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Sneaky Kettle
Jul 4, 2010
Do battleship guns ever get, y'know, accurate? Four days in, I'm having a ball with cruisers, just tearing things up with them. But, the first battleships I'm in, the South Carolina and the Kawachi, are routinely failing to hit the broad side of barns and just feel like torpedo bait.

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Sneaky Kettle
Jul 4, 2010

El Disco posted:

The first battleships on either tree are absolute poo poo. You'll see a definite improvement with the next one.


Better once you upgrade the guns, but it's still a mediocre ship overall. It does fine when you're in the back not getting shot but once you're targeted then welp, I hope you like citadels. The New Orleans is pretty solid, so you may want to shorten the grind with some free xp if you have any lying around.

Awesome. I'm really enjoying this so far, even at low tiers. Eventually, I'll probably hit a skill wall, but the slower pace of it really appeals; I at least have a fighting chance of shooting back at someone when engaged, most of the time.

Sneaky Kettle
Jul 4, 2010
Slogged through fourteen losses and one very underwhelming win tonight to reach the New York and the Cleveland.

What sort of mods should I be looking to put on these things? Are there clear standouts or is it purely a matter of preference?

Also gently caress torps, man, I want to shoot ships, not play 'dodge the red arrows'.

Sneaky Kettle
Jul 4, 2010
After a string of terrible losses, everything finally went my way.

First in the Kongo:


That ended in a really awesome back-and-forth slugfest with another BB at point blank range (that's him blowing up in the background there).

And then in the Kuma, of all things:


Sheeeeiit. :devil:

Kuma run, it was that dumb map with the four flag points? Drove straight down the middle with a destroyer ducking and weaving, Cleveland and a New York turn around to try and kill us.

The destroyer buddy buys it, but that gives me enough time to 2x torp salvo and then chew through the Cleveland. The New York tried to take shots at me, but his rounds split neatly on either side of me while the Kuma can fire 3 turrets ahead, so I drove right up to him. Turned broadside, 3x torp salvo, they land and suddenly he's on 1/5 of his health. He panics, turns away, which gives me the time to set him on fire and chew through him.

Swing around, an Aoba is totally oblivious to me, driving up to B and firing to port at someone, I maneuver parallel to him ahead and starboard, and then start landing one shot per second and never stop, so he's constantly on fire and I'm disabling all his guns as the rounds arc onto the deck. He burns down, I turn around, recap B from where a ninja destroyer flipped it and then went CV hunting, and spend the remainder of the map plinking at a Cleveland that was trying to cap C for all the defense points. 2x bonus for the first win of the day in that bote, 2x premium.

Best round I've had yet / ever.

Sneaky Kettle
Jul 4, 2010
Precious few things can compete with the Cleveland for raw DPM. I'm consistently getting wrecked going up against them, even in Aobas and battleships of both sides. They're a real loving terror.

Sneaky Kettle
Jul 4, 2010
Just had a great game in the Grem.



Replay link. It's a fun little ship if you get lucky with it! This was something like my fifth game in the thing.

Sneaky Kettle
Jul 4, 2010
Just so I'm not wasting a lot of gold respeccing my commanders later, what are the worthwhile skills to spec into for the cruiser and BB lines? Destroyers are basically torps and situational stuff, but do the low-tier gun skills make a difference on anything but the St. Louis? Is 7% Fire Prevention worth two points? I don't even know how many points a commander can possibly obtain, but it's taking forever to get a dude past Lieutenant Commander (5 points).

Sneaky Kettle
Jul 4, 2010
I'm going to start going down the Japanese carrier line, as soon as I finish slogging through the Kawachi. Every negative experience I've had in this game has been because of torpedoes. If you can't beat 'em, join 'em.

Sneaky Kettle
Jul 4, 2010
So, do the planes at higher tiers of carrier have better spread for their torp drops? The Hosho's planes seem to only drop their torps in a big fan with half a mile between each torp that, at best, lets me land two hits per volley.

Sneaky Kettle
Jul 4, 2010

ohsosad posted:

Not really.

American carriers get better spreads because their squadrons have more planes and when you get the high tier extra plane per squadron commander perk the spread gets better too ( i believe anyway i haven't got a commander that high yet)

Gotcha, that makes sense. Thanks!

Sneaky Kettle
Jul 4, 2010
This is what the St. Louis is for. Commander's got the change-ammo and 155m+ skills, and it just pours out damage. Citadel pens rapidly trash cruisers like Chikumas and Tenryus.



