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Guide: British Cruisers

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I am liking the Royal Navy quite a lot, have only played only British Ships and so far, except Danae all have performed very well, however am only at Captain level 10 so have only just got the use of camouflage, Danae is a funny little ship that is a bit soft.

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@BillySquid

Yup, that's about right. However, once you get Neptune or Minotaur, you will find out, that in fact, Edinbourgh, Fiji and Leander - they were all quite durable, compared to those two :D 

 

The key is to survive. That's why Survivability Expert is a must have on those cruisers. If you eat triple torp, triple cit, or triple fire - it's all well and good if you survive till next heal. I managed to get insane games when I was beaten pretty hard in the beginning. That's why they are quite nice brawlers. DPM is insane, torps are great, and while you certainly will receive more damage then you dish out in a brawl, you can heal most of it back, your opponent's can't. 

Definately cannot second that enough. Do not go into Tier IX and X thinking they will be more or as durable as the Fiji and co. I got a nasty suprise and didn't really learn until after a couple of days. They will go down very easily.

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What skills and modules are you using on the Neptune/ Minotaur? I've never used the survivability expert on my CAs before, so with the new captain skill release I'll probably take advantage to respec the RN captain to get 2 T4 skills and the T3.

 

Plus I'm tempted to go for the range mod, on the Neptune when I get there, but the shell trajectory and velocity means the hang time can be quite high if it's like the Edinburgh, so I wonder if I'd be better to go with the rate of fire mod and hosing the enemy with AP shells combined with superintendent concealment and survivability expert to keep me alive. 

 

Module wise on my Minotuar i'm using:

Main armament mod 1

Damage Control mod 1

AA Gun mod 2

Main battery mod 3

Steering gears

Concealment

 

To be honest i think the reload is far superior to the range. Simply because the majority of ships moving at your max range are already a pain to strike due to the very low velocity and high arcs and extending it further yields no extra benefit unless you are hitting stationary battleships. Most targets you'll engage at 10km and under. So the extra dps increase is welcome in my opinion. However if you feel the reload is wasted, it would be wiser to increase your AA strength than main battery range.

 

Captain skills I use:

BFT

Torpedo Armament Expertise

Superintendent

Vigilence

Survival Expert

Concealment Expert

 

Tbh i think survival expert is fantastic on the Neptune and Minotaur. Sure you can make your aa better but CVs aren't even in half your games. Where i've found the extra 4k hp has enabled me to survive just about but then deploy the insane heals which i run the flag to incease the healing further. And had in numerous games i was brought to 1 to 2k hp and get my self back to over half. Which the effective health i gain from survival expert is far higher than the basic 4k hp. Still this is my personal opinion. However the way I viewed it was, either I can have an awesome buff to something i only get use out of once in every few games. Or I can run something which can impact every game.

 

 

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Thanks, I tried swapping out the accuracy mod for the AA mod as the lack of AFT after taking survivability limits the effective range of the AA on the Edinburgh. 

 

I'm getting used to the line the more I play it, I don't have concealment expert yet so I can't be as aggressive when it comes to sneaking up without being detected and firing. It's possibly the most nerve wracking line to play, any salvo has the potential to one shot you and once you're spotted every BB and CA in range seems to turn their attention your way and unleash a hail of shells, and I say a Hail Mary hoping that I don't get deleted instantly while running away. 

 

Then come back and pelt them with more AP shells. :trollface:

 

Only another 70k for the Nelson

Edited by BillydSquid

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 Definately cannot second that enough. Do not go into Tier IX and X thinking they will be more or as durable as the Fiji and co. I got a nasty suprise and didn't really learn until after a couple of days. They will go down very easily.

Oh I think you can :D You misunderstood what I wrote - Neptune and Minotaur are even more squishy then Fiji and Edin - that's what I was saying.

 

What skills and modules are you using on the Neptune/ Minotaur? I've never used the survivability expert on my CAs before, so with the new captain skill release I'll probably take advantage to respec the RN captain to get 2 T4 skills and the T3.

 

Plus I'm tempted to go for the range mod, on the Neptune when I get there, but the shell trajectory and velocity means the hang time can be quite high if it's like the Edinburgh, so I wonder if I'd be better to go with the rate of fire mod and hosing the enemy with AP shells combined with superintendent concealment and survivability expert to keep me alive. 

