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masterpine
Dec 3, 2014


Iceshade posted:

High five Pensabro.

Just unlocked it tonight, been dreading the change from the Cleveland as everyone just moans about the Pensacola 'downgrade'. 15 or so games so far and i love this dumb thing. You get deleted the moment you screw up, it doesn't feel unfair. You did that. Just forces you to set out with a plan. Been racking up some great numbers.

Some other Cruiser/DD shows a broadside? Goodnight.

All but a couple of those games though? Defeats. Some of the "talent" crawling around during this holiday rush, my god... I've seen some wild poo poo.

masterpine fucked around with this message at 15:37 on Dec 28, 2016

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masterpine
Dec 3, 2014


toadee posted:

The Myoko then somehow also takes out a cruiser we had in cap. Is the Myoko some insane ninja domination machine I don't know about?

I think people forget that the Myoko, while being quite good at sitting at range and raining fire on things, actually has really good concealment, 10km torps and decent AP. If you're running rudder shift (which you should), sailing around like a drunk snake and blasting idiots who can't aim properly is pretty effective. Main thing with the Myoko is that even with cap skills/modules the turret traverse is painful. If you're good at pre-planning your movements you can get around that problem though.

A Myoko AP broadside to a cruiser is a pretty wild thing, lots of 203mm guns. Sometimes the planets just align. Other times you get citadeled from 18km by a T6 BB while nose-on through your terrible Bow/Aft plating. I dunno, maybe it's not typical but i have a lot of fun and success in it.

masterpine
Dec 3, 2014


DonkeyHotay posted:

The Alabama also has a really, really good torpedo belt, unlike the NC

One other thing is that it turns better than the NC too. I only recently got it after taking advantage of all those steam bundles for doubloons, it's a lovely ship. I think the NC is probably better in high skilled hands since it's naturally going to land more shots but the Alabama forces you to not be a baby, get in the action, trade some HP and actually support your team since it's not going to make those max range shots the NC will. The torp belt and extra wiggle power are the icing on top to get you up and dirty.

I was 50/50 on picking up the Alabama since i need a T8 moneymaker or grabbing the Perth because my grandfather actually served on it briefly in 1940, got a super-container right after buying the Alabama: HMAS Perth. Sometimes this game is alright.

masterpine fucked around with this message at 02:51 on May 2, 2018

masterpine
Dec 3, 2014


eggyolk posted:

That's all super helpful. I've definitely found that as soon as I leap into T4 I get matchmade with T5 and 6 and tend to get obliterated with immensely more frequency. The German cruisers sound like a great option since I don't want to :homebrew:

Just a quick note, if you've got the time to grind over the next few weeks i would still say US Cruisers would be worth it. If you can get to T6 Cleveland you'll end up getting a T8 Cleveland when the line splits in a month or so. Also the Cleveland is an absolute blast to play, it's a breath of fresh air after the struggle town that is Omaha/Phoenix (I like the Phoenix because i'm dumb, but it's the first real taste of US AP and deleting other Cruisers is glorious). The further up you go the more duplicated captains and ships you'll start getting when line splits. Considering you're new and probably not looking to throw money at the game just yet, you can flog those duplicate Cruisers for ingame currency to help you through whatever line of ships you actually want to play.

Since the grind starts getting super real above T6, just get to the Cleve, if you're not having fun do other stuff and then hey, free T8 ship.

I really like encouraging new players to go through the US Cruiser line at any rate, at least up to Baltimore. They force you to pay attention to what your DD's are doing and your general map positioning. With high level IJN and German cruisers you can effectively trade from a great distance and end up scoring well but being useless to your team. USN line in general is played best when you're taking part in pushing, using islands and taking full advantage of angling. It just forces you to be a good captain so other nation lines end up feeling like easy mode.

masterpine
Dec 3, 2014


I seem to remember early on they throw quite a bit of premium time at you as you rank up so take full advantage of that. For sure though, only buy a T7/8 premium if you've already been playing similar ships at that level for a real long time and enjoy it. Keep an eye out for promo stuff too, every now and then there are surveys for consumables or Twitch promos. Last months was a free USS Texas.

