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  • Discussion: CA

    01. 13. 2011 01:44

mailman
This is for the 4 CA's in SN.

1. Rurik
2. Krasny Kavkaz
3. Kirov
4. Maxim Gorki

MM

(personal opinion will follow after I checked them out fully)

Kirov: Good ship, decent speed, maybe a bit to much.. have to gather data aboutt he other
nation CA's first... It can fit dual 10" with 1 bind, but triple 7.1" are the far better
choice here... these gun are quite good for this ship.
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  • Re : Discussion: CA

    02. 03. 2011 10:41

angus725
It really depends if you are playing in GB or Blitz. In blitz, I'd take the extra guns over speed,
in GB I'd take the speed over damage.

  • Re : Discussion: CA

    02. 03. 2011 10:38

l2enovatio
...best for the Rurik to just emphasize punch and push, then?
I hadn't really looked at comparing the armour with other nations...
I'll have to test with the 8-inch duals, I guess... if not relying on armour, would you
still employ T-slot guns? Would their added weight be worth the reduction in speed?

  • Re : Discussion: CA

    02. 02. 2011 22:14

angus725
Currently, the dual 8"s are the longest ranged CA guns for SN...lol

While I see your point, take note that most players in CAs will be playing in blitz, and
those playing in GB are either going to try to be AA or ASW ships, rarely a gun ship.

Plus SN armor is the worse tied with IJN...

  • Re : Discussion: CA

    02. 02. 2011 19:17

l2enovatio
On the Rurik...

If using the 2x10-inch pattern 1892 turret for your main (R-slot) guns, is there any point
in then-mounting less ranged guns on your T-slots (versus alternative armour)? On the
test server, I personally found operation of T-slot guns to be more distracting than they
were worth; the 10-inch being more than sufficient in damage, only marginally longer in
reload, and able to fight over a far greater range. Where battles would occur in excess
of their range, T-slot guns would effectively become dead weight... whereas alternative
armour could still have a favorable influence on the course of the battle. My two cents...

  • Re : Discussion: CA

    01. 20. 2011 00:42

Gedis
good patch on kirov, but you forgot to fix up Maxim Gorkij(remod of kirov) with same
T slots...

  • Re : Discussion: CA

    01. 16. 2011 05:44

Gedis
It will show players which T slots are not for torps.

Lets take an example, Kirov/Maxim Gorkyj, 1st 2x T slots could be good for torps,
while 3x other T slots (on the rear on each side) - only for AA guns. Also it would
cause another interesting setups:
like beeing decent AA boat(if T slot space will be buffed and torp loadout limited on
some slots), you would have 5 AA guns per side, that's good enough;
another setup would be 2 torp launchers and 3 AA guns per side(controlled by Z/C
buttons);
another setup crazy torp, all torp launchers but 3 rear launchers on the sides could
fire only 1 salvo of torps(sounds odd, so it should give players an idea not to use
torps at least on rear 3 slots per side).

I'm glad you understood it :)

  • Re : Discussion: CA

    01. 16. 2011 03:38

mailman
Yeah, the ammo space is easy to solve (torpedo space). I just wanted to point out that
there will allways be 1 salvo from a torp launcher possible, even if the torpedo space is 0.

  • Re : Discussion: CA

    01. 15. 2011 12:14

Gedis
so it's solved then, buff T slots, and apply torp space limitations for some certain t
slots(look at RL setups)

  • Re : Discussion: CA

    01. 15. 2011 11:23

Nubbles
Torpedoes are also limit by torpedo space which is another space that has no correlation to gun
space.

  • Re : Discussion: CA

    01. 15. 2011 10:53

Gedis
then how come on original nation BBs we have loads of space for AA ammo, but only
1 torp launcher salvo = no torp reloads?
cmon, you can do it, just look back.
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