BloodRose13 Players 147 posts 638 battles Report post #1 Posted August 24, 2016 Okay, this one really needs asking: What is the fecking (pardon the language) point in the useless waste of port space that is the Mutsuki? I have nearly ground through mine and so far all it has done for me is cause several severe cases of ragequit and bring my K ratio down from a stead 3.0 to something barely above 1.0. Every aspect of this useless vessel (barring its HP) is worse off than its predecessor, its top speed is slightly lower, its turning circle and shift time are slightly larger and lower, its artillery range is shorter and its torpedo's are now mounted in two launchers instead of three and have over twice the reload time. The early ones have a pathetic range and the later ones are so slow that even with the Torpedo Speed perk unlocked on the Captain enemy Battleships can dodge them. So please, someone tell me, have I been doing it wrong? What is the point in this waste of space? Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #2 Posted August 24, 2016 have fun with the Hatsu, that's pretty much the same thing all over again... Fubu's good tho, if you can take the pain for that long Share this post Link to post Share on other sites
[TTTX] Ictogan Players 1,841 posts 7,432 battles Report post #3 Posted August 24, 2016 Have fun. The only good IJN DD after Minekaze is the Fubuki. Share this post Link to post Share on other sites
BloodRose13 Players 147 posts 638 battles Report post #4 Posted August 24, 2016 Just had another run with it. Zero torpedo hits, six artillery hits and one fire started. A Cruiser disabled my engines with a near frikking miss - how the hell is this ship meant to compete?! Share this post Link to post Share on other sites
[UNICS] Crow_Eschatologist Players 124 posts 5,209 battles Report post #5 Posted August 24, 2016 Okay, this one really needs asking: What is the fecking (pardon the language) point in the useless waste of port space that is the Mutsuki? I have nearly ground through mine and so far all it has done for me is cause several severe cases of ragequit and bring my K ratio down from a stead 3.0 to something barely above 1.0. Every aspect of this useless vessel (barring its HP) is worse off than its predecessor, its top speed is slightly lower, its turning circle and shift time are slightly larger and lower, its artillery range is shorter and its torpedo's are now mounted in two launchers instead of three and have over twice the reload time. The early ones have a pathetic range and the later ones are so slow that even with the Torpedo Speed perk unlocked on the Captain enemy Battleships can dodge them. So please, someone tell me, have I been doing it wrong? What is the point in this waste of space? To try and persuade you to part with real money to convert free xp. Share this post Link to post Share on other sites
[LAI] Nagine Beta Tester 680 posts 3,140 battles Report post #6 Posted August 24, 2016 You could go for a twist, and play it as AA DD. Surely not the most efficient build, but it is quite fun trolling those scouting CVs. Although might not work anymore with the decreased numbers of CVs and increased numbers of gunboat DDs. Share this post Link to post Share on other sites
[IRQ] AnotherDuck [IRQ] Players 2,930 posts 7,510 battles Report post #7 Posted August 24, 2016 Personally, I've had fun with all ships past Mutsuki. Well, don't have Shimakaze, but the other three I didn't find that bad. Hatsuharu has a lot more punch in her guns (especially the A hull) than Mutsuki, not as much as Fubuki, but enough to surprise the occasional destroyer by actually shooting back. Kagero also has guns, but she's more often up against the stronger gunboats, so they're worse by comparison. Of course, guns are probably not why you're playing these torpedo boats, and they're not up for one-on-one confrontations with the destroyers of other nations. Mutsuki herself, on the other hand... Not the greatest ship. Still, all of them could use a buff, looking at their overall performance compared to other destroyers. Personally I'd like them a little faster. 1 Share this post Link to post Share on other sites
Capra76 Players 5,001 posts 7,787 battles Report post #8 Posted August 24, 2016 I didn't find Mutsuki that bad, except with the 6km torpedoes. Not the greatest but with the upgraded 10km torps she's at least playable. Possibly this is why Shima became such a problem, she wasn't great but there aren't any really bad ships in the line, which meant that lots of players could get her without too much pain. 1 Share this post Link to post Share on other sites
