Jump to content
Forum Shutdown 28/7/2023 Read more... ×
Sign in to follow this  
leonport

Napoli is the most fun i had in this game since commander rework

114 comments in this topic

Recommended Posts

Players
4,371 posts
15,291 battles

Brought for coal (nothing else worth it and it looked good) and thoughts? 

 

Fun ship, different and worth the coal. Not OP but I have no doubt they will screw around with it as per the disclaimer. 

Share this post


Link to post
Share on other sites
Players
5,512 posts
24,382 battles
4 minutes ago, Redcap375 said:

Brought for coal (nothing else worth it and it looked good) and thoughts? 

 

Fun ship, different and worth the coal. Not OP but I have no doubt they will screw around with it as per the disclaimer. 

The disclaimer is only there as it’s the only tier ten available for cash.

They are quite happy to

nerf coal and steel ships whether they have a disclaimer or not.

 

 

Share this post


Link to post
Share on other sites
[ESTAB]
Players
113 posts
12,933 battles
1 hour ago, StonerStanley said:

ok you keep buying overpriced crap from wg not my problem bye 

I got it for coal so didn't cost me a penny, but ok, you do you. 

Share this post


Link to post
Share on other sites
Players
4,371 posts
15,291 battles
43 minutes ago, gopher31 said:

The disclaimer is only there as it’s the only tier ten available for cash.

They are quite happy to

nerf coal and steel ships whether they have a disclaimer or not.

 

 

 

Regardless, they will no doubt screw around with it when enough people have it. Just look at the last 6 years worth of evidence. 

 

Buying your way into tier 10 again? Well the flood gates already opened on that one and look how that turning out. 

 

I think it's as balanced as you can get.  Low DPM but punchy guns, Good secondries of 9.4km, low range but very usable smoke, tanky and has a fighter for... Well it has one. 

 

The concealment is simply stupid for a heavy crusier though. 10.4km for guns that size?? Please. That's only like 0.4km from the smol and thats a light crusier with 130 guns, how do they work that one out? :Smile_facepalm: and the small fire from smoke penalty is a joke. Bigger guns than the venzia and it has less penalty? Yeah, again whatever Trevor. 

 

The ship was designed to make money and it will. 

 

When they get enough, the not needed nerf bat with come swinging. 

 

Regardless its a fun ship and enjoy it. Still getting used to it but it's worth the coal.... For the moment. 

Share this post


Link to post
Share on other sites
Players
5,001 posts
7,787 battles
18 hours ago, gopher31 said:

This is how you play Napoli.

 

20210731055443_1.jpg

 

 

10k from the main battery and 45k from secondaries, as a game concept that looks unrewarding to me.

Share this post


Link to post
Share on other sites
[LAFIE]
Beta Tester
7,707 posts
7,856 battles
1 hour ago, Capra76 said:

 

10k from the main battery and 45k from secondaries, as a game concept that looks unrewarding to me.

Him only  landing 19 main battery hits may have something to do with that low damage, just saying..

  • Cool 2

Share this post


Link to post
Share on other sites
Players
5,512 posts
24,382 battles
1 hour ago, lafeel said:

Him only  landing 19 main battery hits may have something to do with that low damage, just saying..

I may have been  having a bit of fun with it!

 

Spent quite a while bow on to the Kremlin watching my sec damage numbers ticking up them came out in smoke to torp him to death.

 

Share this post


Link to post
Share on other sites
[LAFIE]
Beta Tester
7,707 posts
7,856 battles
26 minutes ago, gopher31 said:

I may have been  having a bit of fun with it!

 

Spent quite a while bow on to the Kremlin watching my sec damage numbers ticking up them came out in smoke to torp him to death.

 

As much fun as farming secondary hits are, remember they are called secondaries for a reason, that's all I am going to say.

  • Cool 3

Share this post


Link to post
Share on other sites
Players
472 posts
20,079 battles
11 hours ago, Rawthorm said:

To be honest I went full secondary build for more than just the range. Secondaries account for a big chunk of your damage in the mid to late game and losing a turret, especially one of the big ones bites, so keeping that module survival up helps. You also get a nice boost to AA as well and skills like top grade gunner boost both secondaries and the main battery. I also use Luigi as my commander so you get the range bonus by the mid game anyway.

