To reiterate the above: manual is a necessity, not an option. Especially for a ship that needs every last bit of accuracy it can get. (The K-berg at least gets lots of speed and a better FCS...) One way to practice would be to do some of the missions (eg: the sink the enemy battleships.) The Yubari might actually be an easier ship to learn with, especially with the dual 5.5 Ds. (fewer angles to deal with, and shell marking will be easier with short range guns and a better FCS) A common range judging method is to mark your shells at max range at the start of the battle, and adjust from there. Another one is to memorize how far the shells go at a few angles, and interpolate.
If you don't have access to the second set of 7.9" duals, your gunners probably aren't good enough to use any set of 7.9s properly. If CL-rooms existed, these would be the reccomended guns (second set Ds if your gunners are high enough level to use them, first set Ns if they aren't*). Since at-level spread (especially with non-BVE gunners) is a very big problem, using the triple 6.1 N or D is reasonable. I typically use LHE with a bind or 2 HHE in the B-locker for rushers with these sorts of ships/guns. Given the prevalence of armored CLs/CAs/BBs in Blitz, and the possibility that you may need to engage at mid-low angles, a backbind of AP may be worthwhile instead.
Your shell marking issues are actually quite common (I still have trouble marking the second set of 7.9 Ds with a level 46 partially VE BO!). All that you can do is estimate how far the shells are actually going, and aim accordingly. Hits will still be marked. Also, if you fire due north or south at the start of the battle, the splashes are more likely to be marked, which will help some.
*These are actually the same guns that you ideally want to use on the Mogami CL. (If you can deal with the marking and spread issues)
edit: Torpedoes are a very mixed blessing. They can supplement your very limited firepower, and give a way to deal with rushers, but the extra weight makes it more difficult to keep range/rushers a bigger problem. The Agano and Mogami are big and fragile, so be prepared to do a lot of running and dodging.
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