[CKBK] Pupu_prpr Players 252 posts Report post #1 Posted May 19, 2016 Finally got my hands on the upcoming premium so naturally made a commentary. Never have I been more frustrated trying to angle my ship against enemy shells. BB shells have to pretty much be entirely avoided, angling is far too unreliable. The limited range and duration on radar makes it more of a gimmick except when defending caps, and even then DDs should spot you plenty in advance to be able to bail and avoid it. Against lower tiers I could carry quite comfortably, the concealment and enormous penetration on the AP shells making life very easy, but against the same tier it became significantly tougher because of how vulnerable the ship is. Against T8 and T9 it was incredibly tough, as enemy cruisers did massive damage with both HE and AP (while having comparable or better stealth), where as BBs were an even larger threat. Is it the best T7 ship? No, in fact a T6 Molotov is a massive threat to the Indianapolis because of the strong guns easily punishing it. Myoko is far more survivable and I found Schors to be far more consistent. I would place it slightly above the Yorck and the Pensacola though, mostly thanks to the turret placement, concealment, strong AP and radar. Even then neither of those ships can be ignored though, a Yorck did significant AP damage to my Indiana even when I pointed my bow right at him and anyone who has played the Pensacola knows that her AP is no joke either. 2 Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #2 Posted May 19, 2016 Thank you for the video. You did not mention which modules you took? But I think I can guess. Yes, I loved every minute in Pensacola. Incoming Fire Alert skill you in general consider a waste is a God sent in these ships. You angle and kite. Tanking is out of the question. The name of the game is not taking hits in the first place. Good points on the middle hangars prone / being cause of cit-pens. The same happens with NO when you are high tailing it out of there - rear hangar = cit pen from a BB shell. Share this post Link to post Share on other sites
[CKBK] Pupu_prpr Players 252 posts Report post #3 Posted May 19, 2016 Yep, as I mentioned in my original post. >BB shells have to pretty much be entirely avoided, angling is far too unreliable. Facing BBs your only option is to kite and spam HE, but even taking them on is sometimes not worth it, since this cruiser really loves eating RNG citadels from every angle. Incoming Fire Alert doesn't help one bit there, since I start avoiding the second I see the BB muzzle flash and would still eat rng damage, because any hit on this ship has the potential to deal heavy damage. All it takes is one BB captain making a good prediction and your dodge means nothing. Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #4 Posted May 19, 2016 (edited) What you are describing is an ideal situation where you have to pay attention to one or two BBs. I've found that it takes a split second of tunnel vision and you miss that shot going for you - you were distracted for that one second. Its not just avoiding shells when you see the marker going off. With Pensacola and by all accounts Indianapolis as well, the goal is to move in an unpredictable way. That is why you have that great maneuverability to go along with. I've had situations where I dodged shells from 3-4 ships in Pensacola while my fleet flanked them. For this reason she is a CA in which I have the highest survival rate in ~ 70%. I stay back and kite, only move forward when the situation calls for it or the odds are in my favor. WASD hack FTW. Yes, you do not want to face BBs alone (except i.e. Fuso showing broadside and mid to low HP - that you can cit pen with AP), when engaging them it is best done in a group. And this is where your guns will be of a great asset to your fleet, not to mention your AA. As for BB predicting where you will turn - yes, can happen, happened only once to me. Don't sail in a straight line and turn only when you see the marker (if using said skill). Always move unpredictable when under fire. Lastly, most people can't predict that well. I am sure you can, and I can on occasion but not the majority. Best thing about Indianapolis vs. Pensacola is that concealment. You can just stop firing and hide. Without CE and 15 point captain a very hard thing to do in Pensacola... EDIT: In the end your review is spot on. This isn't a ship for everyone. The one sentence that sums it all up: if you could make Pensa work, you can Indianapolis too. Edited May 19, 2016 by T_H_0_R Share this post Link to post Share on other sites
[ADRIA] C4PT41N_0BV10US Alpha Tester, In AlfaTesters 4,583 posts 15,668 battles Report post #5 Posted May 20, 2016 I watched, I liked. This is my kind of ship. The amount of tears I will generate with this bad boi is over 9000. Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,635 battles Report post #6 Posted May 20, 2016 (edited) Pensacola gun range and surface detectabilty 15.7, Indianapolis gun range 16.9 and surface detectabilty 13.4… Looks like pay to win. Edited May 20, 2016 by 22cm Share this post Link to post Share on other sites
LilJumpa Beta Tester 4,603 posts 7,488 battles Report post #7 Posted May 20, 2016 What Minimap Mod is this? Share this post Link to post Share on other sites
