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Found 4 results

  1. Heyo all, I've been wanting to publish this piece for some time, but wanted to wait until I have 100 games in her so I would have a proper game count to present. I am only at 94 games, but I hope that this won't undermine the guide. I think I can claim to know what I am talking about when it comes to this ship. Abruzzi has a very negative reputation on the NA server as a bad premium ship which is badly in need of buffs. While she is by no means an overpowered ship, I feel like her reputation is not quite deserved. More do I think that she is very much misunderstood by the community and overshadowed by amazing T7 Premiums like Belfast and Flint. The typical CL gameplay being that of an HE spammer makes matters somewhat worse for her. This writeup serves the purpose of giving insight into how I see her characteristics after a fair amount of games, and how one can best use them to their advantage. Firepower Abruzzi’s firepower is all sorts of underwhelming. Her HE dpm is lacking compared to the HE flingers at her tier, the AP does not hit hard enough for anything beyond normal pens against sides or citadels against soft targets up close and the torpedoes feel like a gimmick more than anything. It takes work to deliver proper results with Abruzzi. Something touched later upon is her concealment. While it’s not directly related to her firepower, it allows Abruzzi to get closer to the enemy and land shots better than someone who would be forced to stay at range, like Shchors for example. This also makes it easier to get access to a broadside that can be abused with her mediocre AP. Her range is fairly limited with only 15.1km, however the access to a Spotter Aircraft permits Abruzzi to temporarily increase her reach to 18.1km which in an uptiered match is a big relief. Another problematic feature with her main battery lies in her firing angles. Towards the rear they are very close to 30° for a full broadside, being supportive of kiting, but forward facing the X-turret really lacks, which means that when sailing towards an opponent it is very risky to get the last two guns to fire. Doing so requires timing regarding the enemies reload. Graphic taken from https://gamemodels3d.com/games/worldofwarships/vehicles/pisc507 The torpedoes are typical sea mines, they are not fast, they have a long reach and reload reasonably fast. Whenever you see a chance to dump them into the general direction of your enemy, do so. They won’t deliver consistent results, but as area denial tools and for the occasional surprise hit they are good. Survivability The Italian Tier VII cruiser is a ship of the extremes, her survivability is both strong and weak at the same time. To understand this, we must first dive down into what she brings to the table, and what she lacks. This view is nothing new, it shows Abruzzi’s citadel and its important features. 1. It’s huge. It extends high above the waterline with armor values that are not sufficient to protect you from incoming fire unless you bounce the shots. 2. It is box-shaped. So unlike the likes of New Orleans, Helena or Myoukou, the citadel deck is flat without any steps up or down. This is very important to note. What can one take from this? If Abruzzi shows side, she explodes. There is no if or but, she simply does. Yet at the same time it makes Abruzzi a ship with surprising resilience when angled properly. A well angled Abruzzi can only take a citadel hit when a shell entered through the rear or frontal bulkhead, which is easy to avoid when actively maneuvering. On top of that thanks to her high citadel she has a (in comparison) large surface covered by her belt system, which will bounce every BB shell thrown at her. What remains are mostly overpenetrations with an occasional normal penetration. And here her Repair Party comes into play, because unlike all but two T7 cruisers Abruzzi, actually has a heal. Her hitpool for a Tier VII cruiser is on the lower end of the spectrum. Only Shchors, Atlanta, Flint and Fiji are below her. This plays into the vulnerability when showing broadside. It doesn’t take much damage to delete her. In conclusion, Abruzzi’s survivability relies heavily on how the shells hit her. If she is angling against those shells the damage she takes will be minimal, while she can also recover from the minor damage dealt. But if caught in a bad spot you’ll return to port within seconds. Concealment This is the area where Abruzzi truly shines. Her surface detection is nothing short of amazing, only getting outspotted by the totally not broken Belfast as well as the Atlanta sisters. Not only does this allow her to have a rather situational ability to stealth torp, but it gives her the edge in many engagements by being able to engage and disengage on her own terms. Maneuverability For a ship with Abruzzi’s playstyle one would expect superb maneuverability. But this is not the case, both her turning circle and rudder shift are at best average compared to the competition, with her speed being on the higher end. This means that one has to be even more careful when playing, because unlike a Fiji this lady takes her sweet time to turn. Installing the Steering Gears Modification to make her rudder shift acceptable is highly recommended. Playstyle Making Abruzzi work is a matter of finding the right balance between playing up close to increase the damage output and at the same time staying alive. Given the fragile nature of this ship when overextended and the lack of a get-out-of-jail card this means that she does not forgive you for mistakes. What is important to note is that she is not a ship that