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Sir_Sinksalot

Best ship for achieving fastest "Main battery hits" missions?

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On 2/2/2023 at 1:48 PM, Panocek said:

Akizuki is the ship you might be eyeing out. Sure, she have "only" 160 shells/min output without many means of improving it further, but at tier 8 she's rather quickly obtainable and sits at tier, where aren't many ships that can contest with her in gunnery department. Survivability in shape of hp pool is also quite above average and she's overall a powerhouse in Operations, if you want to entertain that venue.

 

This was a great ship-tip.

 

The T7 Shiratsyuyu played more like the torpboat line with 6 slow reloading mediocre shell velocity mains which actually made me stop grinding that line a long time ago since I just didn't see the point of it but that T8 Akizuki I just picked up a short while ago today is a complete transformation. Wow, those guns are so good.

 

As you say, it's quick to get hold of being a T8 and really good second choice for a solid main battery mission pacifier behind the superior T10 options mentioned throughout this thread. So while a player might grind towards one of those superior options in their free time, having the Akizuki is a great and quickly obtainable stopgap during that process which will undoubtedly make short work of any main battery hits mission too without being much further behind... maybe no more than one additional battle compared to the best.

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Just a final question on this topic.

 

I might power-grind one of those suggested cruisers too so in regards the Worcester and the Minotaur, which  would you recommend and why?

 

 

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8 hours ago, Sir_Sinksalot said:

The T7 Shiratsyuyu played more like the torpboat line with 6 slow reloading mediocre shell velocity mains 

Might want to count those again, she only has five. Which, just to add insult to injury, is one less than the Akatsuki, her counterpart in the torpedo line, has.

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11 hours ago, Sir_Sinksalot said:

Just a final question on this topic.

 

I might power-grind one of those suggested cruisers too so in regards the Worcester and the Minotaur, which  would you recommend and why?

 

 

Minotaur. Worcester is hard to justify compared to Des Moines.

 

Mino also have choice between smoke and radar, and as long as you put some concealment on her, she have stealth torp capability as well.

Progression wise, Seattle is considerable stinker, being a flat out downgrade over Cleveland. On other side of big pond, Neptune can be seen as stinker due to subpar concealment and being first ship you play with such exposed citadel, making her bit of a traumatic experience. But gunnery wise, she's major step up from Edinburgh.

 

As for supershits that follow... Edgar is modest improvement, if not downgrade over Minotaur, making purchase and following sustain a questionable pick. Sure, she gains 6th turret and burst fire, but loses increased fuse sensitivity, which kills her effectiveness against destroyers and superstructures.

US CL is yet to get supershit, though there is possibility of WG going with proposal or upgunning Worcester with triple turrets, 18gun broadside :cap_hmm: though I imagine reload going down to 6-7s for spreadshiet reasons

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11 hours ago, Sir_Sinksalot said:

Just a final question on this topic.

 

I might power-grind one of those suggested cruisers too so in regards the Worcester and the Minotaur, which  would you recommend and why?

 

 

So....with Mino you have to get closer to the action. In coop, with smoke, its a pretty safe bet. + those nice 8 ( per side torps) so... With da Wooster is all about finding a nice island hugging position. Which could be a bit tricky in coop, coz time constraints.

Overall I would recommend Mino ( still I'm heavily biased towards Rn Cl's) Another option would be the Friesland sisters.

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Just now, Andrewbassg said:

So....with Mino you have to get closer to the action. In coop, with smoke, its a pretty safe bet. + those nice 8 ( per side torps) so... With da Wooster is all about finding a nice island hugging position. Which could be a bit tricky in coop, coz time constraints.

Overall I would recommend Mino ( still I'm heavily biased towards Rn Cl's) Another option would be the Friesland sisters.

Friesland twins are worse in volume of fire than Kitakaze, also random loss of turret kills half the firepower, instead 1/4 in IJN case. Lack of torps makes extracting yourself from being yolo'd more difficult too.

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3 minutes ago, Panocek said:

Neptune can be seen as stinker due to subpar concealment and being first ship you play with such exposed citadel, making her bit of a traumatic experience. 

Nah, tho indeed, it needs some experience. She used to be by most played ship until Weege fukked up cruiser play. I actually prefer her to Mino.

5 minutes ago, Panocek said:

But gunnery wise, she's major step up from Edinburgh.

That's true. Also her maneuverability. The key to smokey RN Cl play is to start to reduce speed, before starting to smoke up and then using ( hard) rudder ( for two reasons, throwing off aiming directed at the ship and using the rudder for braking purposes).

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5 minutes ago, Panocek said:

Friesland twins are worse in volume of fire than Kitakaze, also random loss of turret kills half the firepower, instead 1/4 in IJN case. Lack of torps makes extracting yourself from being yolo'd more difficult too.

I didn't used them in PvP ,  only PvE, so no disputing. There very rarely got under 150 hits (very unlucky cases).Solid 200 -ish with spikes towards 350-400 (lucky cases)

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Is spending 47.5 million credits on Edgar unjustifiable for the mission that's in it?

