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How do I use the Indianapolis well?


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Battlecruiser_Yavuz #1 Posted 25 September 2016 - 04:37 AM

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Hello!  As I was playing, I got a 20% doubloon deal for the Indianapolis - a ship I wanted to buy when it came out around the time I graduated from university.  I mostly play my Molotov and I enjoy how she just burns people from afar with her super-accurate, super-quick guns.  I also do battleships as well, but cruisers are my main love.

 

That being said, I haven't been doing hot in the Indianapolis and I really want to make the investment worth it.  How do you guys use the Indianapolis effectively, especially for one who has more experience with the Molotov?


 

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ButterCruiser #2 Posted 25 September 2016 - 04:41 AM

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dont show your broadside and angle your bow to other cruisers

 

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Kapitanleutnant_Ford #3 Posted 25 September 2016 - 04:42 AM

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I don't have her, as far as I know she plays a lot like the Pensacola. Maybe this review will help you out some. http://forum.worldof...s-indianapolis/
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Battlecruiser_Yavuz #4 Posted 25 September 2016 - 04:43 AM

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View Postjford068, on 24 September 2016 - 08:42 PM, said:

I don't have her, as far as I know she plays a lot like the Pensacola. Maybe this review will help you out some. http://forum.worldof...s-indianapolis/

 

I have read the review...and I'm still having a bit of trouble with her.  Is it just me or does she seem flimsier than the Molotov?  I mean...the Molotov is also a floating citadel, but it seems that the Indianapolis is a worse version of that cruiser.

 

I'm aware that all ships have their quirks...and I can master it...somehow :P.


 

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PrinzYorck #5 Posted 25 September 2016 - 04:45 AM

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Well I am gonna be the guy to post the atsf video, since I do not own the ship.


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Battlecruiser_Yavuz #6 Posted 25 September 2016 - 04:48 AM

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View PostSirBravery, on 24 September 2016 - 08:45 PM, said:

Well I am gonna be the guy to post the atsf video, since I do not own the ship.

 

I've seen that too :D.  That's the review that started my obsession with the ship!

 

I wonder though...can I play the Indianapolis the same as I play with the Molotov?  I heard that the former's HE isn't that good (as opposed to the latter).  However, it seems like the gun caliber of the Indianapolis isn't that good compared to the Molotov...any advice for that?


 

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Estimated_Prophet #7 Posted 25 September 2016 - 04:54 AM

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View PostSirBravery, on 24 September 2016 - 10:45 PM, said:

Well I am gonna be the guy to post the atsf video, since I do not own the ship.

 

Well, besides the above video; Hide from battleships and watch for cruisers and destroyers you can ambush or shoot AP into the broadsides of.

 

Both of thiose go hand-in-hand, watch the mini-map, know where you are, know where spotted and potential enemis are, know hen it's worth the risk to turn, and when not to.

 

Haven't played it that much; but so far I like my Indy, and think I'm doing well in it. Mostly by following the advice I just gave; which really works with EVERY type of ship.

 

Experience is the great equalizer, I've discovered while playing this game. I used to suck hard; I was one of the unwashed potatoes. I learned and apllied many harsh lessons from dying  a lot, and have taken the advice of forum posters, video's, and from helpful persons in battle; and now do much better.

 

I have no trouble with the armor, and have used the radar successfully several times.

 

Oddest thing of all? I'm actually using it with my Farragut captain, and not one of my cruiser captains.


Edited by Estimated_Prophet, 25 September 2016 - 05:01 AM.

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XavierNova #8 Posted 25 September 2016 - 05:46 AM

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View PostBattlecruiser_Yavuz, on 24 September 2016 - 11:48 PM, said:

 

I've seen that too :D.  That's the review that started my obsession with the ship!

 

I wonder though...can I play the Indianapolis the same as I play with the Molotov?  I heard that the former's HE isn't that good (as opposed to the latter).  However, it seems like the gun caliber of the Indianapolis isn't that good compared to the Molotov...any advice for that?

 

No. American heavy cruisers are good AP spammers. The American 8" AP shells pack a solid punch because they will usually penetrate most cruisers. HE is only reserved for heavily angled cruisers that you cannot penetrate, battleships that are presenting less than a 45-degree angle, and destroyers.

 

I'd be happy to div with you if you would like.