Wargaming also run public test's every now and then before big patches. Take part in those. Not only do you get consumables and stuff for your main account but you can get a taste of playing every ship in the game to see what you may end up liking. Plus since it's just a test server who cares if you're a brain-dead spud.

masterpine
Dec 3, 2014


5 Normandie matches in a row. Top of the table in each with 80-120k damage and friggen capture ribbons in some. All completely one sided defeats, as in enemy loses two or three ships total. My weekend is done, i'm out. Some of the things you see in lower tier matches...
I really like Normandie and i'm pretty pumped to grind out the rest of this French line. Don't know why i didn't start grinding these things earlier.

masterpine
Dec 3, 2014


Used most of my 190k elite captain xp to scramble and get a few more captains high enough to run fire prevention on my BB's. While it's very satisfying blapping these Cleveland's and Buffalo's with 406mm freedom shells through the bow, boy are you on fire a lot at the moment if playing like a man.

masterpine
Dec 3, 2014


The USS Massachusetts probably would have been exactly what the USS Alabama is now in the game if wargaming had have had their way and never sold the 'Bama. From memory the 'Bama was just meant to be a reward ship for supertesters until people kicked up a fuss. Because of that, they've been scrambling to make the Big Mamie unique but according to pretty much all the CC's who have her and test her it's a dogshit ship in its current form.

It's a combo of terrible dispersion (1.6 sigma compared to 1.9 for the Alabama and 2.0 for the NC) along with slow firing and shorter range secondaries than other secondary focused ships that don't do the whole 'lul fires' poo poo the Tirpitz and other German BB's do. You can probably make them somewhat effective with a 19pnt captain and fully specialising but it's such a niche thing. It also doesn't have the torp protection the Alabama has so it's strangely punished for playing the way you have to.

It could end up being like the USS Alabama, which was hard to recommend when it first came out because it had a huge above waterline citadel. Later on wargaming changed that, 'Bama is probably my favorite BB now. They could launch the Mamie busted as hell and then tweak it, i would reckon they'll hold off until they've made it work though. There's only so much salt a human can take, even if they're wargming devs.

masterpine
Dec 3, 2014


Nostalgia4Infinity posted:

So I’m hearing I should maybe just roll tide then?

I really like my Alabama. Makes good money, is nice and maneuverable, has big guns so can still play with T9/10 ships and looks pretty. If you've already got a North Carolina it's a similar ship, so maybe if the Mamie comes out and isn't total trash it would be nice to have something truly different. You've still got the problem that you'll need to have a weird specced captain that cant be used on any other US ship in her so it blunts one of the major reasons to get a premium ship as a captain trainer.

Only other secondary focused US ship i can think of are those hilarious Pensacola secondary builds. Also don't do that.

masterpine
Dec 3, 2014


Baltimore is still good. Feeding on all these clueless cruisers is some A+ fun.



Alabama: also still good.


Two krakens in an evening is a pretty great start to the weekend. No doubt this is peak botes and i'll want to kill myself soon.

masterpine fucked around with this message at 14:23 on Jun 1, 2018

masterpine
Dec 3, 2014


Blindeye posted:

Quick radars

It's a pretty simple fix and i completely agree with it. Needs to be done before 7.6.0 because while poo poo's bad now, we're getting many more radar boats real soon. I play a hell of a lot of USN CA's and i feel bad lighting up DD's... sometimes... actually never really... wg should make it permanent radar no consumable.

Seriously though i would even make the duration's shorter, like, 10-15 seconds. Make it so you've got to actually communicate with your team, tell them to aim into smoke and then quickly get a salvo off to get any value out of it.

masterpine fucked around with this message at 14:29 on Jun 7, 2018

masterpine
Dec 3, 2014


toadee posted:

Pensacola woes

Played a lot of Pensacola through all her different guises. It takes a while to go from the wiggly 'i shoot constantly from all sides' play of the St Louis/Phoenix/Omaha to learning to fully exploit the joys of US AP. What tends to work for all the US CA's from Pensacola up to the Des Moines is learn to play fairly passive and opportunistic early then transition to island weaving and damage farming later on. You shine once people start repositioning or panicking like the pub scrubs they are.

You've got incredible guns for T6. Hell they were amazing at T7 too. Punish anything the gives you a broadside and stroke them with glorious AP. Even the BB's you face at these tiers get rocked by it. Sure, set some fires if you've found a lovely little island to camp behind but you really want to be using AP. Aim waterline for CA's once they're close, you can pen them even if they angle a bit. Aim just at the base of the superstructure on BB's and get those lovely plunging deck pens.