_Teob_ Players 1,625 posts 14,901 battles Report post #8 Posted May 20, 2016 Pensacola gun range and surface detectabilty 15.7, Indianapolis gun range 16.9 and surface detectabilty 13.4… Looks like pay to win. I mean sure if pay2win means they both get left in the dust by both the Myoko and the Shchors... Also I believe that Flamu does mention that the armor on the Pensa is better as well. Share this post Link to post Share on other sites
[ADRIA] C4PT41N_0BV10US Alpha Tester, In AlfaTesters 4,583 posts 15,668 battles Report post #9 Posted May 20, 2016 Also I believe that Flamu does mention that the armor on the Pensa is better as well. That I don't believe. From what I saw in the vid, it's as tough as every other CA. He got cited when each CA would be citadeled. And he actually dinged few shots rather nicely. He got citadeled on broadside when he plopped into an island, and he got citadeled through stern, which actually happens quite a lot - it was, well, unfortunate, cause he was hitted almost straight through stern towards bow, so the shell didn't hit stern and went through side, but went all lenght of the ship. From the 2 games he showed it looks like a absolutely normal US CA - which is perfect for me. Maybe in some other games he had some issues, but from what I saw it was clearly his misplays that caused the damage to the ship (maybe this citadel through stern was unfortunate, but a bit of angling would sure help). Share this post Link to post Share on other sites
_Teob_ Players 1,625 posts 14,901 battles Report post #10 Posted May 20, 2016 Honestly I'd have to see for myself. If you do get random pens do to the way the armour is laid out then I would say the Pensa is better. I also am curious about the shell arcs. Based on just the vid (and my memory) Pensacola arcs seemed flatter to me. We'll see but I think that compared to the other premium ships, the Indy seems rather balanced. 1 Share this post Link to post Share on other sites
[SCRUB] piritskenyer Players, Players, Sailing Hamster 3,462 posts 5,363 battles Report post #11 Posted May 20, 2016 (edited) Honestly I'd have to see for myself. If you do get random pens do to the way the armour is laid out then I would say the Pensa is better. I also am curious about the shell arcs. Based on just the vid (and my memory) Pensacola arcs seemed flatter to me. We'll see but I think that compared to the other premium ships, the Indy seems rather balanced. Supposing the guns are indeed the same Mk14's as found on Pepsi, the arcs will be the same... at 15.7km, which is Pensa's max range. Indy shoots out to a maximum of 16.9km, so it'd only make sense that her arcs would be higher at max range even with the same v0 Edited May 20, 2016 by piritskenyer Share this post Link to post Share on other sites
[FTR] Krizmuz Players 780 posts 24,205 battles Report post #12 Posted May 20, 2016 Can it tank BB shells? Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #13 Posted May 20, 2016 I'd really like they give her Pensacola's rudder shift. Then dodging would be easier. Also, since she is advertised as a more armored version for balance purposes she has less HP and more main battery range. This clearly isn't the case so either buff her armor or give her same HP poll as Pensacola or NO. Can it tank BB shells? Unless trolling the answer can be found in 3rd post. Share this post Link to post Share on other sites
[LAFIE] lafeel Beta Tester 7,707 posts 7,856 battles Report post #14 Posted May 20, 2016 Can it tank BB shells? Not unless you count them taking a considerable chunk of your health away, no. Share this post Link to post Share on other sites
Poster_2015 Players 695 posts Report post #15 Posted May 20, 2016 Can it tank BB shells? Every ship can tank BB shells, difference is just in quantity . Overall it feels unimpressive. I think I prefer Pensacola which seems to actually have better armor vs cruisers (and equally 0 vs BBs) and offers 1 extra gun. I dont agree with you Flamu on the part where you keep saying turret layout is MUCH better on Indianapolis. You get 1 more gun firing forward, but 2 less backwards, which might be considered better , but its debatable and definitely not MUCH better. Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #16 Posted May 20, 2016 Overall it feels unimpressive. I think I prefer Pensacola which seems to actually have better armor vs cruisers (and equally 0 vs BBs) and offers 1 extra gun. I dont agree with you Flamu on the part where you keep saying turret layout is MUCH better on Indianapolis. You get 1 more gun firing forward, but 2 less backwards, which might be considered better , but its debatable and definitely not MUCH better. Oh yeah, almost forgot about that. I too think Pensacola has the best turret layout - able to fire when either attacking or running away. Share this post Link to post Share on other sites
Sub_Eleven Players 1,225 posts Report post #17 Posted May 20, 2016 Seems it's not what I've hoped it would be although things are still subject to change I guess.Think I'd rather have an upgraded pespi despite her flaws over this thing, which is a shame, could really use a decent USN captain trainer. The Smith will have to do for now. Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,635 battles Report post #18 Posted May 21, 2016 I mean sure if pay2win means they both get left in the dust by both the Myoko and the Shchors... Also I believe that Flamu does mention that the armor on the Pensa is better as well. When a premium ship is clearly stronger that its regular counterpart, how do you call that? And about the 2 ships you mentioned, Myoko used to be tier 8 before being downgraded to 7 and was not properly adjusted, and Shchors is just strong because Russian usual bias: last 2 weeks, from tier 3-10, Russian cruisers have the best winrate because we all know Russians had the strongest fleet in WW2... 2 Share this post Link to post Share on other sites