 

I'm within touching distance of unlocking the Minotaur and see the T11 Edgar has the same rapid-fire reload speed but with 2 more guns and better range to make this mission easier and faster, but I don't think I saw it mentioned in the comments of recommended ships(maybe it was but not as much if so), and wonder if there's a reason the Mino was the preferred recommended choice?

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14 hours ago, Sir_Sinksalot said:

Is spending 47.5 million credits on Edgar unjustifiable for the mission that's in it?

 

I'm within touching distance of unlocking the Minotaur and see the T11 Edgar has the same rapid-fire reload speed but with 2 more guns and better range to make this mission easier and faster, but I don't think I saw it mentioned in the comments of recommended ships(maybe it was but not as much if so), and wonder if there's a reason the Mino was the preferred recommended choice?

Edgar true, does have 2 more barrels so if just vomiting as many shells as possible is your goal, then she's probably the best "tech tree available" ship, without reaching into Research Bureau for Colbert or loot boxes for Smolensk.

 

But as a ship, she isn't overpowered enough to justify 47.5mil credit pricetag and then more importantly, 360k maintenance bill which can be... rather unsustainable in Randoms, let alone in coop. If you want as much bang for your supershit buck, then Annapolis, Conde and Satsuma. Any supershit coming afterwards is surprisingly mediocre in comparison, not really living up to "supershit" standards.

"Better range" is bit of a moot advantage, as mediocre ballistics remain, as cannon/shell combo is the same you're using on Neptune and Minotaur. Also she loses improved fuses, so she will suddenly start printing overpens against destroyers and broadside superstructures, more than negating 20% increase in dakka

 

With "basic" build, that being Edgar + reload mod, she yeets 255.7 shells per minute, Minotaur herself produces 213.1 shells/min in the same setting, Harugumo with reload mod and BFT skill results in 239.2 shell/min. You be the judge if thats worth the pricetag

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6 minutes ago, Panocek said:

Edgar true, does have 2 more barrels so if just vomiting as many shells as possible is your goal, then she's probably the best "tech tree available" ship, without reaching into Research Bureau for Colbert or loot boxes for Smolensk.

 

But as a ship, she isn't overpowered enough to justify 47.5mil credit pricetag and then more importantly, 360k maintenance bill which can be... rather unsustainable in Randoms, let alone in coop. If you want as much bang for your supershit buck, then Annapolis, Conde and Satsuma. Any supershit coming afterwards is surprisingly mediocre in comparison, not really living up to "supershit" standards.

"Better range" is bit of a moot advantage, as mediocre ballistics remain, as cannon/shell combo is the same you're using on Neptune and Minotaur. Also she loses improved fuses, so she will suddenly start printing overpens against destroyers and broadside superstructures, more than negating 20% increase in dakka

 

With "basic" build, that being Edgar + reload mod, she yeets 255.7 shells per minute. Harugumo with reload mod and BFT skill produces 239.2 shell/min. You be the judge if thats worth the pricetag

 

Ya that running cost factor you mention is actually more of a stopper than the hefty purchase price, and for the sake of the odd "main battery strikes" mission... just doesn't justify it I guess. Plus I doubt the Minotaur's 2 less guns and shorter range is going to translate into anything other than maybe 1-2 more fast Co-op battles compared to the Edgar for saving me a LOT of credits and running costs! Besides, when it comes to using Co-op for pacifying missions, a large factor hinges on being lucky enough not to spawn next to some DD that just shotguns everything before anyone else has a chance to do much.

 

Actually I did take a chance on buying my first Super-S 2 days ago and after weighing up a few things between the available T11 BB's I went with the Patrie. I enjoyed the fast reloading Republique and have really enjoyed my recently acquired Bourgogne. The Patrie is like a blend of those two ships in many ways. You get the impressive 16 mains in 3 turrets like the Bourgo instead of the Republique's 8, only they're the 431mm like the Republique instead of the Bourgo's sometimes wimpy and limiting 380mm. Of course, the Patrie does not have the reload booster(can you imagine it did lol!) found on the Bourgo and it doesn't have the fast reload speed of the Repiblique. Still, it does have a brutal salvo weight and the base reload of 30 seconds is pretty damn good when we consider it has 50% more salvo firepower than the Republique which has a base 24 second reload.

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Am 2.2.2023 um 00:33, tocqueville8 sagte:

 

Colbert, Druid, Mino, Smolensk, Friesland, F. Sherman, Harugumo, Jinan, Marceau & Smaland (though it's harder for these two, as they can't smoke up to farm in peace).

 

Austin is also respectable, if you get to use the booster a few times. Nevsky too, because she can keep up the brrrrt even at long range.

Austin is not respectable!

Austin is trash, because with his 30k HP is children easy to kill even as dd with sometimes more HP now. Then have a look to the reload time for the main battery - 8 Sec. Any ship will kill Austin in close combat even with secondary, Torps are weak help, no smoke and no radar, no armory!!!! Austin can drop bombs on the sub ONLY by odriving over it! Guess, any subb will kill him or show him to the own BB's for 1-2 shots and you are again in your port with useless civil ship with some AA and torps - Austin.