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fish_Jones #9 Posted 25 September 2016 - 05:57 AM

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Howdy,

 

I'd recommend the "Incoming Fire Alert." My survivability has greatly increased since I added her. I'll still catch a stray citadel every so often, and if multiple salvos come from multiple directions simultaneously, but overall I'm doing even better than I was before. I also took turret traverse for both module and captain skill, but you can forgo the module for something else if you'd prefer, but for me .8 seconds longer reload is not much to pay for 15% extra traverse.

I mostly fire AP at everything (mostly because it's just slightly faster and can hit more often), and I can net 5k salvos on angled battleships, but I imagine HE is more consistent overall against them. Got 3cits on an Ibuki at match range the other day, so don't let range determine what you're firing too much so much as what you're shooting at.

 

I don't know if this'll help too much, but Indy is my most played ship. I too struggled when I first got her, I had about a 40% WR in my first 30 games or so, but I've improved greatly. Some of it will just come with time and getting a "feel" for her, and some of it will be you loadout, but don't get too discouraged early on.

 

PS. make sure you mount radar. You'll scare the crap outta Minkazes and Nicholas' who haven't seen it before. Most amusing. And useful.



Vindicationn #10 Posted 26 September 2016 - 07:25 AM

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These deals everyone keeps talking about....where's mine WGing?!

bigalow87 #11 Posted 27 September 2016 - 02:24 AM

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I suggest you dont rush forward to start the match & get focus fired. It's HP pool will deplete quickly under heavy fire & its hard to dodge in such a huge ship. Stay back & get a feel for where most of the enemy BB's are heading then head to the other side of the map. Hopefully by the end of the match the BB's will be shot up enough that you can engage them. In the mean time, hunt cruisers, its the one thing this ship does well..so good luck...

Battlecruiser_Yavuz #12 Posted 27 September 2016 - 07:42 AM

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View Postbigalow87, on 26 September 2016 - 06:24 PM, said:

I suggest you dont rush forward to start the match & get focus fired. It's HP pool will deplete quickly under heavy fire & its hard to dodge in such a huge ship. Stay back & get a feel for where most of the enemy BB's are heading then head to the other side of the map. Hopefully by the end of the match the BB's will be shot up enough that you can engage them. In the mean time, hunt cruisers, its the one thing this ship does well..so good luck...

 

I'm getting a feeling that she's not really that good of a vessel...

 

However, how do I use AP effectively with the Indianapolis?  I heard that the ship has the capability to cause citadel hits on BBs O_o.


 

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Roadrider7021 #13 Posted 27 September 2016 - 01:01 PM

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   The Indy is best played like a Molotov. Push up a little bit to the caps but don't do the initial death turn too late or you'll catch a broadside full of AP. Stay in the 13-16.9k range and use HE on BB's if you have a captain with DE, otherwise use a lot of AP unless shooting a heavily angled BB. WASD nearly constantly together with some speed changes. Pick your moments to close, she is a good DD hunter, and, she can actually tank 8" rounds really well through the nose. I've finished some games off by bowing in and citadelling enemy cruisers and BB's late game. And her rear gun arcs are very good, a little hip shift and you're shooting 9 guns. If you channel your Molotov mentally, you're off to a good start with Indy.

DwarfKingHack #14 Posted 27 September 2016 - 08:29 PM

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Being a US cruiser she is, some would say, not on the same level as other nations cruisers. The things higher tier US cruisers are good at just aren't as generally useful or impactful in game, most of the time. They can be devastating in the right hands and the right situations when you are able to play to their strengths, but the lack of torpedoes makes them a little one-dimensional and limits their ability to apply some of their strengths.

That said, Indianapolis is probably one of my favorite US cruisers, combining some of the best features of the Pensacola and New Orleans at the lower tier of the Pensacola. Her frontal firepower in particular is quite respectable for a T7 cruiser.

Indianapolis (like many cruisers) is one of those ships where your may find your speed is just enough to get you into trouble before you realize it but not quite enough to get you out before something bad happens.

As frustrating as it is, this is a ship where you need to focus on survival and in particular on not being a target. This means minimap awareness (can't claim I'm great at that myself) and getting in the other team's head. It also means a lot of falling back, giving up opportunities to deal damage in order to keep your own precious hull intact. It can be frustrating and demanding to play, it will draw criticism from teammates who accuse of you cowardice and abandonment, and it will feel like you're limiting your ability to have an impact on the battle. But most of the time, it's what you have to do.