The new T6 concealment is terrible. You can't support your DD's very well because the combo of detectability, rubbish armour and 'meme ship' status mean if you're spotted everyone will shoot you. So you play passive. Make people forget there is a floating citadel with ten big 203mm guns on it in the match. Your time will come. You need to pay a lot of attention to where your enemy CA's are so that you've got your guns turned and ready at all times. You need the expert marksman captain skill. If you cant find an island spot don't feel too bad hanging out with your BB's and pushing (lol as if BB's push) with them.

My early games with the Pensa were god awful. If you can make her work for you, the rest of the USN CA line is great. If the Pensacola never quite clicks then you may be in for a bit more pain down the line. FreeXP skipping is just going to shift the lessons you need to learn further down the line. If you can't extract joy from deleting unsuspecting cruisers with superheavy freedom then god help you. There's nothing better then getting an island spot juuuuust right so you can open up on an entire flank.

You could also choose to ignore my opinions because my favorite ship in the game is the Baltimore. Best ship at T9. Best ship at T8. Fight me (but only bow on because otherwise i'll explode).

masterpine fucked around with this message at 18:21 on Jun 7, 2018

masterpine
Dec 3, 2014


toadee posted:

Thanks for the advice. It helps - honestly because with less than 100 cruiser games under my belt I often just find myself going "am I doing the right thing here? Should I be playing this passive? hmmm". So, I will give it more of a go. I totally hear you on the free xp stuff. Clearly you can have good games in Pensacola so I want to discover how that works before moving on or else I'm just not learning anything.

As a follow up too, if you're planning on grabbing the Rooster instead of playing down the line to Des Memes you'll want to grab IFHE before concealment on your captain. At T8 the Cleveland can't do jack poo poo without it and that looks to continue based off of watching supertesters play. Des Moines heavy line with the 203mm's has no use for it.

The difference in island shooting between the two lines is that with the Pensa thu Des Moines, a lot of the time that involves poking your nose just around an edge while protecting your citadel. Cleveland thu Worchester have enough float to get close enough to the islands and still lob while being protected. Because of that i quite like getting the propulsion mod as it allows you to fine tune your positioning quickly.

Hanging out with your T6/7 BB's is fine. The other team will shoot them instead of you while you flick in and out of detection only shooting when something juicey lines up.

BB's can damage saturate your nose all they like, you're the one landing the DPS. Expect tons of allchat rage.

masterpine
Dec 3, 2014


These PTS resource spending things look... interesting

masterpine
Dec 3, 2014


toadee posted:

So, right now I'm running PM/EM/DE/CE - I just kinda picked a grab bag of what I thought felt useful. Should I respec into IFHE? I do want to go down the light cruiser line first. Is DE worth keeping? Switch it for SI or something?

DE is real good, for a high level USN CA captain it's worth it even for the 203mm cruisers. Wonderful on the Des Moines for punishing braindead BB's. I had a Buffalo game last night where i nosed in on a Tirpitz at about 10km range, i only had about 3-5k HP and no heals left. He decided shooting AP was still the go, took about a minute of bouncing everything while i set 7 fires on him and torched him from full health. DE will offset the fire chance losses from taking IFHE on your small guns.

As noted above, the captain builds for Helena/Cleveland/Seattle/Worcester are basically the same as Atlanta builds. CE is always hard to argue against as the first 4-slot upgrade but in the case of the light cruisers it is mega frustrating being incapable of doing any damage to CA's and BB's of your tier or higher. You can't even reliably do superstructure damage without IFHE and the only time AP works is if you've played badly and someone pops up within 6km. Since you're going to be hugging those islands anyway, lacking CE makes less of an impact.

SI is great once you get a heal, play a few rounds of PTS to rack up bonus flags to throw on your cruisers while grinding and you should have a 17 point captain by the time you hit T9 CA's. PTS is a fun carefree break from main game at any rate, i always have a hoot with it. All the flags and consumables you get on main account is just gravy.

masterpine
Dec 3, 2014


Let this be a warning: One of the Indianapolis Mission quests this weekend is 'Set 5 fires, do 15k fire damage, win battle'. The sea's are filled with Conquerors and all sorts of cancer.

masterpine
Dec 3, 2014


Blindeye posted:

My greatest example I have of this was a Mogami game I had...193k damage in a tier 10 battle, locked down a cap by hiding behind an island and keeping any BBs from supporting their cruisers/destroyers there. Still wasn't enough, the enemy won on points because the rest of my team folded quick.

