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Soviet Navy

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  • SN navy pros and cons?

    03. 01. 2015 17:45 PST


Galvatron666

what are the pros and cons of soviets navy

 

  • Re : SN navy pros and cons?

    03. 02. 2015 03:46 PST


ErwinJA

Pros: Very good range, very good firepower, decent accuracy. Insane DBs.

Cons: Poor speed, below par agility, weak AA, blech fighters and TBs.

  • Re : SN navy pros and cons?

    03. 02. 2015 08:43 PST


rocketeer1

Pros:    VODKA !


Cons:   Crews dont bathe regularly. 

  • Re : SN navy pros and cons?

    04. 19. 2015 23:30 PST


jacopo

pros= it is rehors favorite nation, 2nd best range, hard hitting guns, awesome DBs, coolest looking hulls, nation currently receiving the most buffs.

c.ons= 45 degree guns, low turn rate, requires 3 reps to hit repair cap (unless using hero sailors), poor speed, poor survivability, no useable AA, if rushed, you have 2 salvos to counter, otherwise its game over, takes alot of skill to play 

  • Re : SN navy pros and cons?

    04. 24. 2015 00:53 PST


joris92

Originally Posted by jacopo

pros= it is rehors favorite nation, 2nd best range, hard hitting guns, awesome DBs, coolest looking hulls, nation currently receiving the most buffs.

c.ons= 45 degree guns, low turn rate, requires 3 reps to hit repair cap (unless using hero sailors), poor speed, poor survivability, no useable AA, if rushed, you have 2 salvos to counter, otherwise its game over, takes alot of skill to play 



This^^^^^^^^^^^^^^^

Except the 45 degree guns is a pro and not a con... 

  • Re : SN navy pros and cons?

    04. 24. 2015 11:03 PST


ErwinJA

Originally Posted by joris92

Originally Posted by jacopo

pros= it is rehors favorite nation, 2nd best range, hard hitting guns, awesome DBs, coolest looking hulls, nation currently receiving the most buffs.

c.ons= 45 degree guns, low turn rate, requires 3 reps to hit repair cap (unless using hero sailors), poor speed, poor survivability, no useable AA, if rushed, you have 2 salvos to counter, otherwise its game over, takes alot of skill to play 



This^^^^^^^^^^^^^^^

Except the 45 degree guns is a pro and not a con... 



They're a mixed blessing. The high angle gives good penetration, but makes shots easier to dodge due to the high hang time. Many feel, and not without reason, that the con part of that overrides the pro.

  • Re : SN navy pros and cons?

    04. 30. 2015 06:28 PST


kartofflr

Originally Posted by ErwinJA

Originally Posted by joris92

Originally Posted by jacopo

pros= it is rehors favorite nation, 2nd best range, hard hitting guns, awesome DBs, coolest looking hulls, nation currently receiving the most buffs.

c.ons= 45 degree guns, low turn rate, requires 3 reps to hit repair cap (unless using hero sailors), poor speed, poor survivability, no useable AA, if rushed, you have 2 salvos to counter, otherwise its game over, takes alot of skill to play 



This^^^^^^^^^^^^^^^

Except the 45 degree guns is a pro and not a con... 



They're a mixed blessing. The high angle gives good penetration, but makes shots easier to dodge due to the high hang time. Many feel, and not without reason, that the con part of that overrides the pro.

The people who see more cons than pros in high hangtime and penetration are the ones who aw Nelson/L1-2/QV and rush straight into the enemy. When playing with brain and using the angle to your advantage, you can kite enemies brilliantly. Sure, in offense it's  a drawback, but why would you rush with 45° anyway as long as enemy can see you or got focus on you? Also don't forget, once you sneak in range and can stay in it, enemy is most likely doomed to be sunken.

Let's be honest, especially the SN BB5 (x3) is really strong (so is the BB4). It combines penetration from SY with the spread of L2, whilst dealing sublime damage.

For the average GB playing these pros outshine the cons by far imo.

Biggest drawback for SN is the poor speed, or if you can manage to get good speed, u sacrifice lots of bulge.

Regards

  • Re : SN navy pros and cons?

    05. 01. 2015 00:29 PST


ErwinJA

No, that's not the argument.

The argument is more along the lines that small, fast, and/or agile ships can change direction after a shot is fired, and get missed completely. Quite a few players are very adept at doing this. The biggest weakness of the 45-degree guns lies here: you have to predict where an opponent will be when the shell lands, and a few seconds can significantly change where that is.
Related to that is the weakness against sling-shotting. Many good sling-shooters are also lower angle ships with lower hang times, and, if played well, can get in shots with near impunity using that tactic. Again, 45-degree ships are comparatively weak against these. 

By comparison, the armor penetration you tout is only relevant against a small number of ship classes, and is often not quite as important since 1) all but the lowest angle guns still usually penetrate at max range and 2) penetration still drops pretty quickly with 45-degree guns as range closes. It's occasionally relevant, but you're more likely to find yourself arrayed against a ship that can exploit a 45-degree gun's hang time than one that is especially weak to it.


Now, I'm not saying they are a con. I'm perfectly fine with them myself. What I'm saying is that a player can make a solid reasoned argument to that extent.

  • Re : SN navy pros and cons?

    05. 02. 2015 03:21 PST


kartofflr

Originally Posted by ErwinJA

No, that's not the argument.

The argument is more along the lines that small, fast, and/or agile ships can change direction after a shot is fired, and get missed completely. Quite a few players are very adept at doing this. The biggest weakness of the 45-degree guns lies here: you have to predict where an opponent will be when the shell lands, and a few seconds can significantly change where that is.
Related to that is the weakness against sling-shotting. Many good sling-shooters are also lower angle ships with lower hang times, and, if played well, can get in shots with near impunity using that tactic. Again, 45-degree ships are comparatively weak against these. 

By comparison, the armor penetration you tout is only relevant against a small number of ship classes, and is often not quite as important since 1) all but the lowest angle guns still usually penetrate at max range and 2) penetration still drops pretty quickly with 45-degree guns as range closes. It's occasionally relevant, but you're more likely to find yourself arrayed against a ship that can exploit a 45-degree gun's hang time than one that is especially weak to it.


Now, I'm not saying they are a con. I'm perfectly fine with them myself. What I'm saying is that a player can make a solid reasoned argument to that extent.

You surely have a point, but I don't really like the idea of certain laser gun setups at all, where you don't need any aim and prediction - just fire and hit, somehwast boring imo. Considering the fact most people don't know how to control there ship movement wise, the problems with good slingshotters will only matter in 1/20 battles, if not even less. For the majority of current players a simple pre positioned shot will seal the deal.

If people really know how to move and sling, you will always have a hard time, especially when u have a lower range. But this occasions are really, really rare these days ^^

  • Re : SN navy pros and cons?

    05. 03. 2015 02:57 PST


joris92

Tip for playing 45 angle ship vs low angle sling shot ship.

Start the normal way of slingshotting than after two shots start with your rear and than with your front.

Have fun! (works out well with other ships as well, works out best with angle 45 though)

Also predicting where your enemy will be with angle 45 is not too difficult. 90% of the community makes the same move. The other 10% you will get to know and than you ll know what move they ll make.  

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