Jump to content
Forum Shutdown 28/7/2023 Read more... ×
Sign in to follow this  
313Fra

Myoko lovers

35 comments in this topic

Recommended Posts

Players
25 posts
4,840 battles

I like this ship and i choose to dont go for higher tiers, so i would like to discuss about it.

Captain skills

tier 1
BFT (the best one, all must have it)
BOS (can be good)
EL (i dont change shell tipe too much, i prefer always HE so i dont really need)

tier 2
LS (the best one, all must have it... just play and you will understand why)
EM is nice
Fire Prevention i think is not bad, but people say it is not needed
 

tier 3
Vigilance is powerfull! It saved me lot of times
High Alert is nice
SI is not needed!

tier 4
DE is a must if you want to burn
AFT is nice, a really good alternative to DE
Manual fire control is nice but need AFT

tier 5
there is something good? i dont really think so and CE is really not needed

so my first choose is:
BFT
LS + EM + Fire Prevention (FP as last if i will go to 18 points)
Vigilance
DE + AFT

but we need AFT and high AA? if yes a solution can be
BFT
LS
Vigilance
DE + AFT + Manual fire control

 

Because Myoko have AA on consumables, im thinking a viable solution is going not for AA and take something i can use all battles
BFT + BOS
LS + EM + Fire Prevention (FP as last if i will go to 18 points)
Vigilance + High Alert
DE

UPGRADES
Magazine Modification 1 (i think -70 detonation is really needed, others are not so good and main battery doesnt became incapacitated usually)
Main battery modification 2 (lot of people dont use it, but if you turn your ships a lot u will really need, for my game style i realized it is a must)
Damage controll sistem mod 1 (cause i use LS is the only good, and i like to think i will save some burns)

Stearing Gears mod 2 here the trouble.... all 3 upgrades are good! I really dont know if i can choose something better!

Edited by 313Fra

Share this post


Link to post
Share on other sites
Players
25 posts
4,840 battles

I am thinking also about EM

EM is really needed after i take Main battery modification 2 ? Or it makes an insignificant contribution?

 

And one more question is, we need to reduce fire/flooding time?

If we need a solution is skip EM + FP at tier II and go for High Alert + BOS

But if we need it we also need to remove stearing geers mod 2 and take Damage Control Sistem mod 2 because a little reduction is nothing good we need.

Share this post


Link to post
Share on other sites
Players
1,225 posts

Drop last stand for expert marksman thinghy. Myoko turrets are sloooooow, you will need the extra traverse speed to keep guns on target while maneuvering. It's a heavy cruiser, you shouldn't get your engine and or rudder knocked out frequently to warrant the use of last stand. That's more a destroyer thing.

 

Would also reconsider getting concealment expert. Concealment is good and allows you to creep up on stuff or to escape non favored engagements.

 

While myoko's HE is strong, never shooting AP is a mistake. The guns are pretty accurate, broadsiding stuff deserves a load of AP in their citadel.

  • Cool 2

Share this post


Link to post
Share on other sites
Players
25 posts
4,840 battles

Drop last stand for expert marksman thinghy. Myoko turrets are sloooooow, you will need the extra traverse speed to keep guns on target while maneuvering. It's a heavy cruiser, you shouldn't get your engine and or rudder knocked out frequently to warrant the use of last stand. That's more a destroyer thing.

 

Would also reconsider getting concealment expert. Concealment is good and allows you to creep up on stuff or to escape non favored engagements.

 

While myoko's HE is strong, never shooting AP is a mistake. The guns are pretty accurate, broadsiding stuff deserves a load of AP in their citadel.

 

You are right, turrets are slow and this is reason i use Main battery modification 2 (and EM too). My question is: EM is needed too or Main battery modification 2 is enought? I dont know...

 

I used Myoko enought to say that last stand is a need, because when i got modules incapacitated i just die, with last stand i can also use repair without big troubles, btw it is not a mistake is a play style i think... so np.

 

CE? I use it on DD's and i realize it is good, but when i fire all time enemyes know where i am all time, so it is again play style.... probably it is better with ships like Shchors or Atalanta where you can hide near island... dont you think High Alert + EM (is only one example) are better than CE for Myoko? I think Myoko best defence is change directions all time, get good position, change speed, never show broadside.

 

Never shot AP is a mistake, you are right... i need more experience to understand when i can change shell tipe with with an obvious advantage for me.

Share this post


Link to post
Share on other sites
[PKTZS]
Weekend Tester
2,567 posts
18,265 battles

Since we have multiple Myokos, I have my normal Myoko like this:

 

Myoko.jpg

 

for improved fire chance.

