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MrKilmister

Whatever anyone wants this thread to be about now.

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Feast upon the corpse.

 

 

 

Edited by lemekillmister

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I don't have her but SI is more needed for the that fifth heal than anything else. That being said I prefer vigilance on all my BBs.

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Disclaimer: I do not own a Missouri.

 

But I have played through Baltimore with the radar. Using SI + Premium consumable, you don't often burn through all of the charges. But one good thing about using premium consumable is the cooldown time. Premium radar has a 2 minute CD which is very good. You can feel better using it both offensively and defensively, rather than saving it and hoping you find the right situation.

 

If you play aggressively in BBs, you could also use SI + Premium Repair Party for maximum HP tanking. With a lot of fire spam ships, you can take a lot of HE + fire damage which can be healed back. Just this weekend I have gotten 3 Dreadnought awards + 3 Fireproof awards.

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It's all about the extra heal on BBs or cruisers who have it... those are valuable HPs.

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Superintendent is more useful for the extra Repair Party it grants than the extra charge of radar.  Missouri is not a ship that should be within 10km of enemies for prolonged periods of time, even with support.

Edited by TenguBlade

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I have vigilance. Those saying the heal is better are right--if there was no cooldown between heals. I think I have about 70 games in my Missouri and the number of times I've gotten down to 0 heals is about 2 times. You're either pegged with overwhelming damage or your heals are on cooldown. I find it's really rare to go that long with only piecemeal damage. I think I've only burned through all 3 radars (I use premium everything) once or twice. And at least one time I was just activating it as a precaution and it didn't spot anything.

 

As for vigilance, the Missouri turns so big and slow that even with the extra notification, I wonder if it's only showing you which torps are guaranteed to hit you. That said, I've dodged torps maybe a dozen times. That means, to me, that vigilance is more valuable than Superintendant, because I have used it more frequently.

 

For the record, I am a below-average Missouri player according to stats. But I'm slowly getting better.

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As a cruiser player, I would say that three radar uses is normally enough. The rare time you're personally involved in hunting more than three separate destroyers, your team is probably losing anyways. However, Missouri is only going to get one shot off and it's going to be less accurate than a 6" salvo. I foresee it being more of a deterrent and ally-assisting tool than anything else, and in that context four charges is better than three.

 

Is it much better? I can't answer that for you. I try to picture competent destroyers making several attempts against the same radar battleship over the course of a match, and I try to picture successful coordination with light non-radar ships in a random battle, and they both sound fairly rare to me.

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I don't have my 5th skill yet but I'm still on the fence with Concealment. The fact is at 20km range and whatnot, you're not hitting very many things unless they're potatoes and if they're potatoes, you don't need help with concealment. Further, I find that even if your targets are at, say, 15km, there are very often much closer DDs who can and do spot you. So for the first 5 minutes of the game, it's great to be constantly invisible. But for those first 5 minutes, you're generally not doing a tremendous amount of damage or in danger of taking a tremendous amount of damage. I have jack of all trades on my Scharnhorst I and I like it a lot. Maybe with Jack you could consider going Superintendent.

 

That said, I'll probably go concealment.........

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I don't have my 5th skill yet but I'm still on the fence with Concealment. The fact is at 20km range and whatnot, you're not hitting very many things unless they're potatoes and if they're potatoes, you don't need help with concealment. Further, I find that even if your targets are at, say, 15km, there are very often much closer DDs who can and do spot you. So for the first 5 minutes of the game, it's great to be constantly invisible. But for those first 5 minutes, you're generally not doing a tremendous amount of damage or in danger of taking a tremendous amount of damage. I have jack of all trades on my Scharnhorst I and I like it a lot. Maybe with Jack you could consider going Superintendent.

 

That said, I'll probably go concealment.........