Replay Link

Finished the match by ramming a three-quarter health Kawachi for 28k on 2k health. :patriot:

On an unrelated note, this game can be pretty sometimes:

Sneaky Kettle
Jul 4, 2010

The Locator posted:

I don't understand why they have pulled all the premiums from the in-game store for both Japan and the US. What in the hell am I supposed to use my gold for when there is nothing in the game to buy with it? Wasn't that the point of having buy gold in pre-order stuff, so that I could use it to buy stuff?

For converting your free XP.



Obviously.

Sneaky Kettle
Jul 4, 2010
Today I took out my Murmansk, and after the battle was done, I think I should have bought a lottery ticket.

Game's pretty much just started. I've only had time to fire a few salvos at another dude off to my port. And then this Omaha out in front takes a crack at me. First volley clips the stern, sets me on fire. Whatever. Oh poo poo, here comes his second volley. I turn to angle the ship into the dispersion as much as I can.


:stonklol:

Hey. Wait a minute. Where did he...

:suicide:

Magazine'd for 24,060 damage from a single shot fired at an oblique angle that I guess got lag-predicted into the prow of my ship. The shell came in practically parallel to the hull. None of the shells on the port side landed on anything. Also, the ship broke up at the bow, so it was definitely that shot that killed me. See for yourself.

I am in awe. Also, that was a waste of a perfectly good +50% credits flag. This poo poo happens more often than I would like to admit, I'm afraid. I also managed to score a whopping 134 xp on my first win of the day in my Kuma, on account of attempting to be a ninja for funsies. There wasn't a single ship to shoot at on the whole west side of the map. Didn't fire a shot.

Oh well, it's fine. I'll just go murder things in my St. Louis. I know that ship loves me.


That replay, for your viewing pleasure.

I'm still tearing my hair out at battleship dispersion, but what can you do.

Sneaky Kettle
Jul 4, 2010

Hazdoc posted:

Missing an entire broadside? It doesn't happen always, its usually the exception, not the rule. But glancing hits that only do 1k damage or so are much more common. I'd say in my Myogi that 4K damage hits are the most common, with 1k damage and more than 4k mixed in, and Citadels being just a tiny less common than total misses. The accuracy goes up if I'm closer than max range, of course.

After a couple dozen games in my Myogi, this is definitely my experience. Predominantly 1ks, a few 3 and 4ks, and then overwhelmingly misses. I have to get absurdly lucky to get a citadel pen. I'm lucky if I see one of those every couple of games. It is a truly awful ship and it takes so long to slog through it because you keep losing and get 600xp, on account of not being able to contribute. A Myogi is pretty much dead weight. The Wyoming is marginally better; it at least has more guns, 2x6. It can make up for its inaccuracy with shot volume; throw enough poo poo at the wall and something will stick. But 2x3 with a full 30s reload and breathtaking inaccuracy, that's a disaster.

Sneaky Kettle
Jul 4, 2010
I really like the Omaha. I'm keeping it.


Replay link. In the end, I zigged when I should have zagged and got beaned by a torpedo, but we won shortly after.


Replay link. Got tunnel-visioned on an enemy Furutaka, chased him half the map and ended up getting clipped for like half my health right as I was going to turn around. Spent the rest of the match fruitlessly trying to keep people on fire. Oh, well. Even a bad match is usually a good match in this ship.


Replay link. Highlights include demolishing a Kongo for 21,000 damage at point blank range with a torpedo salvo.

Common theme is citadel pen every goddamn thing. Anything you can't citadel, set it on fire and kite it.

Protips for Omaha: Use the middle hull upgrade, the last one takes away two guns and two torp launchers and replaces it with a bunch of useless AA. My captain also has the ability that reduces cooldown on DC parties, and premium DC parties on this ship really help when it gets penned; 22k credits pays for itself real fast. In that middle one I had my steering taken out a couple of times, and I would have been screwed without it. Use AP anytime a cruiser has its side to you, and you'll shred the citadel if you hit it anywhere near the middle. Anything this thing comes up against at its tier or below, you can pen reliably, except sometimes the St. Louis if it's angled at all. A key benefit over the Cleveland is that it gets slotted more frequently into the T3-T5 bracket, and rarely into the T5-T7 bracket, whereas the Cleveland usually only sees T5-T7 games. Anything at its tier or below, it will ruin.

As an aside, T4/T5 in BBs and cruisers is about where it stops being quite so much of a loving chore to grind out ships and starts being fun, with the exception of the Furutaka. Ships will shoot where you point their guns more often than not, as opposed to the Myogi's, Kawachi's and the South Carolina's guns, which will decide to go to Africa rather than land on the target. Still frustrating sometimes, but much better. Angling is very important with the Kongo; it's armor is relatively fragile, flat on, against Wyomings and other Kongos; if it gets hit, it's going to take a lot of damage.

Sneaky Kettle
Jul 4, 2010
Hahaha, holy poo poo, the Omaha continues to own. I'm keeping this ship.



