TheodorosK Beta Tester 119 posts 5,922 battles Report post #51 Posted January 19, 2016 That cant be true because i have shoot and kill Mogami at 15+km with my Amagi and he was claiming that i was cheating. He had all the Camos upgrades skills, etc. Maybe someone can try that on the Test Server? Share this post Link to post Share on other sites
Thunderslap91 Players 110 posts 6,606 battles Report post #52 Posted January 19, 2016 That cant be true because i have shoot and kill Mogami at 15+km with my Amagi and he was claiming that i was cheating. He had all the Camos upgrades skills, etc. Maybe someone can try that on the Test Server? it possible and i do it, but for that to happen there must be no one in the middle. Share this post Link to post Share on other sites
havaduck ∞ Players 2,989 posts 11,824 battles Report post #53 Posted January 19, 2016 (edited) Full upgrade, 155 weapons and C hull ( its the same as B in value), full concealment ( captain skill+conceal upgrade+camo) i can fire from 14.7km+ and still undetected 14,5 is only possible with the lvl 5 captain skill! If thats the name of the game I would be more impressed if you can stealth fire under 14 km with the C hull .... These are the factors involved: A hull firing debuff: 155 / 33,555 = ~4,6 km B + C Hull firing debuff: 203 / 33,555 = ~ 6,0 km (yes its stupid, its a WG game after all! Its tied to the gun diameter but not the actual used ones, but rather determined by the hull.) Base detectebility with camo + concealment module: 10,5km Now the lvl 5 skill lowers the base value as well as the firing debuff, therefore: A hull without skill: 15,1+ km for stealth firing. A hull with skill: 13,3+ km. B + C hull without skill: 16,5+ km B + C hull with skill: 14,5+ km. Edited January 19, 2016 by havaduck 1 Share this post Link to post Share on other sites
Thunderslap91 Players 110 posts 6,606 battles Report post #54 Posted January 19, 2016 like i said its possible to fire above 14.5km, thanks havaduck for the explanation Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #55 Posted January 24, 2016 Not everyone has the skill for the Captain you know? Share this post Link to post Share on other sites
anonym_MfZ6T7iwWpUC Players 1,139 posts Report post #56 Posted January 24, 2016 Can I just clear something up, if I may. I always thought you remained concealed until you fired your main guns, then you became visible. Is that not the case? Share this post Link to post Share on other sites
[P0RT] Admiral_H_Nelson Players 3,938 posts 23,206 battles Report post #57 Posted January 24, 2016 Can I just clear something up, if I may. I always thought you remained concealed until you fired your main guns, then you became visible. Is that not the case? These are the rules as I understand them. If I am mistaken then I would be most grateful to anyone who can correct me in a friendly manner. 1) Every ship has a basic surface detection range defined by the game. 2) Surface detection range can be REDUCED by the use of camouflage, upgrades and level 5 captain's skill 3) Surface detection range is INCREASED when you fire your guns. The amount of the increase varies by the calibre of the gun (mostly). Multiply the calibre of the gun by 30 to get the range (in meters) penalty for firing. Russian guns get an extra penalty of 2000 meters added to the guns of 130mm and above, because of....reasons. (Except for Gremyaschchy because of ......reasons) Roughly this works out to 3.8km for 127mm guns, 4.6km for 152mm guns and 6.1km for 203mm guns) 4) You will be detected by an enemy ship if it has line of sight on your ship and if the range between you and it is less than your ship's surface detection range (after all modifications) 5) It follows that if the range of your guns is greater than your detection range when firing them then you can fire at an enemy and remain invisible. I have ships that can do this (as do many people of course), and even for an arcade game this makes me feel weird. 1 Share this post Link to post Share on other sites