Here's what I got so far:

1. Minotaur:

a) Captain

 zAfGFGA.jpg

Pretty easy and self explanatory.

b) Modules:

 

 Jk8aHDD.jpg

2. Neptune:

a) Captain:

 OOACcn2.jpg

Now, there are few differences needing an explanation. For Neptune I often divisioned with CV, as well as wanted to test her AA - hence I choose manual AA perk from IV row. For solo playing, definitely would run Survi Expert. Also note, that I chose Torpedo Expert - on Minotaur there is no need for further turret traverse, but Neptune turrets are kinda slow. Still, it didn't bother me much till now, and due to amazing part of RN CL's gameplay revolves around torpedoes - shorter cooldown is always nice.

b) Modules:

 

 0g6Fwy7.jpg

From my experience - there is no need for range module. To tell you the truth, I grinded through Neptune without researching the range upgrade. RN CL's rely on quick bursts of damage, there is little time and need for long range spam - that's not how those cruisers play. Therefore, I recommend reload module both on Neptune and Minotaur. 16.5 km range on fully upgraded Neptune is more then enough (I'm still waiting for opportunity to shoot at something above 16 km :D

 

OH, and a VERY IMPORTANT advice. If you have some free exp, be sure to use it to unlock hull on Neptune - it improves Neptune handling a lot, and it's essential to have maximum mobility when playing those ships. Driving around islands and moving in smoke will be a nightmare on stock hull.

Edited by Dropsiq

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I Love my Leander, i dont think there are many other ships where i could get 2 double strikes in 1 game, This is the only ships i have kept after unlocking next one in line.

 

 

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Oh I think you can :D You misunderstood what I wrote - Neptune and Minotaur are even more squishy then Fiji and Edin - that's what I was saying.

 

 

Thanks for the builds, I haven't had too much trouble with survivability in the Edinbrugh, that might change with Neptune and Minotaur, what I am having issue with sometimes is the balance between overly aggressive and or too cautious, it's a balancing act and one that I don't get right all the time. Compounded by the fact that the RN smoke is still [edited]bugged, and WG haven't given any indication that they are going to fix it next patch. Which makes aggressive play so much more risky should it bug out and you lose the second puff. You should be covered, but instead you're left sitting there with your arse in the wind and the 4 ships turning their guns on you.

 

How I've managed to get away with that sometimes is beyond me, or when your team folds like a house of cards and there's little you can do when they're utterly useless at times. In the Kurfurst I could roll up a flank with minimal support and outnumbered, vs a game in the Edinburgh where I'm trying to hold a cap vs a NC and a Kurfurst the best I managed to do is  sink the NC with torpedoes and then got obliterated by the Kurfurst while our Yamato snipes from 20km like a scrub. *facepalm*

Edited by BillydSquid

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How I've managed to get away with that sometimes is beyond me, or when your team folds like a house of cards and there's little you can do when they're utterly useless at times. In the Kurfurst I could roll up a flank #1 with minimal support and outnumbered, vs a game in the Edinburgh where I'm trying to hold a cap vs a NC and a Kurfurst #2 the best I managed to do is  sink the NC with torpedoes and then got obliterated by the Kurfurst while our Yamato snipes from 20km like a scrub. *facepalm*

 

#1 - solo BB "rolling up a flank" usually is dead meat metal if the opponents aren't utterly stupid (so like in about 20% of the cases...)

 

#2 - solo cruiser trying to hold against two BBs... not many easier ways to suicide, I think. For ANY cruiser. So if you think the RN cruisers should be able to do that trick, you're wrong.

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#1 - solo BB "rolling up a flank" usually is dead meat metal if the opponents aren't utterly stupid (so like in about 20% of the cases...)

 

#2 - solo cruiser trying to hold against two BBs... not many easier ways to suicide, I think. For ANY cruiser. So if you think the RN cruisers should be able to do that trick, you're wrong.

Agree, though in battle the other day where inadvertently ended up defending the west side of hotspot from the south by myself in the Fiji - had two bbs and two destroyers come across me - managed to get both dds much to their disgust as the BB llegged it round the island when he saw me - I died to a cruiser who was with him but their losing two out of three destroyers changed the game so helped in our eventual victory. The destroyers were spitting blood about the Bismarck even though he was eventually top of the team - was moderately amusing! They were however quite correct that I should not have been able to get away with what I did!

