Results 61 to 70 of 79
04-04-2016, 02:51 PM #61
I'm confused as to why you're calculating a second hit on Yuubari for night battle purposes, as, with the setup you provided, Yuubari will never do a night battle DA due to having too many main/secondary cannons equipped.
04-04-2016, 03:00 PM #62
Had to check and yeah, you're right about that. Guess I was thinking of the case of having 2x main guns.
However, if you're going to be stacking secondary guns for night battle purposes, you'd be better off doing 3x secondary + 1x torpedo (3x OTO/15.5cm secondary 1x Quint = 36/33 vs 1x 20.3cm(3) 3x OTO/15.5cm secondary = 34/31).
It'd also have the advantage of more accuracy.
Last edited by Trubo; 04-04-2016 at 03:04 PM.
04-04-2016, 03:21 PM #63
04-04-2016, 03:23 PM #64
04-04-2016, 09:50 PM #65
- Join Date
- Sep 2014
- Sukumo Bay Docks
- 586 Post(s)
04-04-2016, 10:29 PM #66
Deleted some post that simply did not contribute anything except spilling mud on the floor.
Heated discussions are fine and you may go at each others theories however you want. But if it devolves into e-peen measuring and other similar nonsense; we don't need that.
Don't assume just because the forum got a little quieter that we are not watching anymore.
Last edited by nwrtz; 04-04-2016 at 10:33 PM.Twitch
Event Stream & VoDs
04-05-2016, 12:03 AM #67
04-05-2016, 12:37 AM #68
The main advantage of stuff like Nagatoes and Yamatos comes in their tankiness and their resistance to poor engagement forms.
Due to the health and armor configuration of the Kongous and Nagatoes, they have almost triple the taiha chance of a Yamato against firepower-capped foes. Most BBs which have HP+armor in the 160 to 170 range are VERY vulnerable to insta taihas from critical hits or firepower capped enemies. Stuff like BWS will be capped regardless too.
Assuming all base equipment, Kongou with a Red-T or even a head-on is basically screwed (98+15+15+8+5)=141, which translated to 112 in Head on and 84 in Red-T
Nagato in that same situation (2X41+AP) has a base of 99+20+20+8+5 for 152 base, which is 121 in head-on and 91 in Red-T
Musashi just keeps on going since she has (41+46+AP) 139+8+20+26 for 198 base, which is still 152 in head-on, and 120 in Red-T.
When you add those two factors up, that means that in a Head on or Red-T against a capped enemy, not only would your ships be unable to take a hit, they'd also be unable to disable the enemy threat before that.
04-05-2016, 01:00 AM #69
Well, going back to Spring 2015, Anchorage Water Demon (200/220/240 Armor), Battleship Water Demon (final form) (200 Armor), AV Hime (195 Armor), AD Hime (even with that armor reducing debuf, she was tough, 273/303/333 Armor), and CA Hime (195/208 Armor for most troublesome forms) for the harder bosses to kill.
Then there's their escorts, which the main ones usually have Armor ranging from 150-180.
04-05-2016, 01:13 AM #70
@Trubo I think Ooyodo's relevance spikes up toward mid-game to end-game phase. That being said, Yuubari is more relevant towards the beginning of the game, where ASW dominates most of the major normal sorties a beginner TTK would be doing, namely 1-5 for both monthly EO medals and ship training (unless the flag is a DD or another CL). Besides, Yuubari has a better chance of appearing first before Ooyodo for most TTK and so has more investment opportunities.
While this guide allows new TTK to plan what ships to get, I also think it is very important to explore the behavioral approach to playing the game, some of which has great repercussions later. For example that sanshiki you brought up earlier. The title of this guide includes the term "event". If it should really help new TTKs to gear up for the next event, they ought to invest in ships that could potentially have more returns that help them in the event like Hiei and Haruna. They get 2 event ready BBs that would most likely be their main damage dealers in the early game phase and have guaranteed sanshiki specifically for event installation enemies. Of course sooner or later they'll have access to the Nagatos and be able to invest in Fusou-class for mid-game and they could make the switch then.
The Ashigara someone mentioned earlier is a good call, granting 3 no.2 guns at K2 and so the TTK is left with another choice of CA, preferably another Myoukou class, with Tone-class on the side for CAV or otherwise Mikuma for the no.3 gun as well (although you could argue Myoukou class wold be more common to appear than Mikuma).
Also it's ok to send light fleets often in the earliest games every time you sortie, where access to heavy ships are very limited. It would be wise to keep using 2 CL and 4 DD as they clear the earliest maps because when heavy ships start joining the ranks, MVPs would almost always go toward heavy ships unless doing ASW maps.
These little behavioral approaches to things coupled with the ship investment guide (this guide) would create a truly solid guide aimed at new TTKs to have a good shot at their next available event.