 

And then one of the ARP ships like this:

 

ARPMyoko.jpg

 

 for AA duty

 

The other ARP ship is for the moment with no use, as will be the Ashigara (and Nachi if it comes) when I get it.

Myoko.jpg

ARPMyoko.jpg

Share this post


Link to post
Share on other sites
Players
25 posts
4,840 battles

Thank you JapLance, i have 2 question:

1) you have troubles with no use of last stand?

2) you really get advantage of CE? I think is a waste of 5 points on it

Share this post


Link to post
Share on other sites
[SCRUB]
Players
5,763 posts
16,940 battles

Thank you JapLance, i have 2 question:

1) you have troubles with no use of last stand?

2) you really get advantage of CE? I think is a waste of 5 points on it

 

1) Not needed at all. Make your turrets rotate faster 10/10.

2) Obviously there is an advantage, especially now that you see your detection range on the map. 

Edited by aboomination

Share this post


Link to post
Share on other sites
Players
25 posts
4,840 battles

OK i made a small research and i think this is how turrets speed works

default = 4 degree / second
EM = 0.7 degree / second
Main Battery mod 2 = 15% speed


it means:

default
formula is: (4 * 1) + 0 = 4

degree / second = 4
180 Degree Turn Time = 45 seconds

default + EM
formula is: (4 * 1) + 0.7 = 4.7

degree / second = 4.7
180 Degree Turn Time = 38.3 seconds

default + Main Battery mod 2
formula is: (4 * 1.15) + 0 = 4.6

degree / second = 4.6
180 Degree Turn Time = 39 seconds

 

default + EM + Main Battery mod 2
formula is: (4 * 1.15) + 0.7 = 5.3

degree / second = 5,3
180 Degree Turn Time = 33.96 seconds

  • Cool 1

Share this post


Link to post
Share on other sites
[PKTZS]
Weekend Tester
2,567 posts
18,265 battles

Thank you JapLance, i have 2 question:

1) you have troubles with no use of last stand?

2) you really get advantage of CE? I think is a waste of 5 points on it

 

Usually engine or rudder are the last of my problems. My main concern are battleships AP shells directed at the citadel.

 

Concealment expert is of great benefit to ambush enemy cruisers with AP. Spotting an enemy cruiser before he spots you allows you to maneuver before firing so you don't offer your broadside, for example. Also gets you out of the BBs sight earlier, which may be the difference between having 8-10 more AP shells in the air at you or not.

  • Cool 1

Share this post


Link to post
Share on other sites
Alpha Tester
950 posts
7,248 battles

OK i made a small research and i think this is how turrets speed works

 

default = 4 degree / second

EM = 0.7 degree / second

Main Battery mod 2 = 15% speed

 

it means:

 

default

formula is: (4 * 1) + 0 = 4

 

degree / second = 4

180 Degree Turn Time = 45 seconds

 

default + EM

formula is: (4 * 1) + 0.7 = 4.7

 

degree / second = 4.7
180 Degree Turn Time = 38.3 seconds

default + Main Battery mod 2

formula is: (4 * 1.15) + 0 = 4.6

 

degree / second = 4.6
180 Degree Turn Time = 39 seconds

 

default + EM + Main Battery mod 2

formula is: (4 * 1.15) + 0.7 = 5.3

 

degree / second = 5,3
180 Degree Turn Time = 33.96 seconds

 

After seeing the time differences, I'll definitely maximize turrets' rotation speed on Ashigara. All of my Myokos will have different builds, but it's Ashi that will have the fastest turrets.

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,985 posts
7,359 battles

 

After seeing the time differences, I'll definitely maximize turrets' rotation speed on Ashigara. All of my Myokos will have different builds, but it's Ashi that will have the fastest turrets.

 

I built my Ashigara like this. EM + Faster turret. You only lose 0.7s reload and it's clearly worth it, the turret follow way better the sharp turns of the ship. You can't still fire when the ship is turning at full speed, but you clearly have more flexibility. And it fits her warmonger temperament soooo well. It's pretty brutal.^^

Got BoS + EM + Vigilance, and I'll get DE soon.

 

On the other hand I build Haguro for AA duty : BFT + AFT + 20% AA range.

 

I think I'll build Nachi with a mix of the two. 