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#1 - solo BB "rolling up a flank" usually is dead meat metal if the opponents aren't utterly stupid (so like in about 20% of the cases...)

 

#2 - solo cruiser trying to hold against two BBs... not many easier ways to suicide, I think. For ANY cruiser. So if you think the RN cruisers should be able to do that trick, you're wrong.

 

Not when 3 BBs are a bow camping scrubs and they ignored a T10 BB using terrain to block line of sight while they tried to snipe CAs. Yolo charging is stupid yesnoticing that the enemy team and yours are too thoroughly engaged in a sniping match either side of a cap point to notice you and their DDs are no where near you is an opportunity to stomp on an enemy team's BBs in close, where the Kurfurst is best. 

 

 

As to standing against BBs solo, if you're going to spend your time running from any BB that comes near you're going to do diddly squat. Hit and run, definitely, but eventually you're going to find yourself in a situation where you can't run without getting nuked, so I may as well give the NC charging the smoke a face full of torpedoes before my smoke dissipates and the DD escorting the Kurfürst keeps me perma spotted and I get wrecked. We'd lost anyway as my team was more content sailing in circles than engaging. I'm paying a flat rate on repair anyway so who cares, I'm paying the same whether I live or die and I'll earn more and have more fun seeing if I can knock out a BB before I go down instead of being herded into the corner like sheep and sunk

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Not when 3 BBs are a bow camping scrubs and they ignored a T10 BB ...

 

Ahhh.. that must be the reason. I don't face bow camping BBs that often, as I don't play T10 (unless when I get matched with T10s in one of the few T8s I play)

 

And yes, repair costs are the same for sunk and surviving ships. But a ship that survives longer has more chances to do something for the team. Doesn't mean I "run from every BB", but trying to not get in a situation where I am a "target of opportunity" in a paper-clad RN cruiser is what I do. So instead of trying to defend a cap from with in it and a smoke blob, I prefer to just reset by shooting at ships in cap from a more secure environment.

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Ahhh.. that must be the reason. I don't face bow camping BBs that often, as I don't play T10 (unless when I get matched with T10s in one of the few T8s I play)

 

And yes, repair costs are the same for sunk and surviving ships. But a ship that survives longer has more chances to do something for the team. Doesn't mean I "run from every BB", but trying to not get in a situation where I am a "target of opportunity" in a paper-clad RN cruiser is what I do. So instead of trying to defend a cap from with in it and a smoke blob, I prefer to just reset by shooting at ships in cap from a more secure environment.

 

That is a problem with T10, bow camping Yamatos and Iowas, it's really boring. I've got both the Yamato and Kurfurst, and I really get bored playing passive sniping games with the Yamato, so I specc'd her for secondaries and brawl with it instead, it's perhaps less effective than a concealment based one, but it's sooo boring to sit there and move back and forth. 

 

Usually, yes, charging in and getting yourself killed or trying to solo a BB or two isn't best, but when you know the game is lost and the team is being herded into a corner more content to sail in circles round a point while the other part of the enemy team rolls up the other two points and your team's Yamato has achieved nothing the entire game, then it's time to go down swinging. I came out with 66k damage and killed the NC... and did more damage than the Yamato... in a T8 CL. I'm not a unicorn so I can't carry a bad team in a cruiser, I can do enough in a BB, so I got a bit salty in that game. RN CLs are great ships I really like the line. 

 

One think that is really pissing me off is the smoke issue however, I'm really taking issue with this as it's spoiling the game play and you get caught twisting in the wind when you should be concealed, I'm slowing down my play on the RN until WG gets it's act together and fixes it's screw up. 

 

Edit: My faith in the RN CL persists so long as I have plenty of islands to dodge behind, you can hold your own vs 2 BBs, that was against a Tirpitz and a Bismarck at 3km... and I still managed to screw up half my smoke deployments by sliding out of them :facepalm: I really need to work on that, it really gets me killed more than I should and hamstrings my damage output.

 

15plk6a.png

 

 

Edited by BillydSquid

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Had a good game in my Neptune. Only me left versus a Roon. Roon has 170hp left - and all parts damage saturated.