Austin MUST be reworked, otherwise it will remain unplayable. Of course, if you want to win:-) His ability to survive is the lowest from All other cruisers! My winrate was 2% higher before I played it. In Austin is by 40%. REWORK Austin of forget it! My stats are open.

Except higher credit income Austin is useless for your team without good dd or sub!

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2 hours ago, Chandra_fighter said:

Austin is not respectable!

Austin is trash, because with his 30k HP is children easy to kill even as dd with sometimes more HP now. Then have a look to the reload time for the main battery - 8 Sec. Any ship will kill Austin in close combat even with secondary, Torps are weak help, no smoke and no radar, no armory!!!! Austin can drop bombs on the sub ONLY by odriving over it! Guess, any subb will kill him or show him to the own BB's for 1-2 shots and you are again in your port with useless civil ship with some AA and torps - Austin.

Austin MUST be reworked, otherwise it will remain unplayable. Of course, if you want to win:-) His ability to survive is the lowest from All other cruisers! My winrate was 2% higher before I played it. In Austin is by 40%. REWORK Austin of forget it! My stats are open.

Except higher credit income Austin is useless for your team without good dd or sub!

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On 2/2/2023 at 12:23 AM, Sir_Sinksalot said:

It's a pretty common mission I think. So far I've been using the T7 Helena specifically to pacify that missions ASAP which features 5X3 mains with an 8.5 second reload which stood out for it's number of mains and reasonably ok'ish reload but I've never actually explored other ships which might have fewer guns but might actually average more main battery hits due to a much faster reload and maybe also a better range combo etc.

  

What ship due you guys think or know that does the best job at pumping out the most amount of main battery shells... per minute? per 30 seconds? Kinda depends on how long the target lasts too but obviously we'd be using the shell type that deals the least amount of damage to each particular target and aiming and parts that take the least damage and non-pens since it's all about trying to rack up as many main battery strikes and not about trying to deal damage and actually kill the target.

Harugumo with reload. Is the go to ship to do all the missions requiring main battery hits. 

 

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4 hours ago, Chandra_fighter said:

Austin is not respectable!

Austin is trash, because with his 30k HP is children easy to kill even as dd with sometimes more HP now. Then have a look to the reload time for the main battery - 8 Sec. Any ship will kill Austin in close combat even with secondary, Torps are weak help, no smoke and no radar, no armory!!!! Austin can drop bombs on the sub ONLY by odriving over it! Guess, any subb will kill him or show him to the own BB's for 1-2 shots and you are again in your port with useless civil ship with some AA and torps - Austin.

Austin MUST be reworked, otherwise it will remain unplayable. Of course, if you want to win:-) His ability to survive is the lowest from All other cruisers! My winrate was 2% higher before I played it. In Austin is by 40%. REWORK Austin of forget it! My stats are open.

Except higher credit income Austin is useless for your team without good dd or sub!

it is very situational for the ship to work and those situations rare naturally, however solo play is not going to help.

 

if you watch any of the great damage games with Austin then best results obtained in division play or where at least able to team with a smoke DD that provides support and allows the austin to start its guns off.

 

if the situation is correct then Austin can lock down the cap, destroy the enemy dd however outside of the situation designed for then frustrating.     Very much a glass cannon.    If is spotted then tends to get pummelled quickly before can get into its position to do well.

 

close combat not its forte,  but ambush or working in partnership with DD to provide smoke and spotting so can get the guns raking the enemy over,

 

WG introducing more of these sorts of ships.

 

alter playing tech tree equiv then is not a ship will be buying as don’t play divisions.

 

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Based on number of guns, reload but also range, trajectory and accuracy I prefer my Smolensk.

 

For specific dd requirements I go with either the 2 Dutch twin DD’s or jpn dakka line.

 

For BB’s it is a bit more suffering. Bourgogne would be my no1. But that new US 203 armed BB will take that place soon.

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Minotaur got smoke so makes it easy, Smolensk got smoke so makes it easy, Worcester can fire over islands that protect you and keep you undetected...

 

 

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On 2/1/2023 at 11:23 PM, Sir_Sinksalot said:

It's a pretty common mission I think. So far I've been using the T7 Helena specifically to pacify that missions ASAP which features 5X3 mains with an 8.5 second reload which stood out for it's number of mains and reasonably ok'ish reload but I've never actually explored other ships which might have fewer guns but might actually average more main battery hits due to a much faster reload and maybe also a better range combo etc.

 

What ship due you guys think or know that does the best job at pumping out the most amount of main battery shells... per minute? per 30 seconds? Kinda depends on how long the target lasts too but obviously we'd be using the shell type that deals the least amount of damage to each particular target and aiming and parts that take the least damage and non-pens since it's all about trying to rack up as many main battery strikes and not about trying to deal damage and actually kill the target.

Minotaur, Smolensk, Dalarna, Jinan

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