anonym_MfZ6T7iwWpUC Players 1,139 posts Report post #58 Posted January 24, 2016 These are the rules as I understand them. If I am mistaken then I would be most grateful to anyone who can correct me in a friendly manner. 1) Every ship has a basic surface detection range defined by the game. 2) Surface detection range can be REDUCED by the use of camouflage, upgrades and level 5 captain's skill 3) Surface detection range is INCREASED when you fire your guns. The amount of the increase varies by the calibre of the gun (mostly). Multiply the calibre of the gun by 30 to get the range (in meters) penalty for firing. Russian guns get an extra penalty of 2000 meters added to the guns of 130mm and above, because of....reasons. (Except for Gremyaschchy because of ......reasons) Roughly this works out to 3.8km for 127mm guns, 4.6km for 152mm guns and 6.1km for 203mm guns) 4) You will be detected by an enemy ship if it has line of sight on your ship and if the range between you and it is less than your ship's surface detection range (after all modifications) 5) It follows that if the range of your guns is greater than your detection range when firing them then you can fire at an enemy and remain invisible. I have ships that can do this (as do many people of course), and even for an arcade game this makes me feel weird. Thanks for that. That clarifies things a bit more. Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #59 Posted January 25, 2016 Is it worth it to change to the 203's and fire from 17km range, or I will get detected with them all the time? Share this post Link to post Share on other sites
havaduck ∞ Players 2,989 posts 11,824 battles Report post #60 Posted January 26, 2016 Is it worth it to change to the 203's and fire from 17km range, or I will get detected with them all the time? No its not worth it, because your shells will all fall short. ;) The problem here is that with 20 cm, you are stuck on 15 km range, you get at max that ~0,5 km stealth window with everything concealment to the max. I am wondering how it feels to run A hull on a 5th skill captain .... from such a up close position you can either cause a precise shell rain or keep out of DD recon and _still_ stealth fire. about visibility: I think fires also add a 2 km debuff to concealment, as does AA guns firing (2,6 km?). The later is mostly important for DDs but the former can cause some confusion when trying to drop out of vision, but cant because of fires raging. Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #61 Posted January 27, 2016 Thanks for the answer havaduck. Share this post Link to post Share on other sites
[ADRIA] Pricket [ADRIA] Players 43 posts 7,196 battles Report post #62 Posted January 27, 2016 I find it the strange that people have trouble with Mogami. I think it's a fantstic ship, and I'we only upgraded to increased range and B-hull. But it might have to do with play style. I do two things with this ship: 1. BB/CV support Here I hang back and follows the BB's and go against airplanes and DD's when they turn up. The short detection range means that you often get an ambush, and will even help if you go with the DD's as support. 2. DD hunter With the short detection range and going towards the enemy you can often close inn fast enough against destroyers to hunt them down. The 15x155mm is fantastic for DD hunting. And when they puts up smoke I often send torpedoes in to force them to move. I also use the terrain a lot to get cover from other ships. seeking angles that make it hard for DD's to send torpedoes or for other ships to fire against me. If I go out into the open I try to have a fallback plan, or start it before getting shot at playing hide and seek. And with this play style high tier ships haven't been a huge problem, but I guess the battle with a Yamato one shooting me is coming soon Yesturday I met alot of tier 10's, one match with 6 on my team and 7 on the opposite team who had 4 shimakaze's and did great. Got two of the destroyers and the CV before the end. I think they see many of the other ships before you and focuses on them for a while before I pop out at 10-14km firing a few salvos before going out of detection or into hiding, and then they have to switch back to other targets before I appear again. I haven't been trying to invisifire yet unless someone has popped smoke, but doing great anyway. Almost at the same level as Cleveland. 1 Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #63 Posted January 28, 2016 Most of us know those things that you say and we do use them. Biggest problem on my side is the messed up MM that give unbalanced teams. There on the big maps the BB and the CA have as a priority 1 to kill the enemy Mogami. If they dont do that, then, the Mogami has space to move in and do damage. Most of the times you have neither time or space. I hope i have cover you. Share this post Link to post Share on other sites
