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  • The Ultimate M-Project Guide.

    01. 18. 2006 06:58

SirDante
I decided to write this to end all the "what should i do with my Mpro?" threads.

First, let's go with some technical data (thanks to trainworld.us):
level 37
DP points: 9600
total displacement: 10803
normal displacement: 5100
practical usable displacement: 5703
aircraft space: 100 (2 scout planes)
number of R mounts and size: 4x119
number of T mounts and size: fore 2x29, aft 3x40

Let's see. Mpro is one of the lightest CL 2 compared to Mogami, Edins and
Cleve/Brooks. It
is also quite fragile compared to all of them except mogami. It has only 4 R mounts
compared to the 5 of Mog and Brook. The practical usable displacement is only
slightly
better than Koenigsberg, making it hardly an improvement.

ENGINE:
with CL III Heavy Engine you should go at 34-35 depending on your crew without
armor, 31
at max displacement.

FCS:
Unless totally noob, you should choose CL I Aiming FCS or Finder if you really wanna
see
your shells land and your BO lacks skills. Remember that your accuracy will suffer,
tho.

GENERAL SHIP DESCRIPTION:
Mpro is one of the best if not the best CL available. It is fast, has a beautiful design,
can mount a wide selection of guns, can outspeed and outrange anything of his
size. It has
some drawbacks too:
- it's quite fragile
- german armor combined with low usable displacement - combined with the need to
get out
of hard situations with speed - means that you won't fit much armor, and if you do
that
will come to your detriment
- all the guns it can mount head towards the range vs damage per shell ratio,
except one.
- the 3 AA mounts in the back are the only ones usable- low or no AA coverage
except in
the back of the ship
- even if the longest-ranged CL, you will fall in range of all the CA/BC/BB.

Still, if you know how to use it you won't lose a fight against other CL/DDs. However,
Mpro hasn't one "best" setup for all games.

GUN SETUPS AND SITUATIONS
Mpro is a good performer in all games, but depending on where you use it, you can
choose
different configurations:

All Welcome Games: here you can choose all the 3 Mpros main guns:
Lv 31 x3 5.9"/60 SK C/25 D
Lv 39 x2 6.75"/40 SK L/40s L
Lv 46 x2 8"/60 SK C/31 D
The first one is fast paced, low ranged and generally better against DDs and CLs.
The second one has a middle rate of fire, longest range and it's good against CLs
and above
The third one has a relatively low rate of fire, mid range but good damage per shell.

Generally, the first gun uses Heavy HE and AP, while the 2 others use Light HE and
AP. I
wouldn't recommend the last gun since that will slow you significantly down, but it's
fun
to use every once in a while.
The 6,75sL is by general consensus the best gun for Mpro and i really can't disagree.
Still in All Welcome games i prefer the 5.9D and not the N version, since it can't carry
enough ammo. It's good, basically you will have a large DD and it's quite fun. You
won't
gain much exp or money, but who cares. Also, 3x5.9 is the best setup for Mission
Whoring.

All Welcome games aren't very XP rewarding for Mpros but as all welcome games
they tend to
be funnier and more fast paced than CL CA BB games.


CL CA BC BB games
the only real gun to choose is the lvl 39 6,75sL with light HE. You will need every tiny
bit of range you can have and that won't be enough anyways. Keep out of range of
other CLs
and when attacking larger ships be sure they can't focus their fire on you: one bad
shot
from a larger caliber and your game is over.
My hint is to avoid BBs and BCs games and try to find CL CA rooms, that's where
your Mpro
shines.
CL only rooms are nice but all the other CLs will try to rush you, making those games
pretty annoying.

ARMOR & CREW:
Generally you don't want armor on your mpro. It's not enough to stop anything that
comes
from a CL, go figure larger guns. Speed is your mate! Add as much bulkhead you can
fit
without losing a knot's speed.
As for the crew, you will need BO, 2 Gunners and 1 pilot.
Then, i chose to put only 1 AA gunner in the aft slot since the fore slot is a waste,
and
3 support sailors- but i'm at a quite high level and i have my AA gunners leveled up,
so
don't take my word as holy.
Don't be cheap and max your crew out- go read Obst's guide about sailors for more
informations.

