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  • kuma and kuma-kai blitz setup help.

    07. 27. 2011 18:04


matt1987
hey guys looking for setup advice for the kuma and kuma-kai for blitz use.i searched but nothing comes up. any tips will help greatly.

 

  • Re : kuma and kuma-kai blitz setup help.

    07. 27. 2011 19:20


pavalon12
Set it up with torpedoes. Preferably the x5 torpedoes. Make sure to choose the torpedoes that go either farthest or mid farthest.

  • Re : kuma and kuma-kai blitz setup help.

    07. 29. 2011 11:53


Blazer4show
Originally Posted by pavalon12

Set it up with torpedoes. Preferably the x5 torpedoes. Make sure to choose the torpedoes that go either farthest or mid farthest.


If your playing Hobbit war you could probably use the BB killers with good success, however I believe their level is above blitz (atleast the x5 launcher). In small maps the longest range torps are not really neccessary, put the hardest hitting on slow and get pretty good results.

  • Re : kuma and kuma-kai blitz setup help.

    07. 29. 2011 21:21


aingeal
Once you access them, which you should at sima level, lvl 34 x3 type 93 M1 launcher.are going to be your first torp launcher. You'll probably keep those on the kuma also.

For hobbit map, using the Mod 3 torps (high damage, medium range, slow speed) is probably you best bet.

If you dont like it, stick with the simakaze and use the Mod 2 ( medium damage. short range, high speed) for close range aimed torping.

In GB, you have the mod 1 option (low damage, best range, medium speed) but they just lack punch in my opinion.

As your torper level, you'll eventually access the lvl 42 x4 Type 93 M1, and eventually the lvl 50 x5 type 93 M1 at kita level.

Interesting option that starts at lvl 48, is the x3 type 93 M3. You get the x4 type 93 M3 at lvl 56, and the x5 at lvl 64, after blitz.

They offer the same 3 modded torps as the M1, with higher damage, but less range.

However, the M3 mod 3 are quite fun, as in hobbit war, their range is enough to go hit the opposite wall, and even tough they are the slowest of the 3 torps, there are always idiot that figure they can take 1 or 2. And they do 18k damage/torp. Since range isnt an issue, the M1 Mod 1 and 3 are kinda obselete. M3 mod 1 can offer some extra speed for 7k less damage per torp. The extra range will mostly be unused, unless your torped top right corner to lower left.

Quite hilarious.

As far as GB goes, my favorites are the M1 mod 3. Many people use the mod 1, but I think their damage isnt enough anymore to blast through the ammount of bulge many BB carry around since SS release.

The M3 mod 3 just the range to be efficient at their speed. Once spotted, its easy for a BB line to take a step back and wait for them to blow. The M1 extra range means if they want to totally avoid, they got to take a much farther step back.

M3 mod 1 could be a further compromise where you sacrifice a bit of damage compared to the M1 mod 3, but for slightly better range and much better speed.


Some people mix M3 mod 3 with M1 mod 3. Basically, BBs have to go back due to the M1, and if they dont, a few give a bit of a surprise damage wise. But if you dont have high level engies allowing you to reach about mid map to release them, they won't make it really far past their BB lines before detonating.

Thats coupling the efficiency of the M1, with the perhaps luck factor that you'll encounter a dumb BB that's going to take a broadside of M3 for sinking fun. Of course the M1 mod 3 acheive that as well.




EDIT: A typo. 4x type 93 M3 lvl isnt 46 but 56. Small revision on blitz choice. M3 Mod 1 actually offer better speed over the M3 mod 3. Could be a decent option.

  • Re : kuma and kuma-kai blitz setup help.

    08. 05. 2011 18:48


BarracudaSp
Alright, this may sound unusual, but try this for your Kuma Kai:
Set up with all 5 guns as 3.9" Dual DP guns. Add DP/AA gunners with good reload (mine are like +29 or something). Go with the torps these other guys mentioned, though. I just wanted to mention that you can achieve insane reload using DP guns on Kuma Kai. I use the 3.9ers because the 3"ers have no range basically and I like to be able to machine gun people to death once I release my load of torps at them. XD! In terms of shells I actually shoot HE-Heavies from these guns; 3.9 duals can carry anti-ship shells. I know one does not often see a gun-whoring Kuma Kai, so this suggestion might be fairly interesting.

Much love for this ship. And my uber-armoured Donburi (21.5" belt armour now) <3

  • Re : kuma and kuma-kai blitz setup help.

    08. 05. 2011 22:46


aingeal
Originally Posted by BarracudaSp

Set up with all 5 guns as 3.9" Dual DP guns. Add DP/AA gunners with good reload (mine are like +29 or something). Go with the torps these other guys mentioned, though. I just wanted to mention that you can achieve insane reload using DP guns on Kuma Kai. I use the 3.9ers because the 3"ers have no range basically and I like to be able to machine gun people to death once I release my load of torps at them. XD! In terms of shells I actually shoot HE-Heavies from these guns; 3.9 duals can carry anti-ship shells. I know one does not often see a gun-whoring Kuma Kai, so this suggestion might be fairly interesting.