:captainpop:

There was an XP flag on the ship, but still; 2,000 base experience. Replay link here. Started off worrying about going up against three Omahas on the other team. Turns out I needn't have worried so much. I ended up completely demolishing the cruisers that came after me.

Fittingly, this put me in a Cleveland, which I've found comparatively underwhelming so far. Great shot density, but the rounds travel so slowly, I'm having trouble figuring out where to put them. Oh, well.

Sneaky Kettle
Jul 4, 2010



That is to say, if I discover that I'm racking up kills, that usually means that everyone else is dead and we're about to lose. This has happened to me half a dozen times today; I'm spending a lot of time in the green half of that diagram. :negative:
The Bogue is probably the first chance you'll get to be a real rear end in a top hat to other Sky Cancers, because then you can take a full fighter loadout of the awesome low-tier American fighters (which beat the pants off Japanese fighters at the same tier). This is often a mixed blessing, but generally more good than bad; that Bogue decided the match by going with an anti-air loadout, which trashed all my planes towards the end and left me sailing around a giant paperweight. I generally agree that Sky Cancer isn't that much fun to play (I play them when I've finished my first-wins of the day on all my BBs, CAs, premiums and such.) They're kind of relaxing, but they rarely result in overwhelmingly good games, and it's taken me ten days to progress merely from the Hosho and Langley to the basic Bogue and Zuiho. Either I do great and my team dies and we lose and I get 1000 xp, or I don't get to do anything because the team steamrolls the opposition in the time it takes me to reload my bombers and we win and I get 1000 XP.

Strategies to piss off manual drop Sky Cancers, at least at tier IV and V: Turn your goddamn ships. Seriously, just start driving in circles. Let's say I'm manual-dropping, and I want to change the drop. It looks like this.

If the planes are inside that gray circle, and you change their drop point, then they have to go back out to the edge, (where that arrow icon is) dick around a bit, and come in again to restart their run. If a ship is turning, that means that I really can't drop a torpedo salvo into your side anymore, I have to change the angle if I want to hit you. That means flying back out and doing another alt-drop from a different radian. With lower tier torp bombers, they fly slowly and that takes (relatively speaking) a long time. If you try and finagle that so that the green drop track is close to the target (and you can keep changing the drop for longer to compensate for maneuvers), the torpedos rarely arm properly. Pro-click Sky Cancer drivers know the balance very well, so much so that it's second nature and they can get the most out of their torps. Also, higher tier planes move faster, and give you less time between the circle and the drop track, so the bombers are on top of you quicker.

I think a big nerf to Sky Cancer would be to make the gray starting-run circle bigger. As in, more distance between the grey circle (the minimum distance to start the run) and the torpedo run track (where it turns yellow and you're committed to the drop). It would mean that planes would have to linger for a lot longer to reset or adjust a run, and a carrier driver would have to commit to a drop much earlier and give a BB or CA time to maneuver. Also, cruisers interdicting around BBs will make me choose a different path for my planes because flying through them, especially with low-tier Japanese carriers that can't spare the dead planes or air-loadout American carriers with only one damage wing, is suicidally expensive. Upping the XP bonus from air kills would go a long way towards defusing Sky Cancer's hold on people. I am seeing it more and more that cruisers will shadow BBs, at least in the early game, and make my life very difficult that way. But, in the late game, BBs are highly vulnerable to torps because their escorts tend to be dead.

Anyway, if the stars align, Sky Cancer can be rewarding (the centre of that venn diagram). But not especially so over driving anything else.


Meanwhile, the Omaha continues to be a consistently excellent moneymaker. I routinely get games like this in it.

Sneaky Kettle
Jul 4, 2010

Insert name here posted:

I brought this up the last time someone suggested this, but they actually did this during the final CBT patch and it sucked rear end to play with. I honestly think that a better solution to prevent bombers just circling you from 1-1.5km out until they get a good shot on you would be to buff the damage on all the close-range AA guns so the CV player has to either circle from further away and give you more time or eat the losses to their bomber squadrons.

Ah, figures the obvious solution would be one they tried already. In lieu of that, yeah. Next best thing. Amp up AA a bit, amp up AA XP to encourage people to actually interdict planes on purpose instead of by accident.