Ragoutrabbit Players 274 posts 1,835 battles Report post #64 Posted January 28, 2016 I couldn't stand the Mogami the 155mm where just rubbish damage output was far to sporadic, and the 203mm while good guns are just far to short ranged for the tier to be useable. So sold mine and went back to the myoko which I find a much more competitive for it's tier. Share this post Link to post Share on other sites
[JOLLY] Tuench Beta Tester 135 posts 30,358 battles Report post #65 Posted January 30, 2016 Really? Mogami? Sold mine right now for the already known weaknesses. And there are a lot, just to much to play it as a T8 ship. It falls apart by the smallest hits fro T6 ships, losing turrets all day long. If u didnt lost 2-3 turrets it wasnt a Mogami game. The Guns are just bad, either u dont deal damage or u are way to close to the enemy ships. The ship cant move, yay, its fast but turns like a freaking BB what makes u a easy predictable target. It lights up like a x-mas tree cause its huge and ur citadels get wrecked cause u cant turn and it [edited]huge. Not that its enough, u carry a T5 AA vs. T10 carriers. ^^ And all the funny things above lead the the problem that everybody on the enemy team is shooting on u, cause the Mogami is a [edited]xp piniata! Devs, u got to be kidding us! Kappa Kappa, right? Rework that ship! Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #66 Posted February 2, 2016 One shot at the Bow of my Mogami just register as a Citadel hit? I have save the image on my computer. I don't know how to place it here. Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #67 Posted February 8, 2016 Could someone please have the Armor layout of the Mogami in here please? Share this post Link to post Share on other sites
Kurbain Players 1,976 posts 2,773 battles Report post #68 Posted February 9, 2016 Could someone please have the Armor layout of the Mogami in here please? Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #69 Posted February 10, 2016 Tinfoil armor ftl. No wonder she dies so easy. Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #70 Posted February 15, 2016 Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #71 Posted February 15, 2016 Wonder how the AFT will affect the ship damage wise. Share this post Link to post Share on other sites
[P0RT] Admiral_H_Nelson Players 3,938 posts 23,206 battles Report post #72 Posted February 15, 2016 Wonder how the AFT will affect the ship damage wise. Mogami is affected by three major nerfs in 0.5.3 :- 1) AFT, affecting range 2) Basic Firing Training, affecting rate of fire 3) Expert Marksman, affecting turret traverse Wargaming say that Mogami needs the nerf in order to rebalance it. I'm sure that damage WILL be reduced. However since Mogami has THREE nerfs, Wargaming (and us) will have no idea how much of the damage reduction is purely down to the AFT nerf. Personally, I think that the AFT nerf is the LEAST serious of the three nerfs. 1 Share this post Link to post Share on other sites
HariSeldon WoWs Wiki Team, In AlfaTesters 1,993 posts Report post #73 Posted February 16, 2016 Mogami is affected by three major nerfs in 0.5.3 :- 1) AFT, affecting range 2) Basic Firing Training, affecting rate of fire 3) Expert Marksman, affecting turret traverse Wargaming say that Mogami needs the nerf in order to rebalance it. I'm sure that damage WILL be reduced. However since Mogami has THREE nerfs, Wargaming (and us) will have no idea how much of the damage reduction is purely down to the AFT nerf. Personally, I think that the AFT nerf is the LEAST serious of the three nerfs. At last someone who thinks the same, all people get mad about the range, and dont see the other 2 coming. I remember the turret trans was nerfed because of the skill...and now it remain the same with no skill helping... Share this post Link to post Share on other sites
[PASOK] kountouriotis_gr [PASOK] Players 73 posts 17,863 battles Report post #74 Posted February 16, 2016 A few more suggestions about the upcoming Mogami nerfs : - Reduce the max firing range to 9,1km - If torpedoes do not hit any target within 2 km, they return to the ship (with angry intentions) - turret traverse speed equal to earth rotation - making the moorings citadel areas 5 Share this post Link to post Share on other sites
TheodorosK Beta Tester 119 posts 5,922 battles Report post #75 Posted February 16, 2016 Tbh I have not check the PTS this time around so I had no idea about this. I will check the specifics tomorrow since I just get back home from work. All I have to say that even before I got eyes on it I am already frustrated with the Mogami before the patch is even released on Live. Things are getting worst for this ship with every incoming patch! Share this post Link to post Share on other sites