Pumped about 50 bullets into her, no chance to do any more damage ('cause not able to use HE), until she sunk me... :angry:

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WG you really need to sort out the smoke system for the RN Cruisers, numerous games I have smoked well within the recommended 12-14 speed and have been left out in the open and been killed by enemy ships. Are you going to patch this soon because it is ruining the knife-edge gameplay of this ship. When you expect to be sitting in smoke and ari in actual fact outside and being heavily sheiled is frustrating at best and at worst it shows that you havent tested the mechanic of this "7 second" smoke. Rectifying this smoke or similarly add something else to the RN cruisers to make them competitive like faster reversing, You could alternatively just give everyone their credits back for the FAILED mechanic you havent tested properly!

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I think they overcompensated for the perceived 'benefits' of British cruisers when doing their citadels and vulnerability. They're already light and easy to citadel, but then look at them at tiers VIII-X: in the part of the game where players are the most savvy and the guns most accurate, they made the citadels absolutely huge - not just in terms of their length, but making them practically the height of the entire ships. They're just too damned easy to hit, and with the non-existent armour making angling irrelevant, they are just auto-deleted by anything that sees them. Even the lower tier cruisers couldn't be spared, and WG had to give them a magical extra 'armour plate' above their large citadels to make them even easier to destroy - as if EVERY cruiser in the game isn't already horribly vulnerable broadside-on.

 

To make it worse, the ships themselves are HUGE. I don't know what OP was smoking when he described Minotaur being 'small' and hard to target. Seriously, go check out the silhouette of a Neptune or a Minotaur and compare it to a Scharnhorst, a Warspite, a Texas, a Bismarck. They're the size of a BB(!), taller and with much, much larger citadels - citadels which are amazingly tall on ships that sit amazingly high out of the water. They're not just ridiculously squishy, they're also ridiculously easy to hit in the first place. This is a bit of a joke for ships that, by design, have to be at close range and hide as much as or even more than destroyers to perform their role.

 

 

I'd like to point out the 'don't engage Battleships' is total crap. British AP is deadly against them, so long as you target the deck, superstructures, bows/afts and, at <10km (if the enemy is distracted or you're hidden) the upper armour belt, and you'll do ridiculous amounts of damage to battleships, enough to make 203mm guns look like crap against a broadside target. An Edinburgh will reliably put out 4-8k damage against a broadside battleship every 7.5s if it's not angled against you, a Neptune or Minotaur the same but in a fraction of the time. Wait until it's angling against your own BB fire for fear of its citadels and hit it from smoke - before the BB is even aware you're hitting him and by the time he is and starts turning, you'll have done a good 20-30k damage. If he doesn't feel he can avoid you or doesn't pay attention, you will sink him shockingly fast:

 

LnsVkl.jpg

 

If I was going to complain about the British AP it wouldn't be against BBs, it'd be the markedly reduced citadel chances when penetrating compared to normal AP, which is aggravating when you land good hits against enemy cruisers without significant reward even though you're using a ship that is intentionally limited to AP... That said, you do gain some damage back in the lack of overpenetrations when parts of your salvo hit the superstructure, though I'm not convinced enough to justify the abysmal citadel chances.

 

 

While they're very good when you get the chance to actually safely engage the enemy, British cruisers (even moreso than cruisers in general in the current meta) are so horribly situational as not to provide a game experience that is reliably enjoyable. They've been made so niche and so vulnerable that, unless you can get yourself into a very specific scenario in any game, you're practically useless. If you're on epicenter, you're almost guaranteed to be useless full stop. If you can't get good hidden firing positions on distracted enemies, you're useless. If German DDs are nearby with hydro, you're useless. The reliance on smoke and hiding is so great that the entire line is a one-trick pony; as opposed to unique twist with a preferred engagement method. Cruisers in general are dogged by difficulty of effective use because they're simply too vulnerable overall, and the British CLs are just an extreme iteration of this same problem.

Edited by DoktorvonWer

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I think they overcompensated for the perceived 'benefits' of British cruisers when doing their citadels and vulnerability. They're already light and easy to citadel, but then look at them at tiers VIII-X: in the part of the game where players are the most savvy and the guns most accurate, they made the citadels absolutely huge - not just in terms of their length, but making them practically the height of the entire ships. They're just too damned easy to hit, and with the non-existent armour making angling irrelevant, they are just auto-deleted by anything that sees them. Even the lower tier cruisers couldn't be spared, and WG had to give them a magical extra 'armour plate' above their large citadels to make them even easier to destroy - as if EVERY cruiser in the game isn't already horribly vulnerable broadside-on.

