damage to them at anything above 15km...especially with other BBs, but also with HE spamming DDs and Cruisers. I use AP against them with NO and it yields good results. So I can easily believe you need to seriously close before your armour can really become effective. As for how...well, same as with any BB only you have the trump card of torpedoes and super duper belt armour so it's actually easier in Gneisenau than any other ship at the tier. I'd say you should treat her more like Kongo than Bayern. Use that speed to get right into the action, then when you have enough support and/or the enemy are giving you the perfect chance, pounce on it. The guns are crap at range on any german BB, from what I can see, so this really is your best option. Again, though, I don't own her so this all just a third party perspective based upon fighting (too many of) them Edit: Many Gneisenau/Scharnhorst players seem utterly clueless about how to use a Commerce raider; and many others are wallet warriors. It's just that in the right hands they're extremly potent, IMHO. From watching these players, I note that they really come into their own at the end of a game; especially in domination; where they can push hard and seriously help the cap. I reckon you should just try being a little more aggressive and if you get focussed down and wrecked everytime, it means you're pushing in the wrong place; which I believe is something which simply has to come from practice in the ship As with any BB, she's helpless when out of position.
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Ishi is very profitable if used well. Mikasa less so, but still fun! *Unashamedly hints at the links to buying guides in his signature*
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Des Moines is the *only* TX I'm actively pursuing these days; I've played her at a few events and I think she's worth it
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Disliked Ship Guide #3: Mikasa
Close_Quarters_Expert replied to Close_Quarters_Expert's topic in Battleships
Yeah I always bring along the reduced fire time signal, and RP II if I can afford it as that is her weakness. Angle her well though and you'll bounce a huge amount of HE. There'll always be a few fire starters, though. Glad she's treated you well so far! -
Disliked Ship Guide #3: Mikasa
Close_Quarters_Expert replied to Close_Quarters_Expert's topic in Battleships
I'm happy to say this guide is now complete. Any suggestions and/or comments welcome. -
Old Mikasa/Pre-dreadnought Appreciation Society thread - Please see page 27
Close_Quarters_Expert replied to HMS_Worcester's topic in Other
One of those will do very nicely, thanks Nice snaps! Makes me want to take her out... -
Captain Cowper's Colorado Guide
Close_Quarters_Expert replied to Close_Quarters_Expert's topic in Battleships
This is the biggest down-side for me, too. While tier 7 is a pretty good one for MM at the moment, my lack of speed means it can be hard to press advantage unless of course I'm lucky enough to make good decisions in the very beginning. Enjoy NC...she's my favourite Battleship in the game at the moment and with good reason ;) Nah I feel the same way about most of them...hence this series of guides! And I doubt enough people pay attention to these for wiki to ever be a destination, but thanks for the encouragement Yep I can believe all of that too. My Kiev feels beefy even against most battleships, though you gotta love the HE on those cotton puff guns! -
what nations and era ships would you like to see added?
Close_Quarters_Expert replied to teper1961's topic in Other
Why Klingon necessarily? The Romulans are just as worthy if not more so (roll the 'Romulan ships are OP; need a nerf'! threads in 3...2...1). Genuinly, though, I'd love to see some South American ones. Mostly because they got lots of Britain and North America's relics so they'd be like a whole era behind everyone else all the way up the tech tree...which would be just...epic to see. Dreadnoughts fighting Yamato and WWI protected cruisers fighting Ibuki (with appropriate buffs obviously, to make them competitive) -
I disagree on Battleships. USA are very competitive after New York, and extremly strong in their own ways (though a range boost wouldn't hurt; given that even the so-called german 'brawlers' have more range than them until tier 8). I agree that New York and Montana can be very uncompetitive for their tiers, but each line has at least two overly-unforgiving ships; the IJN's is (arguably) Myogi and Izumo. KMS has Bayern and Kaiser which are good but not great at their tiers. Cruisers and CVs I agree on; there are some real stinkers in there which need extensive love and re-organizing. Destroyers are fine imho though; Sampson is maybe the only let-down against her peers imo. Once the IJN receive the range nerfs (which I don't agree with btw), I think USN will be the strongest above Tier 5 for the most part; I'd even say Mahan trumps Kiev and Nicholas trumps Gnevny in many aspects. These are just my opinions though. German Battleships are pretty god-awful in the wrong hands. Crap firepower right the way up to tier 9 is not good on a BB. Though I'll admit it's slightly suspicious how much stronger they are than USN ships in some other respects...*cough* fairytale fantasy super AA which needs nerfing hard and fast *cough* Edit: Never had that mail! Was this to your regular e-mail address?