Sneaky Kettle
Jul 4, 2010

Lord Koth posted:

I hate to break up your "US CVs are terrible, IJN CVs are great" tangent, but this is a terrible example. Tier 7 US cruisers and upgraded Colorados(stock ones have virtually no AA) melt tier 6 CV squads as well. IJN carriers actually have it worse, as their squads are smaller - my first two games in the Ryujo were bottom tier in matches filled with Pensacolas and Atlantas, and let's just say that not much got done. Hell, my attack run against a Colorado didn't even get a single torpedo in the water, as they ALL got shot down on the way in. For all the whining about carriers, you may notice a bunch of it is about CVs of a higher tier than them. Once you get out of the low AA tiers, CVs that end up on the low tier end of the match tend to have trouble contributing. Your only real option is to get very familiar with the AA values of various ships so you know what you can actually go after, along with watching where all the cruisers are. If they're well spread out, well, hope you don't mind milling around hoping your team can knock holes in said screen.

Oh, and God help you if there's a tier 7+ CV on the other side and you're tier 6 or less. The jump in power between those two tiers is obscene. Planes of all stripes tend to get ~20 knot speed boost, and fighters triple, or nearly triple(IJN/US), how much damage they do.

Yep. One match, in my Bogue, I got paired with an independence, with whatever the tier 7 Japanese carrier on the other side. We may have had the advantage in fighters, but he still was trashing us left right and centre. We barely won. Our two fighter squads banded together, with friendly AA support, were basically trading two for one with his fighters. It was nuts. If you get stuck in a match with a higher tier carrier without higher tier ships of your own, you're in some serious trouble.

I think they should enforce the tiering of the carriers a little more strictly. A lot of negative experiences happen when a tier 7 or, god forbid, a tier 8 carrier shows up in a match predominantly filled with 5s and 6s.

Edit:

boxen posted:

The St. Louis is the Churchill III of WoWS.

Some idiot in a Wyoming was giving me poo poo today about driving my St. Louis. I was remarking how I'd landed fourteen hits on a Furutaka while scoring zero damage, which I thought was kind of a bummer, and he was like, "Shoot AP. Always shoot AP in a BB, get a South Carolina, you'll see." And I was like, "Dude, I've got a New York and a Kongo, I know how AP works, this was just a weird edge case." And he was instantly indignant, all like, "Why would you ever drive a St Louis? I don't understand, why would you have that if you've got all those other ships" and I was like, "this ship is fun to drive and it's amazing" and he just didn't get it. Pubbies. Why would I ever keep a ship when I've got something better? Because it's loving awesome, you knobgobbler. Finished the round by ramming a half-health Kongo, second last guy on the team. Fourth on the leaderboard. :black101:

Sneaky Kettle fucked around with this message at 06:48 on Jul 31, 2015

Sneaky Kettle
Jul 4, 2010

OSad posted:

I still wonder why carrier players even play carriers, when the carrier players themselves complain about carrier balance and about how the system fucks them over every match. If it's not the same-tier AA, then it's a higher-tier carrier shredding them.

I mean, they're absolutely right in every way, but this just doesn't seem especially rewarding or fun in any way right now. It's like a ladder of pain that masochists climb to every once in a blue moon get a chance to be the sadists instead. There's like, no in-between, you're either the top god or you're irrelevant.

I play them after I've played, like, ten or fifteen rounds with all my other ships. They're the 'eh, okay, I'm just gonna sit back and click things and maybe they'll die sometimes' kind of a deal. I don't have to worry about positioning or maneuvering, I just go up the lines whenever I feel like it, which isn't often. Maybe they'll fix carriers and they'll be more fun, so I dump some token effort into it on the off chance they'll suddenly be good. I tend to hedge my bets that way. Ask me about my vaporware Star Citizen pledge.

Sneaky Kettle
Jul 4, 2010

sauer kraut posted:

ALBANY did something on my EU account, not that I'd actually play the game and check.
The grind is ridiculous, not playing the sexually confused Phoenix/Omaha ships for another 100 matches to get to a real ship.

The Phoenix is decent, and the Omaha is one of the best ships in the US cruiser line, honestly. I like my Omaha more than I like my Cleveland.

Sneaky Kettle
Jul 4, 2010
So what's the deal with being on fire at higher tiers? Lost eight out of ten games tonight, mostly in battleships, and I was on fire for literally the entire time. As in, this:

Forever.

Once, I actually survived and got Dreadnought and Fireproof. But these goddamn Atlantas and Myogis and whatever the hell just set you on fire, and keep you on fire and I don't particularly enjoy it after hours of that. They just chase after you lighting you on fire over and over, and if you try to charge them and close the distance, you just die that much faster because they out-DPM you. Or they torpedo you.

This is terribly discouraging for playing my new Fuso. :rant:

Sneaky Kettle fucked around with this message at 11:17 on Aug 1, 2015

Sneaky Kettle
Jul 4, 2010

grrarg posted:

Basics of Survivability tier 1 captain skill, -15% to time of fire extinguishing.
Fire Prevention tier 2 captain skill, -7% chance of fire.
Damage Control System Modification 1 250k credit upgrade, -5% chance of fire.
Damage Control System Modification 2 1m credit upgrade, -15% to time of fire extinguishing.