 

To make it worse, the ships themselves are HUGE. I don't know what OP was smoking when he described Minotaur being 'small' and hard to target. Seriously, go check out the silhouette of a Neptune or a Minotaur and compare it to a Scharnhorst, a Warspite, a Texas, a Bismarck. They're the size of a BB(!), taller and with much, much larger citadels - citadels which are amazingly tall on ships that sit amazingly high out of the water. They're not just ridiculously squishy, they're also ridiculously easy to hit in the first place. This is a bit of a joke for ships that, by design, have to be at close range and hide as much as or even more than destroyers to perform their role.

 

 

I'd like to point out the 'don't engage Battleships' is total crap. British AP is deadly against them, so long as you target the deck, superstructures, bows/afts and, at <10km (if the enemy is distracted or you're hidden) the upper armour belt, and you'll do ridiculous amounts of damage to battleships, enough to make 203mm guns look like crap against a broadside target. An Edinburgh will reliably put out 4-8k damage against a broadside battleship every 7.5s if it's not angled against you, a Neptune or Minotaur the same but in a fraction of the time. Wait until it's angling against your own BB fire for fear of its citadels and hit it from smoke - before the BB is even aware you're hitting him and by the time he is and starts turning, you'll have done a good 20-30k damage. If he doesn't feel he can avoid you or doesn't pay attention, you will sink him shockingly fast:

 

LnsVkl.jpg

 

If I was going to complain about the British AP it wouldn't be against BBs, it'd be the markedly reduced citadel chances when penetrating compared to normal AP, which is aggravating when you land good hits against enemy cruisers without significant reward even though you're using a ship that is intentionally limited to AP... That said, you do gain some damage back in the lack of overpenetrations when parts of your salvo hit the superstructure, though I'm not convinced enough to justify the abysmal citadel chances.

 

 

While they're very good when you get the chance to actually safely engage the enemy, British cruisers (even moreso than cruisers in general in the current meta) are so horribly situational as not to provide a game experience that is reliably enjoyable. They've been made so niche and so vulnerable that, unless you can get yourself into a very specific scenario in any game, you're practically useless. If you're on epicenter, you're almost guaranteed to be useless full stop. If you can't get good hidden firing positions on distracted enemies, you're useless. If German DDs are nearby with hydro, you're useless. The reliance on smoke and hiding is so great that the entire line is a one-trick pony; as opposed to unique twist with a preferred engagement method. Cruisers in general are dogged by difficulty of effective use because they're simply too vulnerable overall, and the British CLs are just an extreme iteration of this same problem.

 

Couldn't disagree any more with what you are saying. They are certainly not situational BUT they do need to be positioned well by their Captain to get the most out of them. I have found that the accompaniement of a DD to any cap in the first few seconds of a match is usually a good way to start. Being the very first ship sighted by the enemy does not end well for you because yes they are very fragile BUT that's the point! They have to offset the great torpedo and gun layout. Especially at Minotaur and Neptune level. Fiji, Leander and Edinburgh can take alot more punishment in my opinion. And this is the point of them, they are the extreme ships in the game. Everything about them is extreme (good or bad). They have extremely good guns and extremely bad armour. They have extremely good consumables but extremely short smoke etc etc etc. Its very much you either win or lose. Survive or die. Come out with a smile or you rage quit and need to play a couple hours of 7D2D to relax. There is no inbetween, no middle ground, no second chances. Which is why they're not to everyones liking. Which is perfect, because who wants to face off against 8 Neptunes...

 

Quick edit: There is not one ship I haven't attacked, mamed or sunk while being in a RN cruiser so they can go after absolutely anything. The only thing I dread in matches is being under 10km from a Des Moines who knows what he/she's doing. 500 battles in them and I've maybe sank one or two on my own. God they are tough buggers.

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I'm wondering if patch 0.6.0 is going to be pretty brutal for this line, with far fewer DD in the game the pressure is going to be on for them to perform the DD role and contest caps and they don't really have the tools to do it, they're better at it than other cruisers but the detection isn't good enough to give them an easy way out.

 

Edit:

 

One other thought: the smokescreen is balanced around earlier versions of the game as an offensive smoke, if they're expected to contest caps then they might need a more defensive smokescreen to cover their retreat.