[HOO] Djansolo [HOO] Beta Tester 229 posts 10,834 battles Report post #9 Posted August 25, 2016 I kept my Mutsuki for ranked battles. Not that I really liked it, but as a t6 scout with long range torps, she works ok. 1 Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,114 battles Report post #10 Posted August 25, 2016 (edited) Recently upgraded mine fully and I'm asking myself the same thing. It earns more credits for less damage than the Minekaze. Concealment is not worse than the Minekaze, but everything else is. Also the C hull and new guns are a downgrade IMO, since it cuts her number of guns and thus her volley alpha damage in half (i know they fire twice as fast, but she doesn't like extended fights). The only other plus is I enjoy chilling out in her as opposed to sailing my gunboat dds. I really just grind the line to get myself a Fubuki gunboat. Playing spotting boat and occasionally skirmishing with other dds, torping stuff etc is very relaxing. Edited August 25, 2016 by GulvkluderGuld Share this post Link to post Share on other sites
[FTR] Krizmuz Players 780 posts 24,247 battles Report post #11 Posted August 25, 2016 Well if you can't make the Mutsuki work in a meta full with German BB then you will never make it work 1 Share this post Link to post Share on other sites
[SYTHE] _Flyto_ Players 623 posts 7,167 battles Report post #12 Posted August 25, 2016 (edited) Mutsuki isn't all that bad - but she is a shock for some after Minekaze, as you can't just spam torps without thinking about it any more with the longer reload time. She's a bit of a halfway house between the first IJN DD line (T2-T5) and the second one (T7-T9). In the low ranks of the last ranked season (T5-6) I was flipping back and forth between Minekaze and Mutsuki, and I settled on Mutsuki because of the torp damange. They are harder to hit with, but when they do hit they hurt a T7 ship much more. I use the torp acceleration skill on Mutsuki, to have 8km torps with a sensible speed rather than 10km ones that are powered by worn out rubber bands. The extra km of range also makes it easier to attack without accidentally getting spotted. Torps aside, she's nearly as fast and manoeuvrable as Minekaze, she's got much better guns (when upgraded), and she used to have useful AA (but it was nerfed) Edited August 25, 2016 by _Flyto_ 3 Share this post Link to post Share on other sites
[STEG] chaosrealm93 Players 444 posts 7,465 battles Report post #13 Posted August 25, 2016 Okay, this one really needs asking: What is the fecking (pardon the language) point in the useless waste of port space that is the Mutsuki? I have nearly ground through mine and so far all it has done for me is cause several severe cases of ragequit and bring my K ratio down from a stead 3.0 to something barely above 1.0. Every aspect of this useless vessel (barring its HP) is worse off than its predecessor, its top speed is slightly lower, its turning circle and shift time are slightly larger and lower, its artillery range is shorter and its torpedo's are now mounted in two launchers instead of three and have over twice the reload time. The early ones have a pathetic range and the later ones are so slow that even with the Torpedo Speed perk unlocked on the Captain enemy Battleships can dodge them. So please, someone tell me, have I been doing it wrong? What is the point in this waste of space? to get your body ready for the even longer grind that is the hatsu Share this post Link to post Share on other sites
[ST-EU] Trainspite Supertester, Players, Sailing Hamster 1,920 posts 4,621 battles Report post #14 Posted August 25, 2016 The point of the Mutsuki is to have a ship in the game where I can be alone by saying I like the thing. Also, i heff solo warrior with her. Hatsu on the other hand? No. Did not feel comfortable at all with that ship. Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #15 Posted August 25, 2016 Mutsuki still works, but Minekaze will always be better. WG should work on the Minekazation of the Tier VI-X IJN DD. Shorter reload times for short range torps. Small turning circles and rudder shift time. Low speed loss in turns and where possible increase speed to historical values (Kagero). Share this post Link to post Share on other sites