In some ships you can dish out so much damage in so little time that even though you die in the process you've still put your team at an advantage by taking more of them down with you, or delaying a capture, or buying your CV time to escape. Indianapolis is not one of those ships, because without powerful torpedoes of battleship guns and durability you just can't reliably do enough damage in a blaze-of-glory, go-down-fighting brawl to make it worth losing your ship.  You need to stay alive and accept that you do damage when the opportunity arises while protecting your teammates from those that do want to get in close to them.

 

Like all of the US 203mm armed cruisers, she can citadel battleships under the right circumstances. Do not count on those circumstances occurring frequently. Do not stick your neck out to create those circumstances. US cruisers can rarely afford to trade their HP to create opportunities, and a battleship with its guns facing you can citadel you harder than you can citadel them in return. For most battleship targets in most circumstances at normal combat ranges it's better to aim at the top half of the hull, between the superstructure and the waterline, and score reliable penetrating salvos (with the occasional lucky citadel thanks to the steep arcing fire US cruisers have) rather than smash your shells against the waterline belt armor trying for a citadel that way. Some BBs have soft enough sides to citadel reliably at close range, and when you find yourself unexpectedly very close to the broadside of an enemy BB you might as well try it since you're either about to be deleted or luck is smiling on you.

 

Indianapolis is not a great solo DD hunter. You can certainly punish DDs that make mistakes, but the smart ones will walk all over you. The RADAR looks nice on the surface, but is full of pitfalls. Its range is short, just 1km above normal detection range for some DDs. It doesn't last long enough for you to kill your target without help unless they are standing still or RNGsus loves you. It's also easy to forget that RADAR won't spot the torpedoes coming your way through the smoke that probably prompted you to use RADAR to begin with. Basically, use RADAR with caution and only when you're already pretty confident about where exactly that DD is. 9/10 times popping RADAR when you're not sure of a DD's position will have you either wasting a large portion of the uptime trying to swing your guns onto target or simply having no target because they are already out of range or behind an island. RADAR is most useful for finishing off DDs that try to use their smoke as a get out of jail free card after making a mistake and taking a good chunk of damage.

 

The good news is, if you can get her in a 1v1 cruiser duel, her bow-on profile is almost impervious to 8" guns (while also making it easy to dodge torps) and her AP will citadel other cruisers pretty well. Provided your sides are safe from enemy fire, bow-on against enemy cruisers is pretty much the ideal circumstance for Indianapolis. I guess that's not a lot of good news, but at least it's some!



Lance53 #15 Posted 28 September 2016 - 04:50 AM

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View PostBattlecruiser_Yavuz, on 27 September 2016 - 07:42 AM, said:

 

I'm getting a feeling that she's not really that good of a vessel...

 

However, how do I use AP effectively with the Indianapolis?  I heard that the ship has the capability to cause citadel hits on BBs O_o.

 

 

This review has much better advice on using this ship:



Tzarevitch #16 Posted 28 September 2016 - 04:12 PM

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I love Indy. I play her pretty regularly. She's pretty much as DwarfKing described. She is Pensacola with a lot of improvements from New Orleans. She works best when escorting your BBs as they close. She is a good plane killer and is good at defending her consorts against DDs. Very few DDs realize the ship has radar and they almost always try to approach your BBs to stealth torp or shoot and they ignore you. I've RARELY had a game where a DD didn't try it and almost every one died in the attempt. (When you light up a DD hiding in a smoke cloud at 8k EVERYONE opens up on it.) The big issue with Indy against DDs is she isn't fast enough to chase them and radar doesn't cover enough to find them in open water unless you have a good idea where they are and they haven't moved.  Indy has to let them come to her and the only way to do that is to stay close to targets they go after (escort your BBs and CVs). AA defense is good for her tier and ship has good guns for an American CA. Her shells don't seem to hang as long as with other American CAs and her range is one of the longest (if not the longest) of the American CAs. Her AP is top notch; HE is less so but is still adequate.

