313Fra Players 25 posts 4,840 battles Report post #1 Posted August 8, 2016 (edited) I like this ship and i choose to dont go for higher tiers, so i would like to discuss about it.Captain skillstier 1BFT (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 2LS (the best one, all must have it... just play and you will understand why)EM is niceFire Prevention i think is not bad, but people say it is not needed tier 3Vigilance is powerfull! It saved me lot of timesHigh Alert is niceSI is not needed!tier 4DE is a must if you want to burnAFT is nice, a really good alternative to DEManual fire control is nice but need AFTtier 5there is something good? i dont really think so and CE is really not neededso my first choose is:BFTLS + EM + Fire Prevention (FP as last if i will go to 18 points)VigilanceDE + AFTbut we need AFT and high AA? if yes a solution can beBFTLSVigilanceDE + 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 battlesBFT + BOSLS + EM + Fire Prevention (FP as last if i will go to 18 points)Vigilance + High AlertDEUPGRADESMagazine 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 August 8, 2016 by 313Fra Share this post Link to post Share on other sites
313Fra Players 25 posts 4,840 battles Report post #2 Posted August 8, 2016 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
Sub_Eleven Players 1,225 posts Report post #3 Posted August 8, 2016 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. 2 Share this post Link to post Share on other sites
313Fra Players 25 posts 4,840 battles Report post #4 Posted August 8, 2016 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] JapLance Weekend Tester 2,567 posts 18,265 battles Report post #5 Posted August 8, 2016 Since we have multiple Myokos, I have my normal Myoko like this: for improved fire chance. And then one of the ARP ships like this: 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. Share this post Link to post Share on other sites
313Fra Players 25 posts 4,840 battles Report post #6 Posted August 8, 2016 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] aboomination Players 5,763 posts 16,940 battles Report post #7 Posted August 8, 2016 (edited) 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 August 8, 2016 by aboomination Share this post Link to post Share on other sites
313Fra Players 25 posts 4,840 battles Report post #8 Posted August 8, 2016 OK i made a small research and i think this is how turrets speed worksdefault = 4 degree / secondEM = 0.7 degree / secondMain Battery mod 2 = 15% speed it means:defaultformula is: (4 * 1) + 0 = 4degree / second = 4180 Degree Turn Time = 45 secondsdefault + EMformula is: (4 * 1) + 0.7 = 4.7degree / second = 4.7180 Degree Turn Time = 38.3 secondsdefault + Main Battery mod 2formula is: (4 * 1.15) + 0 = 4.6degree / second = 4.6180 Degree Turn Time = 39 seconds default + EM + Main Battery mod 2formula is: (4 * 1.15) + 0.7 = 5.3degree / second = 5,3180 Degree Turn Time = 33.96 seconds 1 Share this post Link to post Share on other sites
[PKTZS] JapLance Weekend Tester 2,567 posts 18,265 battles Report post #9 Posted August 8, 2016 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. 1 Share this post Link to post Share on other sites
NyronGT Alpha Tester 950 posts 7,248 battles Report post #10 Posted August 8, 2016 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 = 4.7180 Degree Turn Time = 38.3 seconds default + Main Battery mod 2 formula is: (4 * 1.15) + 0 = 4.6 degree / second = 4.6180 Degree Turn Time = 39 seconds default + EM + Main Battery mod 2 formula is: (4 * 1.15) + 0.7 = 5.3 degree / second = 5,3180 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] ShinGetsu Weekend Tester, In AlfaTesters 8,985 posts 7,359 battles Report post #11 Posted August 8, 2016 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
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #12 Posted August 8, 2016 but it's Ashi that will have the fastest turrets. Not picking EM on any CA is just.... 1 Share this post Link to post Share on other sites
NyronGT Alpha Tester 950 posts 7,248 battles Report post #13 Posted August 8, 2016 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.... 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
[BGNR] lord_darth_vader_bg Players 93 posts 46,054 battles Report post #14 Posted August 9, 2016 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 StandThe 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 1Increases survivability of the secondary battery and AA mounts:+100% to secondary battery survivability+100% to AA mounts survivability AA Guns Modification 2Extends firing range of AA mounts:+20% to AA mounts maximum firing range Stacks with Advanced Firing Training. DEFENSIVE AA FIREDuration - 40 secondsEffectiveness - 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 1Increases 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 2Increases 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 SEARCHDuration - 94 secondsTorpedo 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 1Reduces 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 2Reduces rudder shift time:-20% to rudder shift time CATAPULT FIGHTERDuration - 360 seconds and finally we have this ARP Myoko / Haguro / Ashigara ----------------------------------------------- stok ---------------- AA ---------- rotationMain Battery203 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 secMaximum Dispersion -------------------- 141 m. --------- 141 m. --------- 141 m. Secondary Armament127 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 Defense25 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. ManeuverabilityRudder Shift Time -------------------------- 7.1 sec. ------- 5.7 sec. ------- 5.7 sec. Share this post Link to post Share on other sites
[CR33D] orlathebeast Beta Tester 630 posts 9,067 battles Report post #15 Posted August 9, 2016 lol never saw a so curious skill build for a myoko Share this post Link to post Share on other sites
313Fra Players 25 posts 4,840 battles Report post #16 Posted August 9, 2016 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] aboomination Players 5,763 posts 16,940 battles Report post #17 Posted August 9, 2016 but because ARP ship can not pick up camo i think that perk not so important 1 Share this post Link to post Share on other sites
[SCRUB] lup3s Players 5,744 posts 32,776 battles Report post #18 Posted August 9, 2016 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] aboomination Players 5,763 posts 16,940 battles Report post #19 Posted August 9, 2016 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 Share this post Link to post Share on other sites
[PRAVD] duoinvasion Players 390 posts 9,058 battles Report post #20 Posted August 9, 2016 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
Pajosaurus Players 472 posts 3,545 battles Report post #21 Posted August 9, 2016 (edited) 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 August 9, 2016 by Pajosaurus Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #22 Posted August 9, 2016 Myoko AA is super strong Share this post Link to post Share on other sites
Pajosaurus Players 472 posts 3,545 battles Report post #23 Posted August 9, 2016 (edited) Well, her AA is pretty strong for a Japanese cruiser, to be honest. Not "super strong", but far from ineffective. Edited August 9, 2016 by Pajosaurus Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #24 Posted August 9, 2016 Her AA is sufficient but as a proud owner of dedicated AA ships/captains I wouldn't call that "super strong" Share this post Link to post Share on other sites
[UTW] ShinGetsu Weekend Tester, In AlfaTesters 8,985 posts 7,359 battles Report post #25 Posted August 9, 2016 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