I feel like you cursed me to have this game just then. Team included a fail division of two T8 DD's. Wasn't even a hide-and-islandhump Des Moines game. I loving broadside citadeled a full hp Montana at under 1km after charging him down in open water for 18km out like a god drat rock star trying to get my loving team to do anything. gently caress this game and also my life.

masterpine
Dec 3, 2014


Soup Inspector posted:

I last played around April, before the US cruiser line was split. I was up to the Cleveland.

What do I need to know about playing the US cruiser lines now to ensure I don't suck tremendous balls? Can I still use the old recommended captain skills and mods without loving myself over?

Sort of. Those old builds still work fine on the heavy line, so New Orleans/Baltimore/Buffalo/DesMoines. For the light line of Cleveland/Seattle/Worcester you'll need IFHE. Seattle/Worcester will likely be in the game over the next few weeks. Playstyle is similar, you hug islands and throw shells over the top of them. Only now your AP is almost entirely useless until they're closer than 5km. With the heavy line you can bow tank if you know what you're doing (straight bow-on is a nono, having your rear guns in action is too much angle, aim for in between), with the light cruisers you explode any which way so wiggle and wish if you need to leave your islands.

masterpine
Dec 3, 2014


I'm about a week away from getting the Alsace, thinking about just blowing some FXP to experience it in its un-patched glory for a bit before it gets nerfed. It is better to know love and feel loss than to never experience it?

masterpine
Dec 3, 2014


Pretty dramatic game-play change from Lyon to Richelieu. These are some super punchy guns once you're about 14km from other BB's which are really easy to keep on target. My brain is telling me that my next captain points should go into fire prevention but running 10.6km secondaries for a bit last night was super entertaining on maps which allow you to use them. Had a 160k damage game setting 14 fires on a lemming train with over a hundred secondary hits, kiiiinda want to pop IFHE on these frenchies.

masterpine
Dec 3, 2014


My biggest gripe with this stupid game is that i generally hit the daily report limit after my first two or three matches. The usefulness of reporting seems to be in line with 'old man yells at clouds'.

masterpine
Dec 3, 2014


I play on NA during offpeak hours since i'm in Aus. It is 'Heart of Darkness' levels of hosed up out there.

masterpine
Dec 3, 2014


I'm grinding the Richie at the moment. Maybe i'm weird but i'm loving it, more so than the Lyon which was both hilarious when a cruiser decided to broadside you and then incredibly frustrating, just never clicked with me. Only 20 or so battles in but averaging just under 90k damage per game compared to the 60k i was doing in the Lyon.

The 380mm guns only really work perfectly between 9-16km's, you'll get odd pens on BB's at further ranges but mostly you'll want to take advantage of their penetrating power in that range sweet spot. You can't give any angle to BB's, nose in is all you can do otherwise you get shredded. Since 100% of your firepower is up front you want to be nose in anyway. The guns are too wonky to shoot past 20km so don't even bother with the range upgrade. The secondaries are nice and they do a good job of annoying everyone with fires but you need to give too much broadside to use them 1-on-1.

It feels a lot like a US BB, if that makes any sense. It's a good ship that suffers at the moment like everything at T8. 90% of battles you're stuck bottom tier because everyone on NA just plays T10. Against T9/T10 there are a bunch of BB's that can chunk through your nose.

masterpine
Dec 3, 2014


FAUXTON posted:

Is there a finer thing in this game than landing a full BB broadside at max range on the first cruiser spotted in the match, scoring multiple citadels which result in an immediate kill?

