18 [MOLD] CraftyExecutioner Members 66 posts 21,115 battles Report post #1 Posted December 27, 2016 (edited) This was my 7th game in the Minotaur, very happy with it.Also, it seems it was the most dmg ever done by any Minotaur, on the NA server at least.http://shipcomrade.com/leaderboard.asp?Name=&A=1&B=5&G=2&S=100&R=108&C=189 Edited December 29, 2016 by Motto22 Share this post Link to post Share on other sites
5,661 Macabe Alpha Tester, Members, In AlfaTesters, Beta Testers 12,413 posts Report post #2 Posted December 27, 2016 This was my 7th game in the Minotaur, very happy with it. Also, it seems it was the most dmg ever done by any Minotaur, on the NA server at least. http://shipcomrade.com/leaderboard.asp?Name=&A=1&B=5&G=2&S=100&R=108&C=189 You beat the next guy by 700ish damage. http://na.wows-numbers.com/ship/4179539920,Minotaur/?order=max_damage_dealt__desc#leaderboard edit: This post is now redundant. The ship comrade page hadn't updated for me for whatever reason. Share this post Link to post Share on other sites
18 [MOLD] CraftyExecutioner Members 66 posts 21,115 battles Report post #3 Posted December 27, 2016 Maybe it was my 6th game in it, how's the post redundant? Share this post Link to post Share on other sites
107 Boomax77 Members 629 posts 2,397 battles Report post #4 Posted December 27, 2016 GREAT JOB MAN!!!! Share this post Link to post Share on other sites
924 [TSF_1] pewpewpew42 Members 3,301 posts 7,816 battles Report post #5 Posted December 27, 2016 That's a paddlin' Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #6 Posted December 27, 2016 Impressive. Share this post Link to post Share on other sites
1,092 [TOG] Bill_Halsey Members 4,758 posts 34,570 battles Report post #7 Posted December 27, 2016 (edited) Was wondering what is the differrence between Neptune and Minotaur? And do you recommend stealth mod? Edit: Never mind: ROF was impressive. Grinding my way to the Minotaur now. Edited December 27, 2016 by Bill_Halsey Share this post Link to post Share on other sites
148 [DOOP] _hat_ Members 856 posts 2,442 battles Report post #8 Posted December 27, 2016 Holy smokes, you made the reds your b**ch. Outstanding. Bravo Zulu. Share this post Link to post Share on other sites
18 [MOLD] CraftyExecutioner Members 66 posts 21,115 battles Report post #9 Posted December 27, 2016 Was wondering what is the differrence between Neptune and Minotaur? And do you recommend stealth mod? Edit: Never mind: ROF was impressive. Grinding my way to the Minotaur now. Neptune has slower rate of fire, slower gun traverse speed. The ship also seems to be larger, so it can take big citadel hits. Yes go stealth mode, in the clip above at one point I was 9.0km away from the kurfurst running away, when my detection was 8.9km. Being stealthy between your smokes helps a lot. Also don't get the +16% main run range, even though its shorter than Neptune. You'll hardly hit anything that far out, and the -12% reload time on the fast guns just make them super awesome. Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #10 Posted December 27, 2016 Neptune has slower rate of fire, slower gun traverse speed. The ship also seems to be larger, so it can take big citadel hits. Yes go stealth mode, in the clip above at one point I was 9.0km away from the kurfurst running away, when my detection was 8.9km. Being stealthy between your smokes helps a lot. Also don't get the +16% main run range, even though its shorter than Neptune. You'll hardly hit anything that far out, and the -12% reload time on the fast guns just make them super awesome. I'm still salty about how IJN cruisers aren't the stealthiest cruisers anymore. Share this post Link to post Share on other sites
79 Mr_Rey3 Members 309 posts 5,376 battles Report post #11 Posted December 27, 2016 Was wondering what is the differrence between Neptune and Minotaur? And do you recommend stealth mod? Edit: Never mind: ROF was impressive. Grinding my way to the Minotaur now. I actually followed the best Minotaur's player advice and went with 0 concealment: Survivability Expert Jack of all trade -40% Rudder shift upgrade. With that, your smoke will only take 23 seconds to reload (all your other consumables really benefits from this aswell). It's crazy fast. You're also having quite an easy time avoiding shells and torps, since your rudder shift is so quick. And since you don't lose speed when you turn in this ship, you just glide on water and people have a hard time hitting you, since it's such an unnatural movement. I've tried the concealment build and this one. I perform a lot better with the latter. All your concealment is useless when you're in your smoke, and you're in your smoke most of the time anyways. SE because CVs aren't a thing anyways. Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #12 Posted December 27, 2016 I actually followed the best Minotaur's player advice and went with 0 concealment: Survivability Expert Jack of all trade -40% Rudder shift upgrade. With that, your smoke will only take 23 seconds to reload (all your other consumables really benefits from this aswell). It's crazy fast. You're also having quite an easy time avoiding shells and torps, since your rudder shift is so quick. And since you don't lose speed when you turn in this ship, you just glide on water and people have a hard time hitting you, since it's such an unnatural movement. I've tried the concealment build and this one. I perform a lot better with the latter. All your concealment is useless when you're in your smoke, and you're in your smoke most of the time anyways. SE because CVs aren't a thing anyways. Interesting. But it might be a dangerous because you have ships like the Zao that always take concealment builds, and you don't know when one of them is going to pop up and plant 12 AP shells into you. Maybe compromise and use concealment mod and JOAT? Isn't the rudder shift really fast anyways? Share this post Link to post Share on other sites
79 Mr_Rey3 Members 309 posts 5,376 battles Report post #13 Posted December 27, 2016 (edited) You're into smoke. Zao's ain't your problems, they almost never will be since they tend to stay in the back lines to snipe with their HE. Your problems are radars, sonars, and DDs, because they will spot you. But it's all about positioning and map awareness. Early game I'll stay behind our DDs, around 4 km behind them, and will support them when they'll spot the enemy DDs, the Minotaur just wrecks them. But you need rudder for that, since you'll not pop smoke to kill DDs, that's just asking to be torped. Once this is done, I'll try and find a nice spot to sit. Will try to see where their BBs and Cruisers are heading to, and then stand in between them and their destination, you pop your smoke, and you control that zone. The greatest of dangers are just before you pop that smoke, you really don't want to be seen, and the risk of being too greedy and holding onto that smoke for one second too many is real. Once the smoke is popped, you really want to be slightly angled (to avoid torps), and your nose pointing to the exit path, just in case. You don't want to stay too stationary either, so move back and forth in your smoke, unless you suspect torps might be in your way, in which case you just want to be angled correctly and not move, your acceleration is great, but going from -1kts/s to above 0kts/s takes for ever. Having your rudder shift at 5 seconds is very important. You'll have 23 seconds of vulnerability between your smokes, but it's hard to know where the enemy DDs are when that smoke will fade away, and if you're spotted whe it happens, shells will be flying your way, at least one volley, you want to be able to dodge that volley. Also, in the endgame when you're out of smoke, this rudder shift will be your greatest asset. Edited December 27, 2016 by Mr_Rey3 Share this post Link to post Share on other sites
1,092 [TOG] Bill_Halsey Members 4,758 posts 34,570 battles Report post #14 Posted December 27, 2016 (edited) You're into smoke. Zao's ain't your problems, they almost never will be since they tend to stay in the back lines to snipe with their HE. Your problems are radars, sonars, and DDs, because they will spot you. But it's all about positioning and map awareness. Early game I'll stay behind our DDs, around 4 km behind them, and will support them when they'll spot the enemy DDs, the Minotaur just wrecks them. But you need rudder for that, since you'll not pop smoke to kill DDs, that's just asking to be torped. Once this is done, I'll try and find a nice spot to sit. Will try to see where their BBs and Cruisers are heading to, and then stand in between them and their destination, you pop your smoke, and you control that zone. The greatest of dangers are just before you pop that