Share this post


Link to post
Share on other sites
Alpha Tester
950 posts
7,248 battles

I built my Ashigara like this. EM + Faster turret. You only lose 0.7s reload and it's clearly worth it, the turret follow way better the sharp turns of the ship. You can't still fire when the ship is turning at full speed, but you clearly have more flexibility. And it fits her warmonger temperament soooo well. It's pretty brutal.^^

Got BoS + EM + Vigilance, and I'll get DE soon.

 

On the other hand I build Haguro for AA duty : BFT + AFT + 20% AA range.

 

I think I'll build Nachi with a mix of the two. 

 

Taking the captains' personality traits was my primary concern. Ashigara is more of an aggresive type, Haguro would be good with BFT+AFT and Nachi...i think that defensive/survival build would fit her perfectly. BoS, fire prevention or Last Stand and Vigilance are my first three picks.

 

Not picking EM on any CA is just.... :hmm:

 

It's about diversity. One or two cruisers without EM have never ruined anyone's gaming experience.

Share this post


Link to post
Share on other sites
Players
93 posts
46,054 battles

For my captain i choose

Basic Firing Training
-10% to reload time of primary guns with a caliber of up to 139 mm. 
-10% to reload time of secondary guns of any caliber. 
+10% to AA efficiency (damage per second).

Expert Marksman
+2.5 deg/s to the traverse speed of guns with a caliber of up to 139 mm. 
+0.7 deg/s to the traverse speed of guns with a caliber above 139 mm.

Last Stand
The ship remains able to partially move and maneuver while the engine or steering gears are incapacitated.

Vigilance
+25% to the detection range of torpedoes.

This provides a little more time to react.

Superintendent (i prefer to have this skill, but because this ship not have REPAIR PARTY may be not so important)
+1 additional charge to all consumables mounted on a ship.

Advanced Firing Training
+20% to firing range of primary guns with caliber of up to 139 mm. 
+20% to firing range of secondary guns of any caliber. 
+20% to AA defense firing range.

 

You may choose also 

Concealment Expert (but because ARP ship can not pick up camo i think that perk not so important)
-10% to detectability of destroyers. 
-12% to detectability of cruisers. 
-14% to detectability of battleships. 
-16% to detectability of aircraft carriers.

 

or you may experiment with faster torpedos

Torpedo Armament Expertise
-10% to reloading time of torpedo tubes. 
-20% to servicing time of torpedo bombers.

and

Torpedo Acceleration
+5 knots to torpedo speed. 
-20% to torpedo range.

 

For my AA cruiser i choose

Auxiliary Armaments Modification 1
Increases survivability of the secondary battery and AA mounts:
+100% to secondary battery survivability
+100% to AA mounts survivability

AA Guns Modification 2
Extends firing range of AA mounts:
+20% to AA mounts maximum firing range

Stacks with Advanced Firing Training.

DEFENSIVE AA FIRE
Duration - 40 seconds
Effectiveness - Damage per second of large caliber (25mm or greater) anti-aircraft guns increased by 300%

 

For my cruiser with better turret rotation i choose

Main Armaments Modification 1
Increases survivability and accelerates repairs of main battery and torpedo tubes:
-20% to the risk of main battery becoming incapacitated
+50% to main battery survivability
-20% to main battery repair time
-20% to the risk of torpedo tubes becoming incapacitated
+50% to torpedo tubes survivability
-20% to torpedo tubes repair time

Main Battery Modification 2
Increases the traverse speed of the main turrets:
+5% to main battery loading time
+15% to main battery traverse speed

Guns take longer to load in exchange for faster turret traverse. Stacks with Expert Marksman.

HYDROACOUSTIC SEARCH
Duration - 94 seconds
Torpedo Detection Range - 2.97km (3.7125km with captain with Vigilance)
Ship Detection Range - 4.20km

 

and for both ships i pick up

Damage Control System Modification 1
Reduces the risk of flooding or fire:
-3% to the risk of flooding and damage received when torpedoes hit the torpedo protection
-5% to the risk of fire

Steering Gears Modification 2
Reduces rudder shift time:
-20% to rudder shift time

CATAPULT FIGHTER
Duration - 360 seconds

 

and finally we have this

ARP Myoko / Haguro / Ashigara

----------------------------------------------- stok ---------------- AA ---------- rotation
Main Battery
203 mm/50 Type3 5 х 2 pcs.
Rate of Fire -------------------------------- 4.3 shots/min. - 4.3 shots/min. - 4.0 shots/min.
Reload Time ------------------------------ 14.0 sec. ------ 14.0 sec. ------ 14.7 sec.
Rotation Speed --------------------------- 4.0 deg./sec. -- 4.7 deg./sec. -- 5.3 deg./sec.
180 Degree Turn Time ------------------ 45 sec --------- 38.3 sec ------- 34.0 sec
Maximum Dispersion -------------------- 141 m. --------- 141 m. --------- 141 m.