It's certainly up there with ramming someone or blind-fire nuking something in smoke, that's for sure.

masterpine
Dec 3, 2014


So far, (luckily) every chewie i've played against has been of the mouth-breathing variety, sitting at max range and doing nothing. Divved up with a bloke who has a 19pnt cap on one over the weekend and actually knows what he's doing... sweet jesus, the consistent damage that ship can knock out is terrifying. I dont want to spend $100 on this game, the only time i throw money at this thing is for xmas crates but god drat is it tempting.

masterpine
Dec 3, 2014


The rooster is a fine ship. FreeXP the Seattle because it is an immense amount of arse.

masterpine
Dec 3, 2014


They also seem to be using it as part of a big push for people to get back in to the game. I've got an ancient barely played on SEA account, recently got an e-mail offer of 7day Massa rental, 8mil credits, supercontainer, camos, flags and 100k fxp.

Giving out broken ships is part of their business model, hell, it worked on me when they dropped a Giulio Cesare into my NA account a year back.

masterpine
Dec 3, 2014



How do you find it as a credit maker? Current T8 hell matchmaking is making my usual Alabama money farming a bit of a pain. Have got 400k FXP that i was slowly accruing with the goal of the next T9 stuff like the Alaska, Nelson is really tempting though.

masterpine
Dec 3, 2014


Looks like the Scharnhorst is going 50% off, i guess it's time to jump in.

masterpine
Dec 3, 2014


Just chiming in to say purchasing the Shiny Horse a few days back was a wonderful decision. I'm having a great time wiggling about and punishing cruisers, torping idiot battleships and constantly shooting everything with my dumb secondary build. It helps that i've spent like a month grinding T8 ships which leads to trash games and pure frustration so Scharnhorsting is just a breath of fresh air after all that.

I think i'm just going to stop playing T8 unless there are 100/200% XP things or actual events on. It's just so painful.

masterpine
Dec 3, 2014


If you have positive karma in world of botes you aren't educating retards hard enough and i assume you are a bad.

masterpine
Dec 3, 2014



You were probably face-rolling so hard they ran out of points. Games can end a few different ways, when you kill a ship you gain points and the enemy lose points. If they didn't have a lot of caps and lost a bunch of ships in a super hurry, they'll hit 0 and the game ends. It doesn't take that many ship kills for it to happen either, 4 or 5 is often enough as long as they haven't gotten a kill in return.

masterpine
Dec 3, 2014


Here's a question: Worth blowing a heap of FreeXP to skip the Alsace now that it has been nerfed? Republique would be my second T10, would give me a nice break from endless Des Moines games. Have 320k FXP and 16mil credits, Alsace unlocked for purchase. Main concern with buying the Alsace is that it would take me a fair while to save up credits again if the ship annoys me.

Fwiw, loved the Richelieu, averaging over 100k damage in the thing. Couldn't stand the shotgun nature of the Lyon so now pretty wary of the 1.6 sigma Alsace. Anyone been playing the thing post patch?

masterpine
Dec 3, 2014


Pacra posted:

The Alsace is still a strong, lovely ship even with the nerfs. Don't be afraid to play it through, and make sure to take a manual secondary build :hellyeah:

I took your advice and purchased her. 15 point captain so just running AFT/Conceal at the moment along with flags and module for the secondaries. First game was top tier, cyclone on tears of the desert. Decided that brawling in a cyclone was the correct choice. 250k damage, only 2 kills, 19 fires started and over 300 secondary hits :gizz: . For about 4 minutes straight both sides of the Alsace's secondaries were lighting up underaged boats as they tried to run away, so much gunpower, just so much.

Yeah this ships alright.

masterpine
Dec 3, 2014


I swear the ship has different sigma for shooting cruisers or battleships. I sort of dont even bother shooting cruisers in it, even if you land a hit it'll generally overpen them. The guns do get juicey pen damage when shooting battleships from just about every angle though and because of that i love the richy, it's my T8 of choice these days.

masterpine
Dec 3, 2014


The Locator posted:

Returning to botes

You probably have a gifted Giulio Cesare in your port if you were away for ages. That is now your credit farming ship, it is a T7 BB at T5 and you should end up with a 60%+ WR and farm 150-200k credits per game reliably. The thing is completely broken if you're willing to learn how to play battleships properly.

You can have good fun with decent enough players from T5-T7, lots of non-shitters play around those tiers due to the nightmare that is T8 matchmaking and the prevelance of complete spuds at T10. Won't take many games to get a couple of fun T6-T7 ships. If you just want to have fun straight away buy a Scharnhorst with some of those doubloons. I put off buying the horse until it went 50% off recently and i massively regret not getting her earlier. If you get poo poo matchmaking, it's a great cruiser. If you get good matchmaking, it shits on everything. You play it as a brawling beast and can often decide games in the first 4-5 minutes.