AA GUNS
As i said, i use only the 3 aft positions, saving one slot for a much needed support
sailor- but you can install guns there too, nothing is stopping you. The 3 slots in the
back have good angles AND good size so you will fit quite a lot of ammo.
You have 2 serious choices here:
Lv 30 x2 3.46"/78 SK C/31 L
This gun has a low range but its 0.8 sec reload, low weight and low gunsize make it
for
the best (IMO) mpro AA gun

Lv 42 x2 5"/61 KM 40 A
This gun is the best german AA gun, with 1.2 sec reload, quite low weight and quite
low
gunsize- at low levels, the other is better anyways, but this is the gun you will keep
for
the rest of the game

FRIENDS AND ENEMIES:
This guide ends with your best canned food (friends) and the ones that see you as
their
food (enemies).
Depending on your gameplay, i would say that Z99 is your worst enemy in all
welcome games.
They will choose you as their first target and they will make you suffer if you don't
use
your CL advantages, such as range and/or superior guns. This combined with DD
speed makes
it clearly the first target you should choose.

Torp Whores aren't a problem unless you let them come close... i never put bulge on
my
ship, anyways.

Brooks/Clevelands can be painful if you let them approach: their guns are fast
paced, they
can fit a good armor, and are more durable than you. Just use your range.

Koenigsberg, Agano, Dido and noob Atlantas/Oaklands (the ones that don't HA) are
your best
food. Eat them as they show up.

US CAs aren't a problem, except maybe Baltimore--- just be careful, if you see they
are
armorwhored, switch to AP shells as soon as possible.

Eugens and Hippers are quite dangerous, their 8'' being quite hard and your DP
being so low.

Have fun with Deutschlands- PPros that get in your range! Just keep hitting them,
90% of
the times they get in panic if they don't have a friend helping them out.

Yorks/Counties- avoid them, expecially if you see a gold bar and unless they have
other 2
or 3 enemies in range.

Enjoy Myokos and Mogamis- good food, watch out if they're skilled because they will
use
their range on you.

BBS: any BB should be approached cautiously, while being never alone and always
using AP
shells for good measure.

Enjoy your MPRO! I hope you found this guide useful!

  Index

  • Re : The Ultimate M-Project Guide.

    03. 09. 2006 14:49

rob84
this guide was very informative and useful... thanks

  • Re : The Ultimate M-Project Guide.

    03. 05. 2006 03:55

A10902075429
I recommend to use 5.9x3 with light HE and Heavy HE when against CL/DD

Complete with torps to do a torp farming should atleast help you clear out some
hostile ships while zigzag to make a kill to the half life ships....

  • Re : The Ultimate M-Project Guide.

    03. 04. 2006 22:31

maroon
nice ty.

  • Re : The Ultimate M-Project Guide.

    03. 01. 2006 02:43

SirDante
if you sail in a straight line maybe... but the average hipper hasn't got a spread good
enough to kill fast a mpro that keeps changing course. Well, now with the sailor boosts
and vet buying it can be... but before retail Hippers were food for Mpros.

  • Re : The Ultimate M-Project Guide.

    02. 28. 2006 18:17

slayer6
Mpro's are CL killers, but even if its a 3v1 of Mpro's vs my Hipper (L49), they cannot win
without a well defined strategem. In essence, if an Mpro sees a Hipper, it should turn
tail and RUN! It will not stand a chance in a gun duel with a CA...

Yet, in most games that I play, M-pros do the classic Z99 rush and die, then spend the
remainder of the match ranting and crying about how their M-Pro "sucks"...

BTW, I grinded the majority of my way from L20 to L48 in a Spaehkreuzer... M-pro is good,
but the lack of AAA efficiency on the sides is a major drawback, so I opted for the
Spaehkreuzer due to its higher AAW and overheat speeds...

  • Re : The Ultimate M-Project Guide.

    02. 15. 2006 17:31

Pepsi
any Mogami CA that has brains will eat Mpros.. Only the ones who use the Mogami
ca with low lvl gunners are food

  • Re : The Ultimate M-Project Guide.

    02. 14. 2006 00:18

Devilinbp
I enjoyed the guide, got a few pointers from it and will prob keep my m-pro also. I
still have alot to learn playing in it....but i'm starting to hold my own in cl/ca/bb
games. tks.

  • Re : The Ultimate M-Project Guide.

    02. 12. 2006 10:23

A10902075429
Wow~

you got stickied~ That's nice!

I think I gonna make a detailed experience on certain ship class soon to get the sticky too~~

LOL, but now, I am lock down.... :sad:

M-pro also do best as the last ship class for torpedoes whoring in german class. If you do
it correctly. :P

Also, the slim ship line also make it dodging Dive bomber quite effectively. I manage to
dodge some 2 waves of it before the 3rd. LOL

  • Re : The Ultimate M-Project Guide.

    02. 11. 2006 08:43

AllMighty6
Informative, useful guide...thanks SirDante.

  • Re : The Ultimate M-Project Guide.

    02. 10. 2006 21:47

BauBau
Good Guide. 10x