will deliver you large damage numbers. For such tasks USN and Soviet light cruisers are better suited. The primary role should be to have a destroyer 4km ahead of you to spot for you and to avoid getting caught pants down by a DD. At the same time you need to support your allied DDs by dropping a few HE salvos on the enemy DDs, which with the relatively close distance is a piece of cake. I can not stress enough how much impact a 5k salvo can have on a DD. We are talking about eradicating a third of an Akatsuki’s healthpool in one salvo, and 7.5 seconds later you can add some on top. This can swing a match in your favor in the first few minutes, provided you executed the maneuver properly and did not get yourself nuked by overextending. Trades against cruisers are to be taken. The superior concealment means that you can almost always pick the engagement, so you can turn away and open up. The soft damage they deal in return can easily be mitigated with the Repair Party. Battleships, if you must engage them, should be enjoyed from a distance of around 13km. Just like against cruisers you go ahead and turn away, fling HE while kiting away and ensure that no returning shell gets through the rear bulkhead while enjoying the bounces on your main belt/the normal- and overpenetrations of your upper casemate. Especially against battleships using the throttle can bring impressive results, making them miss most of their salvos. If you do happen to take an uncomfortable amount of damage it is a matter of 20 seconds to disengage into stealth and recover some health, and then start all over again. Don’t be afraid of abusing the spotter aircraft when you are low health already and play the Damage over Time game. Against carriers you are screwed. Don’t try to gamble on something by installing any sort of AA improvements. No need for Defensive Fire, it’s not worth it. Outfitting Abruzzi Abruzzi does not demand anything spectacular for her captain and modules. Her captain is fairly standard for a light cruiser at that tier, with the only difference being Superintendent as she has access to the Repair Party consumable which is important to capitalize on. Created using http://shipcomrade.com/captcalc If you do not have a 19 point captain to spare, the recommended order is: Priority Target, Adrenaline Rush, Demolition Expert, Inertia Fuse for High Explosive, Concealment Expert, Superintendent, Expert Marksman. The modules follow suit, nothing spectacular waiting here. With dodging and maneuvering being key to Abruzzi’s survival, the health of your rudder and the speed at which you can initiate a turn are crucial. It is important that you do not even pretend that you are buffing your AA. It won't work. As for signal flags, your main concern should be increasing the impact of the repair party and increasing your speed. The rest can either be used to give a minor boost to your fire chance, or to equip economy signals to train the captain faster. As for the consumables, the most important ones are your Damage Control and the Repair Party. Premium versions of the two are highly recommended. If you wish, you can also increase the use that you can squeeze out of the Hydroacoustic search consumable and the Spotter plane, though former is more useful than the latter. Again, Abruzzi might have access to the Defensive Fire consumable, but it is not worth it. The spotter aircraft will deliver five times the value, even when used in its non-Premium version. In conclusion If you seek a ship that quickly creates huge numbers with little to no effort required, then you came to the wrong place. Abruzzi is a ship for those that are willing to invest map awareness, positioning and angling, and will reward the player if every criteria has been fulfilled. If during a match you were deleted, analyse what went wrong. In almost all cases it was a player's mistake that resulted in the unfortunate ending, so take note on how to improve. Cheers~
  2. So, one of the problems that Germany had at the end of the 1930's was that their Navy had 6 light cruisers and other than the last 2 being barley adequate to count as any kind of a serious sea going combat ship, it meant that they basically had 2 ships that they could use as light cruisers to accompany any larger capitol ships. Now mind you this was in the years that Admiral Reader and Hitler was making their Christmas wish list. You know 6 to 10 new Battleships, 6 new M class light cruisers, 12 new P class armored cruisers, 4 aircraft carriers, 24 destroyers, ext. LOL, If Germany could have built even half of that in 6 years with the Idea that they were going to start stuff in 1944 to 46, you know that Briton and France would have craped their pants and be building ships in reply. Then the Italians, Japan, America would have been hitting their yards with new ships. It might have not went on the scale of what the 1890 to 1910 arms race was, but it would have been a mini arms race. It might have made WW2 more interesting though if Germany did actually start the war with at least 4 to 6 Battleships, and somewhat of a larger fleet even though the British empire and France would have enlarged theirs also. Plus I dont know if the aircraft tech would have advanced at the same rate. I think a lot of things wouldn't have been as advanced until war caused it to have to be figured out. Anyway one of the idea's that German Ship Designers considered albeit not very seriously was to take the hull for Seydlitz and finish her into a Hipper class heavy configuration, except instead of mounting 8 - 203mm (8"guns), they proposed to mount 12 - 150mm (5.9" guns) in four triple super firing turrets. This would have