BloodRose13 Players 147 posts 638 battles Report post #16 Posted August 25, 2016 Mutsuki isn't all that bad - but she is a shock for some after Minekaze, as you can't just spam torps without thinking about it any more with the longer reload time. She's a bit of a halfway house between the first IJN DD line (T2-T5) and the second one (T7-T9). In the low ranks of the last ranked season (T5-6) I was flipping back and forth between Minekaze and Mutsuki, and I settled on Mutsuki because of the torp damange. They are harder to hit with, but when they do hit they hurt a T7 ship much more. I use the torp acceleration skill on Mutsuki, to have 8km torps with a sensible speed rather than 10km ones that are powered by worn out rubber bands. The extra km of range also makes it easier to attack without accidentally getting spotted. Torps aside, she's nearly as fast and manoeuvrable as Minekaze, she's got much better guns (when upgraded), and she used to have useful AA (but it was nerfed) Its not even the lack of torp spammability as that would be fine if the bloody things actually hit anything. As it is the torps are so slow and so easy to detect that just about anything can dodge them unless you engage at point blank. Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,114 battles Report post #17 Posted August 25, 2016 Torps aside, she's nearly as fast and manoeuvrable as Minekaze, she's got much better guns (when upgraded), and she used to have useful AA (but it was nerfed) What makes you like them? The way i play her, losing 2/4 shells from a volley makes her trades 50% as effective (she loses 50% her burst). It's not like the improved traverse and ROF makes her able to take on a gunboat. Share this post Link to post Share on other sites
[CAPT] DarthDon49 Players 523 posts 12,885 battles Report post #18 Posted August 25, 2016 The point of the Mutsuki is to have a ship in the game where I can be alone by saying I like the thing. Also, i heff solo warrior with her. Hatsu on the other hand? No. Did not feel comfortable at all with that ship. Strange - the Hatsuharu is one of my favorite IJN DD's (along with the Minikaze). Share this post Link to post Share on other sites
Corvi Beta Tester, In AlfaTesters 1,147 posts 16,279 battles Report post #19 Posted August 25, 2016 I found the Mutsuki the best IJN DD in the whole tree. Its super stealthy (5.3km detection with skills and camo), fires torps twice the range and has a very fast torp reload compared to other destroyers. Rule #1 thou is: Never fire your guns. Never. Ever. Keep your distance, outside of view range, and just spam torps all over the place. Dont let the enemy know where you are, that will make it a lot harder to dodge torp barrages that come from places they wouldnt have thought of. Use the speed and concealment for sneaky suprise attacks. If you didnt like the Mutsuki i strongly advice you to stop the IJN DD line entirely, since all the other DD's are basically the same just with more torps and higher visibility. I used Mutsu in ranked for very good results. Its high camo rating made it very good for stealthy caps and since there where only few ships you could easily slip through enemy lines to launch some pesky torps into their backs while they are looking the other way. 1 Share this post Link to post Share on other sites
[TEA] Robber_Baron Players 1,322 posts 7,981 battles Report post #20 Posted August 25, 2016 I use the torp acceleration skill on Mutsuki, to have 8km torps with a sensible speed rather than 10km ones that are powered by worn out rubber bands. The extra km of range also makes it easier to attack without accidentally getting spotted. I did that as well when I got the Mutsuki, and I think with the Torpedo Acceleration the speed is decent enough to make it work. The Mutsuki is not an amazing upgrade after the Minekaze, but I don't think it's as bad as many think she is. Share this post Link to post Share on other sites
T_H_0_R Players 1,015 posts 4,182 battles Report post #21 Posted August 25, 2016 The point of Mutsuki is to teach you how to properly fire torpedoes, not just spam them like from Minekaze. Make those shots count. 1 Share this post Link to post Share on other sites
[IRQ] AnotherDuck [IRQ] Players 2,930 posts 7,510 battles Report post #22 Posted August 25, 2016 Rule #1 thou is: Never fire your guns. Never. Ever. I would change that to never fire your guns if the enemy isn't aware of you, or if you're going to be out of detection range within 20 seconds. Smoke can change that up a little, though. The rest holds true, though. You're pretty much always going to do the best job if the enemy doesn't know where you are, so stay undetected. Share this post Link to post Share on other sites