 

The best advice for Indy (as people have already said) is stay bow on as much as possible, keep moving, and use the bow guns primarily. (Honestly that is mandatory for all CAs.). If you need the rear guns, wiggle just long enough for them to unload then wiggle them back out of sight. Indy is agile enough to dodge torpedoes bow-on and she can bounce 8" and lighter gunfire against her bow. Charge enemy DDs and CAs when circumstances permit (and you will not take heavy fire from other nearby enemies.) Do NOT charge BBs over open water by yourself, you likely won't live to regret it. Only engage BBs if you have an island for cover or if they are busy shooting at something else. (zoom in and watch the turrets) If you have to go after BBs, use AP on the thinner skinned models that expose their broadside (usually Japanese). AP works on German BBs too at longer range where you get plunging fire on their decks or at longer ranges when they aren't angled. Use HE on American BBs, but those are your absolute worst targets to go after due to thicker armor.  Leave them for the HE spam cruisers.

 

Your best targets are Russian cruisers. They have the perfect combo of terrible armor, poor agility, and big citadels. They prefer to stay at long ranges where your guns aren't at their best but they aren't agile and they are very easy to time when they turn so you can still hit them consistently. They also like to stay broadside and count on long range to protect them. Use AP on them. Japanese cruisers are the next best targets. Due to their torpedoes, they will almost always be much closer than other CAs. Watch out for torpedoes within 10k. They aren't agile either, they also tend to have larger citadels, and their guns don't traverse quickly. Most importantly, they have enormous firepower, but to use it they have to expose their broadsides at some point. They seem to have better armor than the Russians do but it isn't enough to stop your AP without a lot of angling and angling costs them a lot of their firepower.  Pensacolas, Atlantas, Omahas and Yorcks are also very good targets.  Avoid Clevelands. The only reliable way to take them without taking severe damage in return is to stay at 13+k. They have a lot of shell-float at that range. Fighting one within 11K isn't worth it, however attractive you may think it is. Even if you sink it, you will take far too much damage. Smart Konigsbergs, Nurenburgs and Hippers will stay at long range and use their high velocity guns on you while dodging your lower velocity shells. If they won't close, just stop firing and wait for cloak to hide you. Turn away once you are cloaked. The long range gunnery duel isn't worth it.

 

As I said earlier, ALL DDs are good targets, but you really need to lure them in. You really want to get them at 8-9K so they can't escape your radar. You can kill them reliably out to about 11-13K IF you can see them. Beyond that, you can't really hit them reliably and you can't chase them to stop them from fleeing and cloaking. Charge DDs bow-on (weave back and forth a bit) and pressure them to make it hard to launch torps accurately. 

 

Overall, few people see an Indianapolis very often or know what it does. Most treat it like its weaker cousin Pensacola and think it will sit and snipe because it is fragile. That is not the case. It is mostly a New Orleans squeezed into a Pensacola hull, but with better guns than both. Use that to your advantage. I hope this helps. :)

 

 


Edited by Tzarevitch, 28 September 2016 - 04:18 PM.


KaptainKaybe #17 Posted 03 October 2016 - 03:18 PM

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View PostBattlecruiser_Yavuz, on 25 September 2016 - 12:37 AM, said:

Hello!  As I was playing, I got a 20% doubloon deal for the Indianapolis

 

Wish I would see those, too. While not a big cruiser player myself, I'd love to get my hands on this ship!



Captain_Rownd #18 Posted 11 October 2016 - 10:42 PM

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I've been trying to figure out how to survive in indianapolis.  I'd like to move in shadow of a friendly BB, but they rarely cooperate.  The guns are really good at doing heaps of damage when charging battleships, so it is good at finishing off wounded BB if you can isolate one, but you gotta be in the right place at the right time for that.    I haven't found much but agony with it otherwise. 

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Capt_of_Satisfaction #19 Posted 15 February 2017 - 02:51 PM

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View PostDwarfKingHack, on 27 September 2016 - 08:29 PM, said:

Being a US cruiser she is, some would say, not on the same level as other nations cruisers. The things higher tier US cruisers are good at just aren't as generally useful or impactful in game, most of the time. They can be devastating in the right hands and the right situations when you are able to play to their strengths, but the lack of torpedoes makes them a little one-dimensional and limits their ability to apply some of their strengths.