 

I can see how the math might work out differently for those who don't have Luigi as a commander however. Either way I think the main draw of the ship is its flexibility and the fact that you can opt not to secondary build it and still be effective is a testament to that.

Yeah I'm only talking about the modules in slots 1,3 and 5, I have got Luigi as captain and you can keep his build for secondaries.

 

You really aren't losing much by keeping the modules as per usual, about 1.6 kilometres in range and a slight reduction in secondary reload (20% of 3 seconds doesn't amount to much), dispersion is a bit different -20% with secondary mod 1 as opposed to -5 with aiming systems mod 1, but you can stay with secondary mod if that bugs you and still have your main guns and torps more protected and with better range.

 

In return you get main guns and torps which don't break as easily and repair faster,  and decent range on the main guns, these are your main damage dealers; and while the secondaries are nice to have they will take a while to wear a ship down by themselves on a cruiser, they also commit you to closing to 8-10 km if you invested everything in them.

 

It's different with bb's as they tend to have more, and HE secondaries to boot, a secondary build Bismarck before the nerf was the stuff of nightmares if you ran into one, and lots of fun if you are driving one, same with US ships like Massachusetts and Georgia, shame they nerf'd it.

 

I'm still trying to decide but I think I agree with Flamu that SAP secondaries tend to work best broadside on, they certainly don't seem as effective as HE though they are effective enough, and contrary to what someone said earlier they do fire forward on the Napoli either directly face on, or with a slight angle (not much of a problem with the armour scheme.)

 

 

Share this post


Link to post
Share on other sites
[ESTAB]
Players
113 posts
12,933 battles
2 hours ago, arcticstorm123 said:

Yeah I'm only talking about the modules in slots 1,3 and 5, I have got Luigi as captain and you can keep his build for secondaries.

 

You really aren't losing much by keeping the modules as per usual, about 1.6 kilometres in range and a slight reduction in secondary reload (20% of 3 seconds doesn't amount to much), dispersion is a bit different -20% with secondary mod 1 as opposed to -5 with aiming systems mod 1, but you can stay with secondary mod if that bugs you and still have your main guns and torps more protected and with better range.

 

In return you get main guns and torps which don't break as easily and repair faster,  and decent range on the main guns, these are your main damage dealers; and while the secondaries are nice to have they will take a while to wear a ship down by themselves on a cruiser, they also commit you to closing to 8-10 km if you invested everything in them.

 

It's different with bb's as they tend to have more, and HE secondaries to boot, a secondary build Bismarck before the nerf was the stuff of nightmares if you ran into one, and lots of fun if you are driving one, same with US ships like Massachusetts and Georgia, shame they nerf'd it.

 

I'm still trying to decide but I think I agree with Flamu that SAP secondaries tend to work best broadside on, they certainly don't seem as effective as HE though they are effective enough, and contrary to what someone said earlier they do fire forward on the Napoli either directly face on, or with a slight angle (not much of a problem with the armour scheme.)

 

 

True, I will admit that increasing the toughness of the main battery is a thing. I do usually lose a gun for a short while in most brawls. It doesn't always cause me any problems as I'm usually on fire by then and have to hit the damage con anyway, but I could see the merit in trading off some of that secondary power to prevent that from happening. That would be a hard call for me tho as I've had a great many matches yesterday where my secondaries have killed the DD's just after they've gone dark and I could see how even the slightest reduction in accuracy would have left them alive.

  • Cool 1

Share this post


Link to post
Share on other sites
Players
472 posts
20,079 battles
15 minutes ago, Rawthorm said:

True, I will admit that increasing the toughness of the main battery is a thing. I do usually lose a gun for a short while in most brawls. It doesn't always cause me any problems as I'm usually on fire by then and have to hit the damage con anyway, but I could see the merit in trading off some of that secondary power to prevent that from happening. That would be a hard call for me tho as I've had a great many matches yesterday where my secondaries have killed the DD's just after they've gone dark and I could see how even the slightest reduction in accuracy would have left them alive.

Actually I will admit I swopped aiming system mod 1 for secondary battery mod 1'after I wrote that, and that does seem a worthwhile switch, it seems to pretty near double secondary battery hits, and with the main guns even at max range the dispersion doesn't look too bad.

Share this post


Link to post
Share on other sites
Players
4,371 posts
15,291 battles

Its all about that 6th slot for me at the moment.