Total: -12% chance of fire and -30% time of fire extinguishing.

Those are pretty much mandatory for tier 5+ battleships and reduce the problem considerably.

I've got Basics, and the first DCS upgrade already. The second DCS upgrade is a million bucks and I'm poor, but I'll invest in it. Fire Prevention make that big a difference? I guess 7% is better than 0. :shrug:

Good to know that there's not some clever hidden option I'm missing, though.

Sneaky Kettle
Jul 4, 2010

OSad posted:

This is unfortunately the frustrating part about cruisers and HE. If the cruiser is paying attention to you, and you're at a considerable range of fifteen kilometers or more, you have about a snowball's chance in hell to kill said cruiser, because they're just that good at kiting battleships around. Because of their good rate of fire, if you try to close in the distance, they will outpace you, adjust their aim if you move, and continue to shower you with hits. Trying to run away is unviable unless you have an island to hide behind, since you are just not maneuverable enough to disengage from again, their stellar rate of fire.

It doesn't even matter what type of ammunition we're talking here: the cruiser may very well kill you in this fashion by spalling damage from AP shells alone. HE shells obviously do more damage because of the fire chance. Like it's been said, you can spec against it, but you can never get the fire chance completely to zero, and HE shells still do area damage anyway so it hardly matters if there was no fire at all.

Not really sure it needs to be changed or tweaked though. When I find a cruiser doing that poo poo to me, I just try to disengage as fast as possible, since there's not that much I can try to do to hurt him. I can try to shoot around the place where I think he'll turn, but with battleship dispersion that's just an even bigger :rolldice: than before. You need your team to help you against good cruiser players.

Yeah, this is pretty much my experience in those games. I dunno! I was on my own, but that was in an attempt to actually defend our cap from the entire enemy team that came around yin-yang style and rolled up on me. The cruisers just pointed their noses at me and laughed at my dispersion neatly bracketing their ships with Wild Water Kingdom fountain fun.

OH WELL screw it, I'm just gonna power through to the Aoba and hope for the best the rest of the time. Can't beat 'em, join 'em.

Sneaky Kettle
Jul 4, 2010
Pubbies tried really hard to lose this game. Couldn't cap a single flag and the enemy got up to 800 points. So I fixed it! Five kills and 80,000 damage later.


Replay link.


The Cleveland can citadel things, it just requires perfect conditions and angles. It's very rare that I can citadel another Cleve, though.

Still having fun with the Omaha, though, despite some clumsy ship-handling on my part.

Replay link.

Sneaky Kettle
Jul 4, 2010
Hey, does anyone know what the hell is going on with the CV torp drops? It seems like there's an exploit whereby you can get your planes to drop their torpedos in a column, I saw a CV do it tonight twice on purpose. The first, it turned a spread of torps into an undodgeable column.



Then he did it again, ineffectively, against an Omaha.


I've seen it in the wild in other games, too.


I'd assumed it was some sort of random bug, but given how often I'm seeing it now, I suspect it's actually something that can be done at will under the right conditions. :raise:

Edit: vvvvvvvv I was driving my Arkansas, which has exactly zero AA guns, and although there was a cruiser nearby, he was a Kuma, not much AA from him either. I don't think it was panic drop. Usually panic drops get a really wide spread, not tight. That said, it could be a glitch with the panic mechanics (IE, induced spread mechanics) that's causing it in some bizarre way.

Later Edit: some more research reveals this is a known issue / mechanic with planes auto-dropping against turning ships and their subsequent course predictions. I dunno how they managed this when my Ark wasn't turning at all, but, pff, screw it. :shrug:

Sneaky Kettle fucked around with this message at 08:39 on Aug 8, 2015

Sneaky Kettle
Jul 4, 2010
Applied to Seamen as SneakyKettle.

Omaha Omaha OMAHA. :black101:



Replay link.

Also gently caress standard mode forever with a rusty pipe, this screenshot exemplifies everything wrong with it:



We lost on account of a single Kuma, who was under fire, with less than 400 health left. Another two shots from the pursuing DD would have finished it, but the timer hit zero and HEY it's a draw now, gently caress you!

Sneaky Kettle
Jul 4, 2010
I'm four games into the New Mexico, and so far it's a pile of garbage compared to the New York. I've either been utterly decimated in every engagement I've gotten into, or I've been outrun by allies so much so that I don't get to do anything. I got less XP on my first win of the day than I do for most losses.