Some keeper ships at the lower Tiers are stuff like the US DD Clemson, German BB Bayern, IJN CA Myoko & Fututaka and BB Fuso. I also like the Pensacola at T6 but i'm an idiot who is wrong. Pro-est tip is not to grind one line only, work down a few at a time, it keeps the madness away.

masterpine
Dec 3, 2014


Have no fear making GBS threads up games in a T5 BB, if you're in the GC you'll be fine. The two keys to playing it is that for one it has incredible vertical dispersion but also moderatly low calibre shells, meaning you wait to shoot the thing that gives you broadside. Secondly, It has quite weak armour so if you are the one showing broadside, you get in trouble. It forces you to play like you need to play at higher tiers so no drama in getting a headstart on playstyle. The combo of accurate guns and swift, nimble sailing make it amazing. No other lower tier BB comes close to it.

If you're looking at going down the French BB line it'll also give you some respite from how god-awful they are up until you reach the Lyon at T7 (I actually hate the Lyon too). French BB line is worth it for the Richy/Alsace/Republique as they're all great ships.

The reason you've got a few random ships and stuff is that the longer an account is inactive the more WG rains poo poo on it to get you to play again. Them giving me a GC worked on my brain so it's not a terrible strategy. I think the current reward for returning players is a one week USS Massachusetts rental, 100k FXP, tons of signals and 5mil credits.

If you are intelligent enough to know that you need to think a bit harder about playing botes then you are already a better player than 80% of the playerbase, dont fear playing higher tier botes because by just sticking at low tier you'll progress very slowly. Botes is more populated by terminal shitters than any other game, it's genuinly remarkable.

masterpine
Dec 3, 2014


Had an awful night of braindead carriers. Decided to quit and watch some Flamu stream. He's got an awful habit of checking the profiles of people who potato hard on his team in a loss. Had a Hakuryu on his team that didn't launch fighters or move the entire match and flamed in chat, checks profile, 13% ship win rate over like 500 games. Really sums up carriers in this game, you'll have a few complete morons in normal ships and still be able to salvage a win but if you get someone special like that in a CV there's nothing you can do. You can also be terrible in any other ship and never approach game ruining levels like that.

If the CV rework just ends up being an IQ test before taking a carrier into matchmaking that'll probably solve 99% of the issues with carriers.

masterpine
Dec 3, 2014


The Locator posted:

Flags and Camos

Sorting out how to maximise XP/FreeXP/CommanderXP is a game within itself. Here is a giant effortpost on setting things up flag and camo-wise https://bit.ly/2vQzQWs. General take away is that you'll always have a decent supply of 50% commander xp flags so just use them constantly and for the most part, stack your best camo's and flag's when you've got big 100%/200% daily win bonuses.

Flags and camos reeeaally speed things up when you know what you're doing. Things like just stacking FreeXP boosts when you dont have high normal XP are easy mistakes to make. Credits are independent of XP boosts so when turbo minmaxing you push hard one way or the other.

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masterpine
Dec 3, 2014


Your priority when levelling a captain is to make a beeline for your lvl10 concealment expert in almost every case so make sure you're doing that instead of picking up multiple early skills. A build of PT/EM/(SI <BB>/DE <CA>/SE <DD>)/CE is the sort of baseline 10pt captain, once you're comfortable in boats you can start playing around with things from there. For the CL lines you'll need IFHE instead of CE early, sometimes getting AFT is more fun and when you're very comfortable with reading the map you can drop PT on BB's and CA's.

If you're unsure of what you're doing in a particular boat, just searching 'flamu *shipname*' in youtube is a start, he's got decent gameplay and thoughts for 90% of the ships in this game and ends most videos with a captain and module guide.

Once you've set up the flags, camo and premium consumables you want you use, you can hit auto-resupply. Just make sure you're setting it to use credits instead of doubloons for each. You should always be using premium damage control and heal, the others are optional but recommended.

Also make sure you're activly working on a campaign while playing. There is zero reason not to have something active, i think 'Science of Victory' is the beginner one for lower tier ships. Campaigns give some decent rewards so look through them.

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