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Reymu

RN cruisers - carrying power (discuss)

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Danae is worthless most of the time cause not in ideal situations for her AP.

 

But there are matches where even a higher-skill ceiling cruiser can give a nice comeback:

RNVYK3w.pngI come A with most of our BBs (a NY is afk throughout match, poor guy got savaged), help take it. Gradually we start pushing B, and I notice a Wyoming going N along with a low-HP ARP Kongo; within 11km British AP can pen its armor, so I decide to chase them and go down trying to tip the battle.

 

Gamble paid off 4x over. First I announce a glum "ramming speed" and charge the Wyoming. Both BBs apparently figured they'd let me go down that way, so they held fire--mistake! I punched the Kongo right after dumping portside torps on the Wyoming. DS and Double Strike. Their  last DD, Isokaze, chases me a bit, but for some reason doesn't use his main guns. Emerald closes distance and fires torps, but he misjudges my speed and slows just in time for my 2nd DS. Isokaze chases me off (I'm 245 HP, so I opt to run).

 

Our BBs are beginning to push B, Isokaze prob figured me a minor threat. I was unable to kill the Wyoming (didn't slow in time, so islands in the way), but the Isokaze made the mistake of ignoring me, and just as he vanishes I put a volley and it drops him. I charge out for shot at Kraken, but I'm too late.

 

Still, T4 cruisers cannot carry. In this case, the BBs and Isokaze should not have been so merciful. They let me snatch away their victory.

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I haven't had many issues carrying. 

 

Its a small sample size but my Edinburgh is at 77% after 35 games. 

 

I know some users have found it more difficult to close out a game in higher tier RN CL's... I can only really judge that once i hit neptune and min. 

 

 

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If enough smart bbs are left, or a few decent heavy cruisers and you're alone or with little support, you wont carry unless they prove to be less smart and show their broadsides. T7+ they are really fun cruisers when played right though!

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My view is that much like everything else with (most of) the RN cruisers it's very situational.  But when you do pull it off it tends to be fairly spectacular.  But if you're on a team of potatoes it's going to be tough to live long enough to make it to the point where you become really powerful and can control the pace of the match.  My biggest mistake is trying to play aggressively in the first 5 minutes before the match has settled down a bit and I know where the really dangerous ships are going to be.

 

You certainly don't have the staying power in terms of health or armour to go toe to toe with anything in the game that's at a similar tier and is being played at all competently, trading shots is too dangerous in this situation.  But at the same time because you have a lot of utility and exceptionally good maneuverability and (practical) speed, and provided that you're on a map that allows you to kite or ambush a bit you can pull back a game that it would be a lot harder in ships that didn't have that set of tools.  Even stealthy destroyers will have a lot more trouble catching you unawares if you're reading the map correctly.  You can especially use this to good advantage if whatever's left over on the other team isn't especially balanced.

 

Having consistently powerful torpedoes from a relatively low tier is also a really strong tool.  Just the fact that you have them means that smart opponents tend to attack in a more circumspect manner or they charge you like a maniac to limit the opportunities you have to use your advantages.  If you detect which sort of opponent you're facing early on it can make things a lot easier.

 

There aren't a lot of cruisers that can keep enemies at range as well as the RN cruisers can and this can be a big advantage at the end of a match if you're trying to hold caps against opponents who are worried about their remaining HP since you have a very sharp bite in terms of DPS and there's really no ship in the game that is immune to semi-AP in the way that battleships can sort of shrug off some other cruisers and many destroyers, and at least for me, I find the guns accurate enough and with good enough muzzle velocity to make it feasible to push back exposed destroyers at long range if they're at all risk averse.

 

And even in a game where you don't end up trying to carry at the end of a match, you also have a lot of tools that make you useful as part of a squadron and can really act as a force multiplier.  You tend to have reasonably good accuracy and as I said before, high DPS, so you can switch to focus down an escaping enemy as they're pulling out of range of slower/less accurate cruisers or battleships.  "Kill stealing" low health enemies is much easier I find in these ships because you don't really have to worry about the armour angling or evasive maneuvers, walking shells in on a target is far less wasteful with a high rate of fire and good dispersion values.

 

But of course you can also be erased from the map in a single salvo without even having a chance to realize that somebody is shooting at you if you don't have excellent map awareness.

 

Insert $0.02 here.

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If you want to carry in a RN Cruiser you need to do so early and mid game. That where you can have the most influence on the outcome of the battle.

 

Late game if you are alone or outnumbered carrying in RN ships is extremely difficult unless you have maintained your hit Point Pool and the remaining opponents are spread out and weakened . Then you have a chance.

 

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If you want to carry in a RN Cruiser you need to do so early and mid game. That where you can have the most influence on the outcome of the battle.

 
Late game if you are alone or outnumbered carrying in RN ships is extremely difficult unless you have maintained your hit Point Pool and the remaining opponents are spread out and weakened . Then you have a chance.

 

Definitely mimics my play style.. I play hyper aggressive in  my RN Cruisers and project the most power in early to mid game. 

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If you want to carry in a RN Cruiser you need to do so early and mid game. That where you can have the most influence on the outcome of the battle.

 
Late game if you are alone or outnumbered carrying in RN ships is extremely difficult unless you have maintained your hit Point Pool and the remaining opponents are spread out and weakened . Then you have a chance.

 

​agree, extremely difficult to carry end game, I would put mino down as a very good support ship and can make a big difference in the game result but not 1 to carry the game

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