It has the same gun stats as the New York, but it feels clumsy and inadequate. It sure as hell can't aim straight; I'm lucky if two of three rounds from each gun go anywhere near the target. Hitting citadels is almost out of the question. I could routinely snipe Omaha and Aoba citadels with a New York, but I'm just bracketing those ships with fire over and over. Two shells land in front, and one behind, or vice versa. Mostly, I'm sitting there watching Cleves and Aobas do so much damage to my target that it's dead by the time I've reloaded, while conversely my health bar steadily disappears under a withering rain of HE and fire damage. There's no accuracy upgrade, but a range upgrade instead. What good does that do me when the guns can't hit at the range they're at now for the dispersion? It has an atrocious turning radius until it's upgraded, but it's 27,000 xp for all the upgrades, and I'm averaging 700xp a game. I'll go nuts if I have to play 38 games before I have a playable ship.

Yes, I'm salty, because I just spent a few million botebucks on this drat thing and the grind is looking even worse than the Furutaka's, and the Colorado is supposedly worse than this thing? What am I doing wrong here, before I throw this trash in a ditch and go back to my Fuso to grind to the Nagato?

Sneaky Kettle
Jul 4, 2010

:negative:

That's just since 10 o'clock. Prior to that was little better. I've now had 14 battles in my New Mexico, and I've won 4 of them, survived 4, averaged 929 xp and scored a whopping 3 kills in all those battles. Even upgraded, this thing is a menace to my own team. I simply cannot handle cruisers in this thing, which at tier 6, are the majority of the enemies I come up against. If it is a Cleveland, it's usually not alone. Even if it is alone, the Cleveland practically cannot be citadeled, and usually people will angle about 30 degrees bow-on or stern-on to you, letting them use all their guns and making the dispersion of the New Mexico's guns in turn neatly bracket to either side. Then it promptly melts to fire damage. Against battleships, it does okay; I came perilously close to grabbing a kill on a Fuso with a 20,000 damage citadel hit, but he turned away and his Cleveland escort melted me with impunity.

Coming from a winrate of 60% in my New York, 30% in the New Mexico is just appalling. I think I've promoted myself to my level of incompetence with this thing. :sigh:

Sneaky Kettle
Jul 4, 2010

DurosKlav posted:

Are you stagger firing, or are you firing a salvo? I always salvo and my shells land pretty much in a nice pattern.

Clevelands are easy to get high damage on even if you dont citadel them. I'm trying to get a nice screenshot of how to aim at them but my team isnt cooperating and are blowing away the enemy clevelands before I can.

:words:

Honestly I hope this helps a lot of people in the mid tier grind. Its not a perfect aiming solution for every ship since everyone has different flight times but for those of you in New Mexicos it should help a lot.

Thanks. I'll keep slogging through the New Mexico, not as if I have a choice. In the meantime, I'll balance this floating disaster with my other ships.

Like dunking an Iowa in my Fuso!



I'm also so happy my beloved Omaha is getting a buff, I might have a reason to start using the third hull now!

Sneaky Kettle
Jul 4, 2010
:ussr: If there is any way for you to get your hands on a Murmansk, you should absolutely get one. It's my beloved Omaha, with 8km torps and it's a goddamn premium.

Replay link.

It helps that the Kumas all panicked once I started citadeling them and drove into things. Shot some torps that an Arkansas helpfully sailed into, then I got into a brawl with a Phoenix and trashed him before finally dying to fire damage. gently caress yeah.

Sneaky Kettle
Jul 4, 2010
What's wrong with this picture?

This chucklefuck was dual-boxing his Langley with his Atago. Ended up in a T9 game on the Ice map. Parked his Atago next to his Langley, and just sat there. When he ran out of planes, then he started moving the Atago.

Beware this special-with-a-helmet idiot.

Sneaky Kettle
Jul 4, 2010
Leave it to pubbies to snatch defeat from the jaws of victory.

Heartbreaking replay link.

We had 993 points in this match, and then the Kuma decided to try and chase the Yubari. Died. Down a chunk. Then the New York eats a rack of torpedoes from the Minekaze a few seconds later. 850, and they've now capped B and A. I'm on 192 health after an earlier, unlucky salvo from the Myogi and die to a single shell from the Minekaze. Game over, loss.

Guys. Guys, I can only do so much. 75,000 damage! Four kills! All you had to do was not die for ten seconds.

The Omaha is an incredible ship, but I keep getting dumped into pubbie teams that cannot win despite my handing it to them on a silver platter. This happened a couple of days ago:



Another four kills, trashed the enemy team enough for Confederate, but after I exited to port, all four of those battleships died to HE spam and torpedo bombers.

Oh, well. At least I was able to finally have a decent game in my Aoba. That thing is great...so long as nobody is shooting at it. This match broke a 12-game losing streak, 7 that day and 5 the night before, but even then it came down to a nailbiter.

Replay link.

