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  • Sick of KM (non) Gunnery Advantage...

    03. 13. 2010 13:07

CLTwolverine
I'm leveling support right now.

Using MPro
Guns: level 39? dual 6.7 sL

My Gunners:
Level 105
ACC gunners 13/11
Boosted, 108 Vets each, 30-40 recruits, all the rest experts...

My spread is not tight. I don't expect the shells to all land one on top of the other,
but seriously, this is stupid. With gunners that high using that low level of guns they
should be able to all land on a target at range (which is suppose to be how KM is
playeed).

The damage per shell is already awful, then they make it so you can't even land half
your shells on a target.
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  • Re : Sick of KM (non) Gunnery Advantage...

    03. 20. 2010 12:57

aingeal
I do it.

So I guess its possible. As far as fighting another BB5 goes, I take the H44 anyday.

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 20. 2010 09:25

Kogard
Hmm Aingeal...
Ur defenition of 'holding the line' and 'great ship' very different from mine...
I never saw a H44(or KM) 'dance' in the range of other BB5s(other nations) and survive
'holding the line'...

Sure, seeing them pawning other blind BB5s(other nations) are not that rare, but hey,
which BB5s/nations can't do that?

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 18. 2010 07:09

aingeal
I do not agree with you on this. KM can more than hold the line, but you need to be good
at keeping your range advantage, and this one isnt a huge one at BB5 level. You need to
constantly be aware of an imaginary "line" that you must not cross, but flirt with it as
much as you possibly can. Good KM players are always pretty much on it, giving the
impression they go over it to lure people into their trap.

You get over that line, you are in deep shit. You stay to far, you'll be prolly pursued
and cornered at the border without doing much damage.

That said, dont care bout it vs noobs. I've successfully rushed in broad daylight retard
monty and L2s that would prolly have missed a modern supercarrier even if their angle were
noted on the guidelines.

A mix of the lower angle of its gun, nice enough spread even at level (becomes great at
lvl 115+) great AA and smart maneuvering around the battle makes the H44 a great BB5, but
way more subtle in playstyle than a L2 or Monty.

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 17. 2010 13:47

pnov
KM needs to hide behind someone who will take the beating on the line and spray from
distance and that's not how the game is played today.

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 17. 2010 06:14

Seashark59
I play KM because of the reload and the low angles.

I can't simply deal with shells fired at 50 degrees which take 838902389028303 hours to
land on target.

Use the 5.9" Ls, not the best range but fun as hell to play.

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 17. 2010 01:25

aingeal
elites come as 13/11 (or 11/13)

rld advantages gives KM a massive edge in blizt, as their damage output rival UKs at that
point, due to the way better rld of their guns.

However, IJN can pretty much match it up, and have more damageable salvos. (Id rather not
go broadside vs broadside with a mog CL with my Mpro)

In blizt, countin on the range + rld + decent enough spread of the 8" makes someone that
knows what they are doing a total CA and smaller murderer. The PS line can also take on
BBs fairly well, with good gunners.

And then at lvl 80+ well IJN KM and USN pretty much rld cap. So makes it void then.

In the end, the gunner advantage means reaching caps faster, but as far as the acc bonus
goes...all nation reach it too at lvl 60+ about.

For BB3+...well all nations have the exact same acc ability then, as no matter what
classing they did, even UK rld gunner are acc capped at 80. So whatever extra KM has isnt
used. It comes down to natural acc revision and gunner level (as the acc cap is level
based...mean you can use more of that "extra" ability with each level)

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 14. 2010 17:48

Scmoo472
Is it me or is it that elites come 13acc,9rld? use the 5.9 triple D's. the L's don't give
you enough ammo to really kill more than 1 ship. if you want to kill some subs you can put
HH launchers on the rear 3 T slots, (1st 3 are useless due to holding 1 bind.) Don't armor
it though. You lose your speed advantage and your size advantage. Going fast with it is
important. the dual 6.7 aren't really good with spread anyway, they just have a damage
increase of the triple 5.9's. 12 shells vs 8 shells, and your spread will be block
shotting, (other than that 1 or 2 shell just above it) Your reload will be amazing.

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 14. 2010 17:28

Jryder
"Does no one notice our reload advantage or is it just me."

YES I DO!

Since I've moth balled my KM (BB5/CV4) in order to work on raising crews for other nations
(mainly U.S. atm...), reload speed is probably the single biggest difference I am forced
to deal with. My crew is currently a few levels short of Colorado and STILL the slow
reload is pi$$ing me off.

I would have hoped to have been more adjusted to it by now...:(

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 14. 2010 04:15

exo_skel73
"Does no one notice our reload advantage or is it just me."

- I do...its obviously better than any other nations... and I know there are lots of
players notices it too.

  • Re : Sick of KM (non) Gunnery Advantage...

    03. 14. 2010 00:34

ChrisHansen
Does no one notice our reload advantage or is it just me.
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