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Cruiser Perth


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murryhawk #41 Posted 11 May 2017 - 11:34 AM

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Still learning her myself, it's a small target and very agile so I'm going to try more shoot n scoot and rely less on smoke. Sometimes it just takes too long to get into the right position and games over, zero impact/ sfa damage.

Bill_Halsey #42 Posted 14 May 2017 - 04:10 PM

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Here's the link to the build I'm using. I finally got a 19 point CO.

 

http://shipcomrade.c...000100010000119

 

Now I'm using the smoke mod 1. If you don't have it. Here's the alternate

 

http://shipcomrade.c...001000010000119

 

 



crzyhawk #43 Posted 18 May 2017 - 03:47 AM

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I've only got a 17 pointer atm.  Just retrained into IFHE and dropped demo expert, damage just rolls in now.  It's much better imo.

 

This is what I am running at the present:  http://shipcomrade.c...001000010000119

 

 

 

 


Edited by crzyhawk, 18 May 2017 - 03:51 AM.


Bill_Halsey #44 Posted Yesterday, 03:07 AM

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View Postcrzyhawk, on 18 May 2017 - 03:47 AM, said:

I've only got a 17 pointer atm.  Just retrained into IFHE and dropped demo expert, damage just rolls in now.  It's much better imo.

 

This is what I am running at the present:  http://shipcomrade.c...001000010000119

 

 

 

 

 

Eh, I use adrenaline rush because no damage control and I found out 3 smoke generators is enough in a game with a mod 1. if I don't have a mod 1 I would had used superintendent.

 



SalvoSanta #45 Posted Yesterday, 04:09 AM

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That's interesting. I had never considered dropping DE but maybe with the Captain retrain discount I will.

 

I have pri target, direction centre, expert marksman and adrenaline rush and joat, demo expert, concealment and ifhe.



crzyhawk #46 Posted Yesterday, 10:45 AM

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View PostBill_Halsey, on 21 May 2017 - 10:07 PM, said:

 

Eh, I use adrenaline rush because no damage control and I found out 3 smoke generators is enough in a game with a mod 1. if I don't have a mod 1 I would had used superintendent.

 

 

AR is next up.  I usually burn through all 4 smoke generators with JOAT.  I tend to live up on the front lines around cap circles, and occasionally I will try to smoke for a pushing battleship.  A Bayern making a push at 25 knots behind a Perth cruising at 3/4 can be devastating.


crzyhawk #47 Posted Yesterday, 10:47 AM

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View PostSalvoSanta, on 21 May 2017 - 11:09 PM, said:

That's interesting. I had never considered dropping DE but maybe with the Captain retrain discount I will.

 

I have pri target, direction centre, expert marksman and adrenaline rush and joat, demo expert, concealment and ifhe.

 

DE is only two % chance to fire anymore.  it goes from 6 to 8% IIRC.  I find it hard to justify 3 captain points for 2%.  I'm thinking about dropping it from most of my captains.


Bill_Halsey #48 Posted Yesterday, 12:11 PM

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If you're using IFHE (and I do recommend it) you need DE to claw back the fire loss, imo.

View Postcrzyhawk, on 22 May 2017 - 10:45 AM, said:

 

AR is next up.  I usually burn through all 4 smoke generators with JOAT.  I tend to live up on the front lines around cap circles, and occasionally I will try to smoke for a pushing battleship.  A Bayern making a push at 25 knots behind a Perth cruising at 3/4 can be devastating.

 

 

In Random, I tend to go semi solo since I don't trust a lot of these jokers I see in Random. I go to a point where 95% of the time red tm would be going to, wait until they're just about to detect me, fire up the smoke generators and whale away. Throw up the spotters if no one is spotting. I had capped in areas where dd's don't want to scout but I find it a bit nerve wracking since most the jokers tend to scatter at the first sign of contact and leave you isolated.



crzyhawk #49 Posted Yesterday, 01:12 PM

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The fire loss isn't really that significant.  I still start fires; I really don't notice the difference.  I'm actually pulling more, consistent damage with IFHE and no DE than I was with no IFHE and DE.  Demo expert imo, is just a waste at 2%.

 

As for me, I like to trail DD's into caps.  When the friendly DD pops the enemy DD that seems to invariably be around, the Perth likes to say "Surprise, MFer".  Light cruisers de-cloaking at 9km or so tend to really ruin an enemy DD's day.  Dropping an enemy DD in the first five minutes of a match can have a huge outcome on the outcome of a game, and I find that friendly DD's tend to play more aggressively when they have a cruiser in close support.  Perth is a nasty knife fighter with her maneuverability and single shot torps.



creamgravy #50 Posted Yesterday, 01:59 PM

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Perth has a high rate of fire with a good hit rate when using smoke, DE is worth it if your going for a raw damage build. Here's some probabilities agasint the average tier 6 BB equipped with Damage Control System Modification 1.

 

70% hit rate (Smoke spam at 6km)

Ammo Fires per minute Fire damage per minute
HE 2.9 30,245
HE + DE 3.6 36,966
IFHE 2.0 20,163
IFHE + DE 2.6 26,884

 

40% hit rate (Long range spam at 12km)

Ammo Fires per minute Fire damage per minute
HE 1.7 17,283
HE + DE 2.1 21,123
IFHE 1.1 11,522
IFHE + DE 1.5 15,362

 

It's a very simplistic view but Demolition Expert can add a potential 4,000 - 7,000 to your DPM. That's not insignificant when facing a BB like Konig where shell damage can be very low regardless of ammo type (less than 5,000 DPM)






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