Edit: I'm almost to the Pensacola, 5,000 xp! I can't wait to have an uptiered cruiser that has shells that I can predict the trajectory for!

Sneaky Kettle fucked around with this message at 20:30 on Aug 17, 2015

Sneaky Kettle
Jul 4, 2010
Applied to SEAMN again as SneakyKettle.

The secret to the Omaha is definitely to switch to AP if it looks like you can get a hit on their midsection. Cleves can rain fire, Aobas can citadel, the Omaha can do both.

To wit, from this evening:


Replay link.

Also: Previously.

It can pen almost everything it comes up against and do catastrophic damage to Furutakas, Phoenixes, Murmansks, Kumas, Aobas, even Pensacolas, any cruiser basically. St. Louis, sit at 11km and rain HE on it. Everything else, rain HE on it. It reloads quickly, so don't be afraid to switch back and forth if you're not sure if you can get an AP hit on it. The rounds are bouncy if it's anything up to 30 degrees off perpendicular, so if it's pointed mostly towards or away, just err on the side of HE, you'll still do lots of damage. Use the range and don't be afraid to fall back if you come up against a tough target.

The Omaha has a very narrow cross-section from front or back, and it can still do almost all its nominal damage pointing straight on to a target. Against the BBs it comes up against, nothing short of a lucky citadel pen through the bow will kill you, dispersion will make most battleship rounds miss you. If you're getting too close or far away, wait for him to fire and then turn; it can do a complete 180 in the time it takes for any battleship guns to reload.

Your biggest problems in an Omaha are Murmansks, other Omahas, and Cleves. Omaha and Murmansk are problematic because they're just as deadly for all the above reasons. Clevelands are tricky, it's tough to pen their citadels with how low to the waterline they are. I almost never pen Cleve citadels. Here's another match from four days ago where I went up against two Cleves and won by playing hide and seek and salvoing HE. The best bet with Cleves is to either ambush it with torpedos, out-turn it from point blank range and salvo it with HE (it will only be able to get two of its guns on you as opposed to all four) or dance at maximum range and avoid the floaty shells; in the time it takes a Cleveland salvo to arrive, you can pull a 90 degree turn easily. Whatever you do, don't show your side to anything, that'll get you killed pronto.

Sneaky Kettle
Jul 4, 2010
Third time's the charm, I guess! Applied, again, as SneakyKettle.

Sneaky Kettle
Jul 4, 2010

Night10194 posted:

I forgot to screenshot it because I am an idiot, but holy poo poo, I just had the Omaha fully click for me. 6 kills, 4 of them other light cruisers who were happy to either show their citadels or in the case of the Furutaka, be so desperate NOT to show his citadel that he drove right into my torps, then a Langley and a New York. The New York had no idea what to do about someone who just drove right at him firing HE and not showing a broadside, then I torpedoed him between volleys and finished him off with fire.

Something like 160,000 damage that game. I have never done that well before in any ship in this game and I am loving keeping the Omaha.

:hfive:

Welcome to the club, buddy.

Sneaky Kettle
Jul 4, 2010
Today was a good day! Didn't even have to use my AK. No, seriously, matchmaking was on my side and the pubbies pulled through for a change. I had a miraculous six games in a row that went my way.

I had my first decent game that I've had in a long time with my New Mexico. North map, and I figured this wasn't going to go well, but it ended up coming out great, and I looked like a loving pro in the last five minutes. It comes down to me, a DD (Mutsuki), an Aoba and a New York. I'd loaded HE to shoot at cruisers. DD sneaks behind me, but I figure he's coming, so I've got one eye behind me. He pops around the corner, I swing the back end around and plant a salvo of HE in his face before he can launch.

Turn back, and the Aoba's on low health, but walking up on me. One salvo off a fore gun, and I set him on fire. I hold my fire, because there's a New York behind him and we're low on time. I wait to see if I need to fire again, and he ends up burning down, so I can save my thirty-second reload for the New York. Unload the HE into him, set him on fire, and switch to AP. Then it's a midrange slugfest that I eventually win. If I'd been sloppy with my reloads, it probably would have been a draw, as we were down to the last thirty seconds on the clock when I sank the New York and the New Mexico takes thirty seconds to reload. I redeem myself for missing every shot on the Aoba giving me his side earlier in the match.

Replay link.
As a nice side benefit, I can purchase the C-variant of the New Mexico hull, and I have AA like a real battleship, finally!

Then I hop into my Murmansk. Fault Line!

Replay link.

Which goes well despite my miscalculating a torp launch on a Myogi and I end up slugging it out with him and nearly dying at point blank range.