solved the design issues of the M class cruisers completely. They would have been way ahead in the thinking of the Americans that made Cleveland's and Baltimore's from the same hulls. With a Hipper hull and the slightly lighter 15cm triple turrets, they could have carried much more fuel, supplies and ammunition for the main battery. they could mount extra AA guns, (although in 1938 no one realized, or had a lot of fear of planes yet). They would have had more range than the M class cruisers and would have been better protected, unless they thinned the armor belt to save weight. Either option would have gave them a far superior, but more expensive ship. They already had built 3 of these ships complete and were close to finishing the 2 last ones as heavy cruisers. They were dragging their feet on Seydlitz though because it was promised to the Russians under the non aggression pact that Daddy Hitler and Uncle Joe had with each other. None the less though lets say the Reader convinces Hitler that they can build more heavy cruisers later and that he would like to convert Lutzow to a medium/large light cruiser if you will and that it would be advantages to replace the K class with them or to augment future battlegroups. Hitler is in a good mood for a change and because at the time he doesn't foresee any serious strife in the near future he says ( If you think this is a good idea Admiral then it is ok to proceed. Admiral Raeder gets Goring drunk and gets him to divert a little of the Luftwaffe's money his way, along with slightly prolonging the M class cruisers construction. He gets a hold on like 4 submarines which totally pisses off Doughnuts, er (Doenitz). Dont worry he will get over it. So the next letter of the alphabet in line for light cruiser design is S, because the M,N,O, and P are scheduled, with Q, and R already selected. The Germans didn't always do this either but they were in a slight habit of naming the first, and or all ships of a letter class. For example the 3 K class were all K town names. L was Leipzig, but the second L class was Nuremberg, so hit and miss on that however the first M class cruiser was most likely to be Munich. So S. There are several towns with S. Admiral Reader had traveled through the small town of Schwanewede and was taken to the local people and countryside view there. so this name was selected for the first of the class. (note that the last sentence here is pure fabrication on my part for the story. I just wanted to establish a plausible story to establish a possible name for a fictitious ship.) So I present to you Der Kriegsmarine Shiffe: Schwanewede. Schwanewede crest The first ship of the class built with the hull and machinery of the 4th Hipper Class. This would make her resistant to 203mm shells. Launched in mid 1939. Germany classified her as a Light Cruiser but the English press wrote editorials that claimed that this ship was truly more of an overpowered light cruiser, and or an under gunned Heavy Cruiser. The French press claimed that Germany invented the Medium Cruiser, and should make their minds up. Here the guns and torpedo tubes are outlined in Orange and the front AA 37 single in Yellow. Here the same outline as seen from the top down view.
  3. Straight forward question, really. Not only is Belfast permanently pulled from the store and never be available to new players, but she's also quite different in playstyle than other RN CLs given her lack of heal, lack of torpedoes, HE spamming firepower, and radar+smoke combo that absolutely everyone loves and wishes to see more of. Soooo ... given Belfast will no longer be available to those who never purchased her originally, this basically means the tech tree line is devoid of a premium captain trainer and money maker. Shouldn't we be seeing one by now?
  4. The need to hump islands always irks me as a requirement to play USN light cruisers. So while I was grinding down the cruiser lines an experiment was conducted on a different play style. The result shows that the alternative play style is viable. The alternative play style suggest is simply, not hump islands. Using the great concealment of USN cruisers to its fullest advantage. Using Seattle as an example, at full concealment the detection range of the ship is a mere 9.37 km. Not only the detection range is lower than any ship that can pose serious threats to Seattle. The range is also lower than the radar rage (9.45 km). This means that Seattle can always spot any ship that can kill her with artillery first and also can react to unspotted underage botes with proper radar usage. This is a powerful combination open to exploitation, especially open to exploitation in OPEN WATER (scary I know). In comparison, cruisers such as Zao or Hindenburg have at least 1 km more in detection range and thus can be easily avoided by the stealthy USN Cruisers if required. The low detection range allows the ships to closely support friendly DDs fighting for objective at the start the match. It also allows the ships not to be restricted to map features and be very unpredictable during the match and can surprise opponents. This alternative play style requires constant vigilance in regard to all the enemies's LoS and track any potential spotter at all time. It is not as easy as just sit behind a rock bow on and holding down the mouse button, but it sure is hella more fun. The Build for Seattle is here (ship and cpt): http://bit.ly/2K1r1y4 The flow of the battle is generally the following: 1. match starts, move with your friendly DD into key areas (obj or choke), stay close with the forward DD but not so close that you are the one being spotted first by red DDs. To achieve this, it is important to know the camo values of your own DD as well as any potential red DDs coming your way. You also should keep in mind enemy fast ship's camo ratings, such as cruisers, so you can deduce if the enemy DDs are being supported or is alone. 