Much love for this ship. And my uber-armoured Donburi (21.5" belt armour now) <3





Right.



Sorry but you've entered the "you annoy me" case. Not only you do an horrid thread necro on an horrible thread before, but you also come here and try to tell people how to play a game you obviously lack a good comprehension of. At least of the IJN nation and method of classing.


Originally Posted by BarracudaSp
Set up with all 5 guns as 3.9" Dual DP guns. Add DP/AA gunners with good reload (mine are like +29 or something).



Always talk about a sailor base, never a classed ability growth. Quite simply, since all nations varies in their bonus and such, makes it much easier for people to know what the sailor looked like at creation.


DP Gunners CANNOT get a +29 rld base. EVER.

They go up to +24 ability if they are Boosted elites in reload, and they top that as armory sailor. Then accuracy and reload gets nerfed with AA-gunner classing while AAW gets boosted.

Which brings me to think you are saying AAW is DP gun reload. And its not. Its actually not activated in game.


THAT MEANS that DP gunners for IJN are NOT to be classed till LVL 62 at the SOONEST. Or it result in massive true ability loss. Ideally they are kept as ARMORY till lvl 80-85, as before that they are quite USELESS.


Originally Posted by BarracudaSp
I use the 3.9ers because the 3"ers have no range basically and I like to be able to machine gun people to death once I release my load of torps at them. XD! In terms of shells I actually shoot HE-Heavies from these guns; 3.9 duals can carry anti-ship shells


Due to previously stated facts your setup is unusable for blitzkrieg , where it could somewhat encounter success, due to the average IQ level you see there that seems to makes a carrot looks like it could come up with e=mc2 with an extra bit of water. (or it gets used with crap spread reload, and sabotaging the DP gunners future ability)


And tbh, even then. You are aware you got less firepower than some DD1?


So, we are then talking about a GB setup.

When is the last time you saw a TW ship get into DD1 range of the BB line?

Most TW get killed before they finish releasing their torps at start.


You get much better options : namely HH. Mount a sonar, and do both torp walls and ASW. now THATS actually useful to the team.

Much better than some guns that have trouble overpowering the rep rate of some BBs, even if you somewhat got in range.

Kuma class ships already have very limited displacement. So when you use it up, make sure its something that is worthy of being on the ship, especially since you need every knot you can get to start with.


Originally Posted by BarracudaSp
I know one does not often see a gun-whoring Kuma Kai, so this suggestion might be fairly interesting.


Main reason its "unusual" normally means its "crap" or " not working"

  • Re : kuma and kuma-kai blitz setup help.

    08. 06. 2011 03:27


mako089
What aingeal said. I was too busy rolling my eyes to reply.

  • Re : kuma and kuma-kai blitz setup help.

    08. 06. 2011 06:50


matt1987
aingeal i've found your advice very helpful. i'm a casual player whos been doing so since late 2006. i dont buy much so my crews are a little slower in growth. i've noticed the one constant in this game is that blitz is very different than gb. its not always a bad thing just way more haste and less strategy in blitz. most choose the hobit map so i've ben running x5 torp launchers. i spread them around till they are gone then i use my scouts if need be. hobit map is like speed ball. it ends before premium almost all the time. in gb i use kita with my bb5 bo and engies but my torpers are very low level compared so i use the mod1 torps x4 like you suggest to much good results. again thanks for the intelligent, sound advice.

  • Re : kuma and kuma-kai blitz setup help.

    08. 07. 2011 19:56


aingeal
Torp Whoring used to be a great easy and fun way to level sailors (2 minutes of play for 30-40k xp). But since they had a bug with torpedoes xp, that used to be personnal, they are mostly only now a fun ship to use.

Hopefully that gets fixed someday. I know the test team really have no idea where that side-effect is coming from.

  • Re : kuma and kuma-kai blitz setup help.

    08. 08. 2011 04:49


matt1987
ya the exp is terrible. i average 20-30k damage and even with premium and team winning i get max 4k exp. not to good at all. like you said it is fun to break up the bb routine. i did like blitz better back in the day before cv1 and bb1 were allowed in, how come ss1 are not in blitz??

  • Re : kuma and kuma-kai blitz setup help.

    08. 29. 2011 18:15


SSN762
SS1 arent allowed in Blitz because people hate the SS class.

In GB I get CV and BB jockeys calling me a "noob leecher" because I wont take my slow, small sonar range SS2 and charge like a DD into the middle of the map to fight another SS before getting HH'd by his team.

But I digress. Good info in this thread.

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