That said, Indianapolis is probably one of my favorite US cruisers, combining some of the best features of the Pensacola and New Orleans at the lower tier of the Pensacola. Her frontal firepower in particular is quite respectable for a T7 cruiser.

Indianapolis (like many cruisers) is one of those ships where your may find your speed is just enough to get you into trouble before you realize it but not quite enough to get you out before something bad happens.

As frustrating as it is, this is a ship where you need to focus on survival and in particular on not being a target. This means minimap awareness (can't claim I'm great at that myself) and getting in the other team's head. It also means a lot of falling back, giving up opportunities to deal damage in order to keep your own precious hull intact. It can be frustrating and demanding to play, it will draw criticism from teammates who accuse of you cowardice and abandonment, and it will feel like you're limiting your ability to have an impact on the battle. But most of the time, it's what you have to do.

In some ships you can dish out so much damage in so little time that even though you die in the process you've still put your team at an advantage by taking more of them down with you, or delaying a capture, or buying your CV time to escape. Indianapolis is not one of those ships, because without powerful torpedoes of battleship guns and durability you just can't reliably do enough damage in a blaze-of-glory, go-down-fighting brawl to make it worth losing your ship.  You need to stay alive and accept that you do damage when the opportunity arises while protecting your teammates from those that do want to get in close to them.

 

Like all of the US 203mm armed cruisers, she can citadel battleships under the right circumstances. Do not count on those circumstances occurring frequently. Do not stick your neck out to create those circumstances. US cruisers can rarely afford to trade their HP to create opportunities, and a battleship with its guns facing you can citadel you harder than you can citadel them in return. For most battleship targets in most circumstances at normal combat ranges it's better to aim at the top half of the hull, between the superstructure and the waterline, and score reliable penetrating salvos (with the occasional lucky citadel thanks to the steep arcing fire US cruisers have) rather than smash your shells against the waterline belt armor trying for a citadel that way. Some BBs have soft enough sides to citadel reliably at close range, and when you find yourself unexpectedly very close to the broadside of an enemy BB you might as well try it since you're either about to be deleted or luck is smiling on you.

 

Indianapolis is not a great solo DD hunter. You can certainly punish DDs that make mistakes, but the smart ones will walk all over you. The RADAR looks nice on the surface, but is full of pitfalls. Its range is short, just 1km above normal detection range for some DDs. It doesn't last long enough for you to kill your target without help unless they are standing still or RNGsus loves you. It's also easy to forget that RADAR won't spot the torpedoes coming your way through the smoke that probably prompted you to use RADAR to begin with. Basically, use RADAR with caution and only when you're already pretty confident about where exactly that DD is. 9/10 times popping RADAR when you're not sure of a DD's position will have you either wasting a large portion of the uptime trying to swing your guns onto target or simply having no target because they are already out of range or behind an island. RADAR is most useful for finishing off DDs that try to use their smoke as a get out of jail free card after making a mistake and taking a good chunk of damage.

 

The good news is, if you can get her in a 1v1 cruiser duel, her bow-on profile is almost impervious to 8" guns (while also making it easy to dodge torps) and her AP will citadel other cruisers pretty well. Provided your sides are safe from enemy fire, bow-on against enemy cruisers is pretty much the ideal circumstance for Indianapolis. I guess that's not a lot of good news, but at least it's some!

 

Fantastic well written advice!  Thank you for this DwarfKingHack.

crzyhawk #20 Posted 15 February 2017 - 03:17 PM

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View PostBattlecruiser_Yavuz, on 27 September 2016 - 02:42 AM, said:

 

I'm getting a feeling that she's not really that good of a vessel...

 

However, how do I use AP effectively with the Indianapolis?  I heard that the ship has the capability to cause citadel hits on BBs O_o.

 

IMO she's not that good.  I just can't make her work at all, and I'm a pretty decent Molotov captain.  I prefer Pensacola all day, every day.  Indy is just far too squishy.  She's large and eats 33% pens like it's her job, and she's not nimble like the P'cola is.  Basically, she's a fat, wallowing sow of a ship.  As much as I WANT to love Indy, it's disappointing to play.

 

I just looked at your stats in Indy:  I'm jealous of your winrate in it.  I can't influence a game with it, even though I do a bit more damage than you.  I do better in just about anything than I do in the Indy.


Edited by crzyhawk, 15 February 2017 - 03:31 PM.





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