 

Went full sec then switched back to main battery reload.  Still not too sure, but as you always use your main guns my brain says it's the better pick.

 

But that 6th slot does help with both secondaries and AA and it's AA isn't bad in the first place. 

 

Unsure at the moment.  Brain over heart.

 

4 games, 50% and dog damage at the moment, but it's such a different ship its hard to gauge. But its got potential and that's the important thing.  Right now it's the captain sailing it that's unsure :Smile_teethhappy:.  In the right hands with the right knowledge of the ship I can see it being quite a very good tier 10..maybe not ultra competitive great, but diffrent at least. 

  • Cool 3

Share this post


Link to post
Share on other sites
Players
472 posts
20,079 battles
20 minutes ago, Redcap375 said:

Its all about that 6th slot for me at the moment.

 

Went full sec then switched back to main battery reload.  Still not too sure, but as you always use your main guns my brain says it's the better pick.

 

But that 6th slot does help with both secondaries and AA and it's AA isn't bad in the first place. 

 

Unsure at the moment.  Brain over heart.

 

 

Yeah also valid points, thing that worries me is the AA only has 4.6 range no matter what you do as far as I can see, seems like it is too close to blunt an attack, but may be wrong.

This ship is a puzzler, just hope my doubloons hold out with all this mod switching trying to find a nice compromise lol

 

Could do with Little White Mouse doing one of her in depth reviews, if she's got over the Yukon betrayal

Share this post


Link to post
Share on other sites
Players
4,371 posts
15,291 battles
5 minutes ago, arcticstorm123 said:

Yeah also valid points, thing that worries me is the AA only has 4.6 range no matter what you do as far as I can see, seems like it is too close to blunt an attack, but may be wrong.

 

But how many times do they fly over your smoke without even knowing?

 

But your right, AA is very short.  The Venz AA is also short but that was the number one ship to go to in CB with the right "CV" meta (before the nerf).

 

And it still has a fighter plane, token i know but it's something. But good CV players will simply run rings around you and laugh.

 

But out of 4 CV games yesterday, all 8 of them were awful so that doesn't matter. 

 

Quote

This ship is a puzzler, just hope my doubloons hold out with all this mod switching trying to find a nice compromise lol

 

It is just that, a puzzler.

 

Napoli 10 Italy 4 50% 337 33 778 0.75 1.5 Details

 

That's mine so far and i cant tell you how bad that is.

 

I know what i'm doing wrong (Using HE too much, relying on others to spot and making on play decisions on that and not picking the right place to push).

 

Will get a lot better with time, no doubt.

Share this post


Link to post
Share on other sites
[-TAP-]
Players
755 posts
10,484 battles
1 hour ago, Redcap375 said:

Its all about that 6th slot for me at the moment.

 

Went full sec then switched back to main battery reload.  Still not too sure, but as you always use your main guns my brain says it's the better pick.

 

But that 6th slot does help with both secondaries and AA and it's AA isn't bad in the first place. 

 

Unsure at the moment.  Brain over heart.

 

4 games, 50% and dog damage at the moment, but it's such a different ship its hard to gauge. But its got potential and that's the important thing.  Right now it's the captain sailing it that's unsure :Smile_teethhappy:.  In the right hands with the right knowledge of the ship I can see it being quite a very good tier 10..maybe not ultra competitive great, but diffrent at least. 

Aye, for mine I've kept my "standard" set of cruiser modules with the exception of the secondary module in slot 3 as I feel it's quite a decent set of bonuses on it.  For the sixth slot I've taken the main battery reload, it was a toss up between that and the range mod, but as I felt the ship is more effective at those mid-sized ranges anyway (and I have Sansonetti for the range proc) I just about thought that the reload reduction was going to come into play more often.

 

I think it's one of those ships where the damage numbers themselves are never going to be fantastic, but it'll be effective damage against priority targets like DDs and cruisers. 

  • Cool 1

Share this post


Link to post
Share on other sites
Players
4,371 posts
15,291 battles
1 minute ago, Pandafaust said:

I think it's one of those ships where the damage numbers themselves are never going to be fantastic, but it'll be effective damage against priority targets like DDs and cruisers. 

 

Precisely.

 

Its DPM and range holds it back in that regard.