Then it's on to my Omaha. Fault Line again! I die prematurely and the result is middling but okay, but the end comes down to a nailbiter: a St Louis on 1000 hp on our team vs a St Louis with 10,000 hp on their team. It was domination and we won at the end of the timer on points because our St. Louis had the sense to hide from the other guy even when our overzealous Isokaze decided to engage a St Louis head-on with 200hp. I'll spare your hearts that replay because it's basically the same as the Murmansk (I even followed practically the same course, on the same map).

Then I figure, what the hell, I'll play my Isokaze for a change.

Fault Line again! First, I end up duking it out with a Kuma in the east torpedo alley. A Furutaka comes with me, Kuma kills him with a close-range torp volley, and it comes down to my killing a Kuma with my guns on an Isokaze, with some help from a salvo from a Myogi. I do. Duck away from a New York rounding the corner to slip through the channel, go miraculously unnoticed by another DD, and there's a Wyoming and an AFK Furutaka in the cap.

I fire a couple of torps at the Furutaka on principle, and then do an open water run on the Wyoming (dodging my fellow DD's torpedoes as much as the Wyoming's fire as I go). The Furutaka sinks to flooding, and I neatly dodge the sinking Furutaka wreck with my torpedos, landing all four. We win on points a few moments later. I forgot to get screenshots of the results screens, but this pretty much sums it up:

Bonk.
Replay link.

And hey, what's this? I've finished the Isokaze! I can go out and get a whole other x2 first-win of the day in my shiny new Minekaze! :Fault Line again! Standard. This turns out to be much hairier. At first, I sweep back and forth along the top of the map, looking for anything I can run in and ambush on. I just got this commander in this boat, so Awareness isn't working. I nearly get trashed by a Tenryu and his DD escort before I can duck out again. I sail a little bit east, then turn back, hey! There's an Isokaze coming out of the channel. And the Tenryu is chasing me. I fire off a salvo on the Isokaze on principle and launch a set of torps around a rock at the Tenryu. He sails right into them, but we exchange pleasantries.

I sail back into the middle to try and (unsuccessfully) save a BB from a Clemson, but I manage to inexplicably rail the Clemson with a pair of torps before I get fired on by everything else in the middle; an Omaha, a Murmansk, and the Isokaze from earlier. I lose my engine twice! I figured I was done for the second time around, but I guess the Omaha loses sight of me as I limp around the corner on inertia and he stops firing while I have 1800 hp. He and his buddy sail up into the cap, and I try and take some potshots with torps, but only one salvo comes close. Omahas, I know not to mess with. I don't have the HP to rush them, and they can dodge. So it's up to the friendly BBs coming back to the cap to hold them off. I figure I'll sail south and cap their flag instead, since I'm the only DD left alive. But what's this? A Wyoming is going to try and mess with our BBs defending the flag. I fire a salvo on my way out the door.

Bonk.
I book it south. The BBs in our cap hold off the Omaha and the Murmansk just long enough to let us (A NY and an Omaha that had been trashing things down the west line of the map) deal with a Myogi playing possum in the spawn, and get a headstart on the cap. As there's three of us capping to their two, we win by less than half a bar. Close game!

Replay link.

:parrot:

And yes, these are all first wins. I tend to post a lot of those because, once I win in a ship, I move on to another one to get the first win in that, and getting my first wins takes at least a couple of hours if I do them all. Predictably, the games when I win are when I tend to do the best. Right now, I've got a St. Louis, Ark Beta, Omaha, Bogue, New Mexico, Sims, Pensacola, Gremy, Murmansk, Yubari, Minekaze, Kongo, Zuiho, Aoba and Fuso. The Aoba and Fuso will be a Myoko and a Nagato in about 15k XP each. All in all, it was a super good day.

Sneaky Kettle
Jul 4, 2010

Raged posted:

Really does anyone honestly care about the e-peen multiple screen shots of your scores? Who honestly gives a rats rear end. Break 10k exp sure post it but other wise no one gives a gently caress.

okey dokey.

Sneaky Kettle
Jul 4, 2010
Clevelands are assholes every day of the week. They're a nuisance to use outside 8km and a menace to fight inside 8 km. I didn't cry when I sold mine, though the Pensacola is one of those ships, like the Aoba, that only really does well when nobody is shooting at it. The armor is paper thin and the citadel is gigantic.

Honestly, I discovered the accuracy mod for the Omaha makes the difference between usually penning the citadel on a cruiser and always penning the citadel. It makes the already excellent guns into a nightmare for anything Tier 3 through 7. Use the B hull: the extra guns and torps are worth the AA tradeoff.

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Sneaky Kettle
Jul 4, 2010
I have a shiny new Myoko, and a commander which has 4 skill points and access to tier 4 skills.

Which is the popular opinion on what I'd get more out of as an IJN cruiser: Last Stand or Adv. Firing Training? I'm vacillating.

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