[RONIN] 22cm Beta Tester 6,377 posts 36,635 battles Report post #19 Posted May 21, 2016 Seems it's not what I've hoped it would be although things are still subject to change I guess.Think I'd rather have an upgraded pespi despite her flaws over this thing, which is a shame, could really use a decent USN captain trainer. The Smith will have to do for now. Texas is quite good for that. Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #20 Posted May 21, 2016 I'd still wait for more reviews before final judgment on the Indiana. I loved Pensa. And if her armor is just as good that works for me. Also, on the subject of IFA skill - with SA being bugged nowadays, that thing can save you from incoming salvo when you are "not spotted". Saved my bacon on more than one occasion. Share this post Link to post Share on other sites
[SCRUB] piritskenyer Players, Players, Sailing Hamster 3,462 posts 5,363 battles Report post #21 Posted May 21, 2016 (edited) Oh yeah, almost forgot about that. I too think Pensacola has the best turret layout - able to fire when either attacking or running away. Flamu is the agressive play business, so the turret layout there suits him better. It's a matter of taste really. I'd still wait for more reviews before final judgment on the Indiana. I loved Pensa. And if her armor is just as good that works for me. Also, on the subject of IFA skill - with SA being bugged nowadays, that thing can save you from incoming salvo when you are "not spotted". Saved my bacon on more than one occasion. On cruisers after a certain tier, IFA is a must. It saves people from taking a lot of damage very quickly. Edited May 21, 2016 by piritskenyer 1 Share this post Link to post Share on other sites
cro_pwr Players 2,735 posts 10,310 battles Report post #22 Posted May 21, 2016 When a premium ship is clearly stronger that its regular counterpart, how do you call that? And about the 2 ships you mentioned, Myoko used to be tier 8 before being downgraded to 7 and was not properly adjusted, and Shchors is just strong because Russian usual bias: last 2 weeks, from tier 3-10, Russian cruisers have the best winrate because we all know Russians had the strongest fleet in WW2... Balanced (at least in WG terms) 1 Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #23 Posted May 22, 2016 Watched iChase's video on the Indiana last night. He claims there is a problem / bug with her armor. Getting cit pens from DD HE shells under front turrets for the example. Says he submitted a bug report. Even though I find his video more informative on how this ship should be played - I'd love to see a review from a Pensacola player perspective. Share this post Link to post Share on other sites
VC381 Players 2,928 posts 6,549 battles Report post #24 Posted May 22, 2016 "If you can make Pensacola work you will like this" Yup, all I needed to hear, eagerly awaiting release. Having said that, I am curious about two things regarding how easy she is to hit: 1) Does she sit unrealistically high in the water i.e. does she have the same problem that the Nurnberg model does in that her draught/freeboard are wrong? I'm looking at pictures and drawings and I'm not seeing the Indianapolis having a higher freeboard at the midships and stern than Pensacola (obviously the bow is higher because of that extended forecastle). 2) The citadel penetrations through the hangar make no sense to me. Surely a shell goes into the hangar (which is a big empty unprotected space) and either explodes (HE) or keeps going out the other side (AP). In order to citadel it would have to go through the deck (hangar floor) and into the ship; but if it was coming in at the right angle to do that it would (should) citadel you anyway even if the hangar wasn't there. Otherwise hangar hits should more or less always be overpens. Correct me if I'm wrong but taking massive damage from hangar hits sounds like a bug, not modelling any kind of realistic penetration. Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #25 Posted May 22, 2016 I don't think she sits too high in the water. She does sit high to begin with. I've read about HE cit pens on Indinana from more than one source, and I don't recall ever being cit penned by HE in Pensacola. As such, I am inclined to believe there might really be a bug with the armor there. Especially if every stern shot lands as a cit pen. As for the hangar pens - the same thing happens to NO. Bow on the is tanky like no ones business. I've killed Roons and other higher tier CAs with NO by simply pointing my bow towards them. When retreating though, I ate cit pens in the vertical area in front of the C turret that presents a flat vertical surface when you are kiting and firing "over the shoulder". Was hoping that Indiana could be as tanky as NO due to turret placement. But if she is not, then kiting and weaving is the only way she can be played - thus making Pensa's gun and turret placement superior IMHO. 1 Share this post Link to post Share on other sites