smoke, you really don't want to be seen, and the risk of being too greedy and holding onto that smoke for one second too many is real. Once the smoke is popped, you really want to be slightly angled (to avoid torps), and your nose pointing to the exit path, just in case. You don't want to stay too stationary either, so move back and forth in your smoke, unless you suspect torps might be in your way, in which case you just want to be angled correctly and not move, your acceleration is great, but going from -1kts/s to above 0kts/s takes for ever. Having your rudder shift at 5 seconds is very important. You'll have 23 seconds of vulnerability between your smokes, but it's hard to know where the enemy DDs are when that smoke will fade away, and if you're spotted whe it happens, shells will be flying your way, at least one volley, you want to be able to dodge that volley. Also, in the endgame when you're out of smoke, this rudder shift will be your greatest asset. Tried out your suggestions and swapped out the CE mod with the 2nd steering mod. 5.2 sec rudder shift time. All changed the 5th skill for jack of all trades. It stacks up with superintendent and premium consumables. More smoke screens and faster loading smoke screens. Mount the India Delta flag. I kept the main battery mod 2. Even without the CE mod, there's a 1.9 km invisifire zone. Firing at long ranges is like walking mortars into a moving target. Gotten used to it in USN CA's. Oh and the changes worked. A Kagero and I paired up in Shatter and pulled a perfect ambush on 2 Ca's and a BB. 2 CA's dead with no loss on our side. The BB did a 180 the moment it was sprung. Didn't even open up. Edited December 27, 2016 by Bill_Halsey Share this post Link to post Share on other sites
79 Mr_Rey3 Members 309 posts 5,376 battles Report post #15 Posted December 27, 2016 Ouch you should really go for the faster reload instead of range but ok. So, how do you like it Bill? Share this post Link to post Share on other sites
424 [A-D-F] Xenomancers Members 2,309 posts 8,114 battles Report post #16 Posted December 29, 2016 You are going to want gun range. I assure you. As a DM player I am doing most of my damage from 18.4km with rainbow arcs. Range is invaluable in this game and in this ship it means you can pop smoke from even safer positions. Share this post Link to post Share on other sites
1,092 [TOG] Bill_Halsey Members 4,758 posts 34,570 battles Report post #17 Posted December 29, 2016 Ouch you should really go for the faster reload instead of range but ok. So, how do you like it Bill? Dunno 3 sec reload time is fast enough. Can you go faster? Well, I experimented and I found I now have the naval equivalent of of a machine gun/mortar. You can play the Minotaur in 3 ways or a mix of all 3: 1. Open manuevers 2. Ambush - Go behind an island. Wait until they're under 10 km. Crawl or Full speed/crash stop. Pop smoke. All the while letting go. 3. LMG nest. Go to an island that allows you to fire into a cap, preferably 2. Point bow toward your escape route. Go just a bit forward. Wait until they about to see you. Pop smoke. Engage. If it's a dd, turn on hydro and move a bit under cover back in case of torps. The effect is that you have an area denial weapon when it is set up right. I have noted ships refuse to go into a cap under my fire. Or don't want to go into a flank. Of course, it does have unintended consequences. Like half your fleet taking up position right next to you! Another example of the lemming train. Gah! I think the best game so far was when a full health Yamato charged into my position. It became a close rage brawl with on one else around to contribute. Result: 1 dead Yamato. 1 Minatour - 1HP. Guys were cheering me and joking not to bump into me. Oh and here is my setup: Share this post Link to post Share on other sites
79 Mr_Rey3 Members 309 posts 5,376 battles Report post #18 Posted December 29, 2016 (edited) Yeah 2.8 seconds > 3 seconds . Concerning your captain skills, EM and Incoming alert are kind of useless in my opinion. Also I'd rather use SE fore more HP (which also means more HP to use repair on, and it increases its rate), especially with the CV being a rarity. Last stand and vigilance have more value to me, you WILL get torped sooner than later when you're in your smoke, to spot these torps a few seconds before they're coming can mean the world. Edited December 29, 2016 by Mr_Rey3 Share this post Link to post Share on other sites