 

You have to play it like it is, a medium range ship that likes to scrap when it get the chance, and smoke allows that.  No point playing it like a long range cruiser, too many of them in the game that do it much much better.

 

But that's the rub. It's easy to pop that smoke and to over extend and get caught out. Nearly happened once already, first game.


I have been very very passive so far knowing this and it's effecting my ships stats. The more confident I get with it, the better I will be which takes a few games.

 

 

  • Cool 1

Share this post


Link to post
Share on other sites
[-TAP-]
Players
755 posts
10,484 battles
18 minutes ago, Redcap375 said:

 

Precisely.

 

Its DPM and range holds it back in that regard.

 

You have to play it like it is, a medium range ship that likes to scrap when it get the chance, and smoke allows that.  No point playing it like a long range cruiser, too many of them in the game that do it much much better.

 

But that's the rub. It's easy to pop that smoke and to over extend and get caught out. Nearly happened once already, first game.


I have been very very passive so far knowing this and it's effecting my ships stats. The more confident I get with it, the better I will be which takes a few games.

 

 

Oh, 100% agreed on this being the case - I completely screwed my first match by pushing a flank (it was a super static game, no DDs and nobody on either side attempting to cap so everyone was sat about 14km+ away from each other hurling insults more effectively than ordinance).  I went down a flank and hit smoke to push an island camping Zao, but the three ships behind me then bailed and I got isolated and blapped whilst only doing 20k damage or something ridiculous.  On the other hand, it forced the enemy team so far out of shape that they then started losing ships, but that doesn't show up in the stats!

Share this post


Link to post
Share on other sites
Players
472 posts
20,079 battles
1 hour ago, Pandafaust said:

 everyone was sat about 14km+ away from each other hurling insults more effectively than ordinance).  I went down a flank and hit smoke to push an island camping Zao, but the three ships behind me then bailed and I got isolated and blapped whilst only doing 20k damage or something ridiculous.  On the other hand, it forced the enemy team so far out of shape that they then started losing ships, but that doesn't show up in the stats!

Yep sounds very familiar to any dd player, "dd cap!"(when not necessary game wise)  loosely translates as "every one is dug in and nothing is happening, so sacrifice yourself in the cap, and maybe I can poke my nose round my island and hopefully sink something"

 

I think the issue with Napoli is the same as Paolo Emilio, it assumes a world without radar, and hydro being on everything and cv's not being an ever present danger keeping you perma spotted,

 

Both ships would be good as ambush predators outside this world, creeping up on an isolated ship and surprising it, hitting smoke, and blowing it away, however the reality is when you leap out in randoms you will likely get a faceful of multiple Russian/US cruisers, focus firing, cycling 12km radar and hydro :Smile_teethhappy:

 

I saw a video from one cc who recommended waiting till mid to late game before committing, once the field had thinned out, to have a better chance of surviving.

(yeah that'll work out well, I can almost hear the repeated irate map clicking and getting a dozen reports at the end of the game ) :Smile_veryhappy:

 

 

  • Cool 1

Share this post


Link to post
Share on other sites
Players
3,476 posts
13,881 battles
5 hours ago, Redcap375 said:

I know what i'm doing wrong (Using HE too much,

Actually, we know since the Roma and the Duca d'Aosta that the Italian HE is garbage.

Share this post


Link to post
Share on other sites
Players
4,371 posts
15,291 battles
2 hours ago, Ocsimano18 said:

Actually, we know since the Roma and the Duca d'Aosta that the Italian HE is garbage.

 

It's hot garbage. But its those early DD kills that can make a difference. 

 

Friendly DDs have been letting the side down in the last 3 games though. Either refusing to spot, grab a cap or swanning around the side of the map doing nothing. 

 

When MM shows friendly DDs all being red you know its lost cause.

  • Cool 3

Share this post


Link to post
Share on other sites
Beta Tester
4,083 posts
4,481 battles

Since I rather enjoy playing ships that are dedicated to secondary builds, there was a time when I would have pressed the "purchase" button ten minutes after having spotted the Napoli in the shop.

 

As it is, though, I have to consider the possible scenario where...

On 7/30/2021 at 7:12 PM, Yedwy said:

...[t]hat thing is getting nerfed to the ground within 6 months, maybe even 3...

...because according to WG it is becoming...