Edited by Capra76
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So after a few battles yesterday wondering how the ol' Brits came out of this one I would have to say pretty bloody good. Now this is ofc my opinion and many will disagree because we're all different. I can now have best AA AND my survivability expert on the Minotaur so she is now once more monstrous against aircraft and I have the confidence to get stuck in and not panic if something goes wrong and I get shot at. As for the rest of the fleet it's all on the up. Neptune will benefit from added secondary and/or AA too and so will the rest. Plus the increased smoke size is a good thing to fall on when the dreaded BBBS strikes (Bastard Brit Bug Smoke). As for RPF? Na, I haven't been hunted or killed soley on that skill YET. I'm sure one battle it'll happen but compared to what else I could/can have as a skill? Hell no. Leave it for the inexperienced players and don't panic when you start a match already "seen".

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British CL's can be deleted by a single turret salvo from a BB

 

When you consider some BB's can fire from 22km away, if they get lucky you can be deleted at the start of the game by a single three barrel turret.

When you get in closer, sneaking in when they're destracted, they only have to look at you to sink you. Any cruiser salvo does 5k against you.

 

Way, way too fragile. Everygame you will hear the critical damage sound effect. It doesn't help the current BB's everywhere meta when they can delete light cruisers with 5 shells for 27,000 damage. Yes, that really happened. IT's like getting magazined everytime a BB even looks at you.

 

Don't see the point in CL's being in the game. They're just vastly underpowered CA's with less staying power than DD's.

Edited by Pegasus2022

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Don't see the point in CL's being in the game. They're just vastly underpowered CA's with less staying power than DD's.

 

You seem to play them wrong... I rarely get deleted by BBs the way you describe. Yes, it CAN happen and it DOES happen.. rarely, though. About as much as when sailing in a RU or KM cruiser.

 

Doesn't look like you have much experience in any other ships - at least your stats don't show much... so telling you to play the RN cruisers more like RU DDs won't be any help to you, I guess...

 

 

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You seem to play them wrong... I rarely get deleted by BBs the way you describe. Yes, it CAN happen and it DOES happen.. rarely, though. About as much as when sailing in a RU or KM cruiser.

 

Doesn't look like you have much experience in any other ships - at least your stats don't show much... so telling you to play the RN cruisers more like RU DDs won't be any help to you, I guess...

 

 

 

And it would be the most silly advice to give either way. The two are played in a totaly different way:

- RU DDs can use their speed and good guns to move around and shoot while moving and being spotted,

- UK CL need their smoke / cover from an Island to fire. If you open fire while being spotted you'll be a shell magnet.

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Great guide , especially a must read for some one new to the UK cruiser line

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Dear people of WoW , is there any chance of getting the Abdiel class mine laying cruiser in this game.

She was one of the fastest ships of WW-2. 

I am the proud owner of a handbuild 1/96 scale model of HMS Welshman.

She could do 40 kts on a good day.

 

And maybe mine laying should become part of this game.

IMG_2734.JPG

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On 31/08/2017 at 5:54 PM, Zhukov011 said:

Dear people of WoW , is there any chance of getting the Abdiel class mine laying cruiser in this game.

She was one of the fastest ships of WW-2. 

And maybe mine laying should become part of this game.

 

Nice idea I'd say. Given the high speed of this class of ship, I would assume that if it were put in the game that it would be a Premium Tier 6/7 light cruiser. However, if it is introduced into the game it will be in a couple of years as WG have other priorities, such as making  Russian Mega-Battle-Instant-Death-Ships. 

 

I for one would like to see the Royal Navy have 2 different cruiser sections, the heavier battle cruiser and the light cruisers...

 

Oh, and I think that mine layers would be a great addition to the game, but with LIMITED AMMO! What a great way to defend a position! But this does raise the question of 'what sort of mine will it be?' Would it be a moored contact mine, drifting contact mine, magnetic mine, etc... And also how much damage will a mine do to a ship? I don't think we want them do delete a full health Benson ('cause I love my Benson) but would like them to do significant damage to battleships...Perhaps WG could make it so it does varied damage depending on the ship class...

 

I like your idea and hope that WG take it into consideration. 

 

Seriously.

 

I'm not kidding.

 

Or am I...

 

No, I am not kidding, I do like your idea/suggestions. 

 

Dramatic effect done... for now

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