2. Once friendly DD spots enemy DDs, turn, mid turn, open fire on enemy DDs, do as much damage as you can while the turn is on going, then once the 180's complete, stop firing and go back to stealth. If you are a good marks man, you should have completely surprise against red DDs, 2 or 3 salvos is enough to cripple any DDs within 9.5 km of you and your friendly DDs and other ships can do the rest. - if the enemy DD is unsupported or supported by light ships, press on with your friendly DD even closer, use your radar and hydro to kill the enemy DDs outright. - you will take damage doing this, but your HP really doesn't matter in fact lower HP helps to boost your DPM with AR, find out why below. 3. if enemy capital ships are spotted, re-stealth, and move back to a position that's at least 15km away, with plotting room module the ship can achieve 18.22km firing range. A very comfortable range to harrass all BBs and camping cruisers with very little risk to yourself. At more than 15 km range, incoming shell travel time will be > than your rudder turn and with engine module equipped > your acceleration time. It means that you can comfortably dodge incoming AP shells, even if you are broadside on. The chance to get hit in the citadel, one shotted or even hitting you at all is EXTREMELY low, if you are vigilant enough to keep track of incoming shells and potential capital ships with LoS. Tried using both engine module and rudder shift, the better acceleration provided by engine module is far better than decrease in rudder shift time in this context. 4. Set everything on fire. This is where the fun begins. You should have longer range than almost all other island humpers, and at long range your shells will drop straight down, and enemy campers will have no where to hide, no rock can protect them from your sky shells. Even the ones that can match your range (like Worcester), since they are humping islands and thus stationary, you will land more hits on them than they do to you. That is if they can see you in the first place, because you've routed or killed their DD in step 1 & 2. If there are enemy BBs in key positions, such as a Yamato bow on holding down a flank, harass them and force them to move. If there are cruisers holding down a position behind an island, force them to move with your sky shells. The beauty with 18.22 km range is that you can support other key areas on the map more easily. - keep an eye out on random smokes around the map, you can put them between you and potential enemy spotters and you can remain stealthed while still firing in open water. This is easier said than done, and really requires eyes to be fixated on the minimap. But once if you master it, WoWS in its entirety is your oyster. My DD experience helps greatly in this regard. - also calculate where you can sail and put potential map features to their fullest LoS blocking potential. It doesn't mean hump an island, but simply put it between you and any potential spotters. - keep scanning all enemy ships, especially capital ships. The reason is to find opportunities to fire without getting any retaliation. For example, a Yamato needs almost a min to turn their turrets, so if you surprise one from opposite direction of their guns, you can just sit there for a min and do whatever without any risk of retaliation. 18 in guns can't do nothing if they are not aiming at you. - the general idea in this phase is to force enemies out of favorable positions. If they choose to stay, with IFHE and great rate of fire and fire chance. You can easily help to destroy even a Yamato or Kurfurst. - you are NOT kiting. Kiting is firing while running away, if you do that in light cruisers you will have a bad time, because you'll still be constantly detected and even from your stern BBs can punch clean through into your citadel. It is "hit and run", once you scanned enemies with LoS to you and determined the chance of being focused is low, let it rip. Once enemies start to target you, re-stealth and relocate. While relocation move to a direction opposite of where the enemies are pointing their guns. Then fire again. If no one bothers you, just keep firing. If you are firing from 15-18 km range, chances are you will be ignored because no one likes to miss their salvos on a dodging cruisers that far away. So you weave in and out of enemy LoS as well as weaving between several positions. 5. Mop up, all remaining enemies near the end of a match should all have vastly inferior camo values. You can pick your targets at will, hit and run, or sneak up and open with a broadside of AP at 9 km against other cruisers. The few, if at all, surviving DDs can only spot you if they enter your radar range. So if you are stealthed, but they suddenly spotted and can't see anything, that means a DD is within your radar range. Your hydro will also make torpedo attacks pointless and is a great alternative to detect enemies doing going around the rosy near islands. This means by yourself alone you can zone out and pick apart any surviving enemy ships. People should try some alternative ways to play light cruisers, especially the more experienced among you. Since this strategy really requires the player to have good knowledge of potential enemies as well as maps. As the pictures above suggest, this play style is tried on Baltimore, Seattle, and the new Cleveland.
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