1,092 [TOG] Bill_Halsey Members 4,758 posts 34,570 battles Report post #19 Posted December 30, 2016 (edited) Yeah 2.8 seconds > 3 seconds . Concerning your captain skills, EM and Incoming alert are kind of useless in my opinion. Also I'd rather use SE fore more HP (which also means more HP to use repair on, and it increases its rate), especially with the CV being a rarity. Last stand and vigilance have more value to me, you WILL get torped sooner than later when you're in your smoke, to spot these torps a few seconds before they're coming can mean the world. Yeah, but can your turrets swing 180 degrees in 4.6 seconds? These turrets swing like R2D2's head. EM stacks on to the build. And it give me the capability to shift rapidly from one target to another, even if it's on the sector directly 135 degrees behind me And given the ranges I fight seems to be in the 10-15 km range normally, incoming alert is useful if someone is firing at me from another vector or it warns me time to duck. Like you said, I can be lighted up by radar or hydro and another ship further away can take shots at me beyond my visual range. That give me time to move back or get the hell out of Dodge. Not to mention useful in a running gun fight. One game I have today had an Ibuki chasing me down at engagement ranges of 8-10 km. IFW told me he fired I wiggle left or right and my turrets were kept on target.He couldn't hit me and I was steadily racking damage on him. We ended up reversing positions and he died. As tor early torp warning, I agree that would be useful. The biggest problem I've had is shell fire when I'm either lit up or I've been spotted. Having the India flag + SUP + Jack of all Trades allows me to tank damage, that would be crippling under normal circumstances. Of course 3 cits from 16-18.1 inch guns at once would be the end. And with CV's being a rarity, MM hates me. I get CV's 20 percent of the time. I tend to go to open maneuvers because I've noted they'd send either fighters or tbd's/db's orbiting waiting for my smoke to clear. BTW, did you know I managed to achieve plunging fire today? There was a CA hiding behind behind an island that was spotted by other ships but not visible to me. So I aimed at the ship marker and walked it up/down until the display said shells hit and left it there. The shells were like mortars and the screen said citadel hit. My only explanation is that a shell plunged down into the deck armor and penned the citadel box. CA started running into the open and get whacked. I think your emphasis is on more shells at short range and mine is on quicker turret traverse at longer ranges. 2.8 vs 3 sec reloading time may or may not be significant in practical terms. I do know I placed 9 citadels into a Roon at 3 km range with him in the smoke.Whether your setup will kill faster in a similar situation, I don't know. But I do know, my setup works for me so I'm happy. So far the highest damage is 156k and 62.k avg damage. But it is consistent so I'm confident with the set up. The minatour does rock. Edited December 30, 2016 by Bill_Halsey Share this post Link to post Share on other sites
119 [TULIP] WhiteRecon Members 952 posts 12,669 battles Report post #20 Posted January 9, 2017 Gonna Have To Jump To Fiji and get this line going... too bad I only have one Belfast captain. Minotaurs are like Bigfoot, almost never seen, scary... 1 Share this post Link to post Share on other sites
0 Bacardio Members 1 post 1,841 battles Report post #21 Posted February 4, 2017 How was he aiming? Especially at 10:06 in the video. Looks like he aims right and the shots go left? Just curious. Share this post Link to post Share on other sites
18 [MOLD] CraftyExecutioner Members 66 posts 21,115 battles Report post #22 Posted February 8, 2017 How was he aiming? Especially at 10:06 in the video. Looks like he aims right and the shots go left? Just curious. I screen captured the replay, it is sort of buggy sometimes. The replay is opened by world of warships app, and you load into the game just like normal. Once in the game you cant control anything, and sometimes the camera is weird. Although I know what your talking about, it looked like my guns were facing 1 way and the shells came out the side... not sure exactly why that happened. Share this post Link to post Share on other sites