On 7/30/2021 at 7:22 PM, MementoMori_6030 said:

..."too popular"...

...but in reality in order...

On 7/30/2021 at 7:27 PM, Ocsimano18 said:

...to sell you the next unnerfed premium secondary ship a few months later.

 

On top of this, I am dealing with a bewildering commander skill system that seems to be in constant flux, a sense of approaching doom with regards to the incoming submarines, and a growing resentment of the over-coddled carriers that are already here. Given how much less time I have been investing into the game over the past few weeks - partly but not wholly due to a decision to wait out a fix of the malfunctioning torpedo aiming system - I find myself equally less inclined to invest in a shiny new Italian cruiser, no matter how beautiful and fun to play she might be at the moment.

 

Whenever we buy a premium ship, we don't really invest in the ship itself (since, to mis-quote that smug kid from the Matrix, "there is no ship"). What we invest in, is hope for our future gaming experience as provided by Wargaming. In other words, the purchase of a premium ship can be said to be a vote of confidence.

 

Enough said...

:Smile_sceptic:

Share this post


Link to post
Share on other sites
Players
5,512 posts
24,382 battles
8 minutes ago, Procrastes said:

Since I rather enjoy playing ships that are dedicated to secondary builds, there was a time when I would have pressed the "purchase" button ten minutes after having spotted the Napoli in the shop.

 

As it is, though, I have to consider the possible scenario where...

...because according to WG it is becoming...

...but in reality in order...

 

On top of this, I am dealing with a bewildering commander skill system that seems to be in constant flux, a sense of approaching doom with regards to the incoming submarines, and a growing resentment of the over-coddled carriers that are already here. Given how much less time I have been investing into the game over the past few weeks - partly but not wholly due to a decision to wait out a fix of the malfunctioning torpedo aiming system - I find myself equally less inclined to invest in a shiny new Italian cruiser, no matter how beautiful and fun to play she might be at the moment.

 

Whenever we buy a premium ship, we don't really invest in the ship itself (since, to mis-quote that smug kid from the Matrix, "there is no ship"). What we invest in, is hope for - and confidence in - our future gaming experience as provided by Wargaming. Right now, this confidence seems to be a bit on the wane from where I sit.

All true, and the reason I no longer spend money on this game. 

I made this point about 'perceived permanence' at the time of the Moskva camo not being compensated.

If we do not believe WG will value the online goods we have paid for then we would be simply foolish to keep spending.

I did keep spending on ships and flags as WG said they would not nerf premium ships. then they changed their mind on that and nerfed Stalingrad just a few months after I got it  and I decided I could no longer spend money on this game. 

 

I don't mind spending in game currency of course, I cannot use that anywhere else but I'm always a bit worried that the next purchase I make will get nerfed again.

I'm less than 100 steel away from FDR, what if I spend that steel then they half all the planes health? 

 

I'm sure I wouldn't get much sympathy though!!!

 

WG don't offer refunds even if they change the ship.

 

Siegfried the secondary cruiser is no more, no refunds offered as it has other strengths. Could it be someone buys a ship for a specific  strength rather than a certain level of battle performance? 

 

Sorry for the rant, the game I love is changing and WG clearly don't mind what people have invested into it.

 

It's sad but I'm saving a lot of money!

 

 

  • Cool 1

Share this post


Link to post
Share on other sites
[NECRO]
Players
6,381 posts
Vor 49 Minuten, Procrastes sagte:

Since I rather enjoy playing ships that are dedicated to secondary builds

I have trained Jack from 10 to 21 points just by playing a T5 ship which is utterly crap except for the epic 2ndaries, so I have to confess to the very same sin. :Smile_trollface:

 

shot-21.08.02_08.21.13-0266.jpg

  • Cool 2

Share this post


Link to post
Share on other sites
[LAFIE]
Beta Tester
7,707 posts
7,856 battles
1 hour ago, MementoMori_6030 said:

I have trained Jack from 10 to 21 points just by playing a T5 ship which is utterly crap except for the epic 2ndaries, so I have to confess to the very same sin. :Smile_trollface:

 

The problem with the secondaries on the Gin Court are two fold though, they're short ranged (5,5 base) and on a slow ship. So epic they may be, but getting to where you can use them might be a problem.

Share this post


Link to post
Share on other sites
Sign in to follow this  

×