Don't use JoAT for any ship unless you're either playing a heavily consumable-dependent support role or trying to tank (and don't have good secondaries).  Concealment is almost by default the better option for Iowa/Missouri because of that stupid citadel placement and the frontal profile being what it is, not to mention that their speed makes them good ships to flank the enemy with.

 

And, of course, flanking maneuvers work best when you catch them by surprise.

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Meh, I hear "flanking" thrown around a lot. Let's be clear, Missouri/Iowa are MARGINALLY faster than other ships. But they are still capital ships and they still turn like poop and people generally have track of them throughout the game whether they can see them or not--unless you never fire and which case who cares if you're a ninja? The speed is nice, but it's not a cruiser. It takes an hour to turn and your speed drops dramatically. It's not a sports car, it's a muscle car/drag racer. If "flanking" involves nothing but going in straight lines, sure, it's good at it. But if you're making any kind of maneuvers, I suspect the Germans are faster.

 

As for the citadel, I've been cit maybe 3 times ever. Never by a Yamato. It's when I've been kissing-close broadsides to someone because that's how things worked out. One time was a long range citadel, but that's rare. I've heard people poopoo the bow/stern armor, but the Missouri is incredibly tanky from the front/rear. Only the Yamato, that I can see, has Athwartship armor that is > Missouri. 

 

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I've actually never used the radar on mine.  Mainly because I'm a pve guy- and bots don't know what stealth IS, lol.  It's literally never come up.  I've rarely needed an extra heal either- most games are either over too quick, I don't take much damage- because I nuked them first, lol or I take overwhelming damage and die while it's on cooldown.

 

 That said, I'm using my Wyoming captain in it, and that has vigilance.  Super is next on the list, though-as this captain is going in North Carolina.  In general, I've been leaning more towards SI on BB captains- a legacy of grinding German BB's, where it comes in handy!

 

  As someone else inferred, the best way to deal with torpedoes in Missouri- with your slow rudder and incredible turning radius- is to destroy the shooter of those torps before it launches them!  I've managed to dodge a few, and minimize a few others, but chances are if they're launched on you, you'll be eating some.

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Meh, I hear "flanking" thrown around a lot. Let's be clear, Missouri/Iowa are MARGINALLY faster than other ships. But they are still capital ships and they still turn like poop and people generally have track of them throughout the game whether they can see them or not--unless you never fire and which case who cares if you're a ninja? The speed is nice, but it's not a cruiser. It takes an hour to turn and your speed drops dramatically. It's not a sports car, it's a muscle car/drag racer. If "flanking" involves nothing but going in straight lines, sure, it's good at it. But if you're making any kind of maneuvers, I suspect the Germans are faster.

If you think maneuverability has anything at all to do with flanking, you understand nothing about tactics.  Flanking involves positioning forces on someone's side, that is, their flank.  This way, you have your team firing on the enemy from multiple angles, and they have to either split fire or take the hits from one side or the other.  

 

Now do you understand why I say that the Missouri and Iowa are much better for the task than any other battleship?  Straight-line speed is their specialty, no other BB repositions that easily.  You need to make one turn and then you just run it balls-to-the-wall.  Even when you're making that turn, there's multiple tricks you can do with the rudder to keep your speed up.

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Vigilance is statistically insignificant in the game, with the compressed ranges. It will only grant you 300-750 meters of extra detection on the torpedo's launched at you. And the high end of that is on torpedo's that no one uses anymore due to their absurd base detection range.

 

You are realistically looking at 300-600 meters of extra torpedo detection. That is not really going to be enough to prevent you from taking any extras.

 

Extra heals are more important.

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Radar is great for coordinated play. If your teammates are aware and switch targets it's not just the Missouri's guns.

Edited by Wyatt_DERP85

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If you think maneuverability has anything at all to do with flanking, you understand nothing about tactics.

 

That's all I read, because that statement is asinine on so many levels.

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That's all I read, because that statement is asinine on so many levels.

You can call it what you want, but at the end of the day it's not me having problems with my Iowa.

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