[SYTHE] _Flyto_ Players 623 posts 7,167 battles Report post #23 Posted August 25, 2016 Its not even the lack of torp spammability as that would be fine if the bloody things actually hit anything. As it is the torps are so slow and so easy to detect that just about anything can dodge them unless you engage at point blank. It's true. But, sadly, welcome to the rest of the IJN line. The torps get faster, but their spotting range gets longer too. FWIW I think Mutsuki torps are the worst here (except possibly the longest range T9/10 ones), and they become a bit more managable with Torp Acceleration. What makes you like them? The way i play her, losing 2/4 shells from a volley makes her trades 50% as effective (she loses 50% her burst). It's not like the improved traverse and ROF makes her able to take on a gunboat. Mutsuki certainly shouldn't be seeking out gun engagements, and I take your point about the reduced alpha damage - but when unexpectedly spotted by another destroyer, I found that in Mutsuki I could actually get some hits in while fleeing, and could also weave and dodge while firing. In Minekaze my guns would probably be pointing the wrong way and not be able to turn in a useful time at all, and if they did happen to line up then firing would require sailing in a straight line, because any turns would throw off their aim. The better option than both, IMHO, is the Kamikaze R - it has 4 guns with the slower RoF but with a rotation speed nearly as high as Mutsuki - but that's not available to everybody. Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,114 battles Report post #24 Posted August 25, 2016 (edited) Mutsuki certainly shouldn't be seeking out gun engagements, and I take your point about the reduced alpha damage - but when unexpectedly spotted by another destroyer, I found that in Mutsuki I could actually get some hits in while fleeing, and could also weave and dodge while firing. In Minekaze my guns would probably be pointing the wrong way and not be able to turn in a useful time at all, and if they did happen to line up then firing would require sailing in a straight line, because any turns would throw off their aim. The better option than both, IMHO, is the Kamikaze R - it has 4 guns with the slower RoF but with a rotation speed nearly as high as Mutsuki - but that's not available to everybody. Point taken about the kamikaze. Sadly I didnt have time to grind those last 250 diamonds. Anyhow, if you plan ahead a little, turrets will be pointed roughly in the right direction (RU dds and the Blys taught me that) Take expert marksman or throw on the module for turret rotation (and take LS instead of EM) and traverse speed ceases to be a problem. I've actually ditched the Mutsu C hull and new guns again after trying them. The reduced alpha means I do 1,5k instead of 3k volleys, and that i a dealbreaker. But hey, I'm a crazy gunboat captain who just can't let go of my habits and treat IJN dds as gunboats - all I want from that line is to try make a Fubuki work as gunboat Edited August 25, 2016 by GulvkluderGuld 1 Share this post Link to post Share on other sites
[HOO] Djansolo [HOO] Beta Tester 229 posts 10,834 battles Report post #25 Posted August 25, 2016 Point taken about the kamikaze. Sadly I didnt have time to grind those last 250 diamonds. Anyhow, if you plan ahead a little, turrets will be pointed roughly in the right direction (RU dds and the Blys taught me that) Take expert marksman or throw on the module for turret rotation (and take LS instead of EM) and traverse speed ceases to be a problem. I've actually ditched the Mutsu C hull and new guns again after trying them. The reduced alpha means I do 1,5k instead of 3k volleys, and that i a dealbreaker. But hey, I'm a crazy gunboat captain who just can't let go of my habits and treat IJN dds as gunboats - all I want from that line is to try make a Fubuki work as gunboat the Fubuki has a small niche as gunboat: the firing-while running away Provided you keep all 3 turrets, you will have a little stinger in the back with 2x2 guns. workable in some situations, but still mainly a torpboat, or "fast-mine layer" with the slow longrange torps. 1 Share this post Link to post Share on other sites