Secondary Armament
127 mm/40 Type89 mod. A1 4 pcs.
Firing Range ------------------------------ 4.5 km. -------- 5.4 km. -------- 5.4 km.
Reload Time ------------------------------ 7.5 sec -------- 6.8 sec -------- 6.8 sec

AA Defense
25 mm/60 Type96 mod. 1 26 х 1 pcs.
. . . Average Damage per Second ------- 46 -------------- 51 -------------- 51
. . . Firing Range ---------------------------- 3.1 km --------- 4.4 km. -------- 3.7 km.

25 mm/60 Type96 Twin mod. 1 8 х 2 pcs.
. . . Average Damage per Second ------- 40 --------------- 44 ------------- 44
. . . Firing Range ----------------------------- 3.1 km. -------- 4.4 km. -------- 3.7 km.

25 mm/60 Type96 Triple mod. 1 4 х 3 pcs.
. . . Average Damage per Second ------- 24 --------------- 27 -------------- 27
. . . Firing Range ----------------------------- 3.1 km. -------- 4.4 km. -------- 3.7 km.

127 mm/40 Type89 mod. A1 4 х 2 pcs.
. . . Average Damage per Second ------- 40 ------------- 44 ---------------- 44
. . . Firing Range ----------------------------- 5.0 km. -------- 7.2 km. -------- 6.0 km.

Maneuverability
Rudder Shift Time -------------------------- 7.1 sec. ------- 5.7 sec. ------- 5.7 sec.

Share this post


Link to post
Share on other sites
Players
25 posts
4,840 battles

I made my first choose with skills i think i really need (LS and DE are not really need for someone but i really really want them!)

BFT

EM + LS

Vigilance

DE

 

I used 12 points, i will take a long time to think about next 6 points but i will suppose i will choose one of next 4 combo of 6 points:

(High Alert + Fire Prevention + BOS) - fire is a problem?

(AFT + BOS + EL) or (AFT + Fire Prevention) - air is a problem?

(CE + BOS) - i really need CE?

 

Now i have some doubts about the choice of the fourth upgrade, what do you think about it, what is your choise and why you made it? Which upgrade is really needed?

- Damage Control sistem Modification 2 (-15% duration for flooding / fire)

- Propulsion Modification 2

- Stearing Gears Modification 2

Share this post


Link to post
Share on other sites
[SCRUB]
Players
5,744 posts
32,776 battles

idk if I'd use CE on my ARP Myoko-ships, I can see the benefits of having better concealment, but I think it's better to spend the 5 skill points to other skills (e.g. AFT and BoS)

Share this post


Link to post
Share on other sites
[SCRUB]
Players
5,763 posts
16,940 battles

Aft? Won't make your AA strong, really. Defensive fire makes incoming bombers likely to miss, that's good enough.

BoS is a good choice but - why not both? Camo is just so strong - both defensively and offensively.

 

My Haguro captain

qwfqqqqqqwdf.png

Share this post


Link to post
Share on other sites
[PRAVD]
Players
390 posts
9,058 battles

Skills

BFT

EM

VIG

AFT

CE

optional after that is get LS then whatever or trade CE for DE

Modules

Main battery MOD 1

AA MOD 2 

Damage control 1

Whatever you feel is best to you for fourth slot

And Prem consumables

Myoko AA is super strong and at t7 you see a lot of carriers, HE fire chance is already good enough

Share this post


Link to post
Share on other sites
Players
472 posts
3,545 battles

The new turret traverse mod is definitely worth it on IJN cruisers in general, not just Myoko. 5% RoF reduction is barely noticeable, really. I installed it on my Mogami together with 155mm guns. Unfortunately, since I made a solemn pledge before gods and men (and Cthulhu) that I will avoid Tier 8 like the plague until they do something with T8 MM, I haven't yet formed an opinion on the build and how it compares with the 203mm version. 

Edited by Pajosaurus

Share this post


Link to post
Share on other sites
Players
472 posts
3,545 battles

Well, her AA is pretty strong for a Japanese cruiser, to be honest. Not "super strong", but far from ineffective.

Edited by Pajosaurus

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,985 posts
7,359 battles

My AA-Haguro (upgrade + BFT + AFT) has something like 62 AA rating. For a tier 7 I find it far from being bad. 

 

But I still have more fun with Ashigara.Mostly because I like her voiceover. :p

Share this post


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

×