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Fluffy_Sergal

Chapayev Question

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I've been doing just terrible with this ship, it's getting to the point where I can hardly get about 35k damage without a ship blowing me up. I was wondering if anyone could give me some pointers with the ship? maybe if you have a certain caption build you use and an upgrade spec you would like to share

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Kite like you've never kited before. Range is your friend. Take demo expert and burn your enemies from 17km. 

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Fully upgrade. Stay at range, kite, and stealth fire like you've never stealth fired before.


 

Oh wait.


 

Glad I got past mine.

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Fully upgrade. Stay at range, kite, and stealth fire like you've never stealth fired before.

 

 

Oh wait.

 

 

Glad I got past mine.

 

i have mines fully upgraded, and im getting "better" at kiting but it seems like, every time the wind blows i lose half my health from a random BB shell

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This is a great ship.  Just play defensively and choose your battles.  Don't yolo in early in the match.  Try to ensure you're not the only target half the red team is shooting at (make sure there are plenty of friendlies near by).  You can really rack up the damage mid game and beyond, but you have to live to get there.

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My biggest fav skill in PT.... if you know you are targeted you will KNOW to turn more...

Stay at range... and as was stated DE is you friend along with range.. it was a ninja, now it is kinda just the Karate Kid... so BE CAREFUL... and "ALWAYS LOOK EYE!"!

Edited by pmgaudio

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In my opinion, the Russian cruiser line peaks at the Chapayev (haven't played Moskva yet). It's range is amazing and its ability to generate fires is unmatched. Like everyone here has said, stay at extreme range and burn things to the water.

 

I think Priority Target is an essential captain skill with this boat. It doesn't turn all that well and it's really valuable to know when you're targeted or not in order to make a turn.

 

Chapayev6_zpsibkqunlq.jpg

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167K to the Donskoi... the Edinburgh is 173K to the Neptune... so funny thing here... I have the Chappy running the stock GCFS module. I bumped the Edinburgh up to the second module. Configured in that manner the Edinburgh has 0.4km more range. So if I put the GCFS2 on the Chappy, it goes up to 17km.

 

She's clearly designed to be a long-distance shooter... thing is though.. do I (you) want to spend 25K additional xp just to make the grind after the B hull a total of 192K xp? Nope - I don't. I'd rather move into the Donskoi and get my eyes on the main goal - the Moskva.

 

She's THREE HUNDRED THOUSAND XP beyon the Donskoi - wowsers. 

 

After saying all that I tend to play her at the very edge of her 15km range. I have hydro AND radar on her, same setup I have on the Edinburgh. I like that combination - it can help you raise that average damage if you're willing to follow dds to cap early. 

 

GL ! 

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i have mines fully upgraded, and im getting "better" at kiting but it seems like, every time the wind blows i lose half my health from a random BB shell

 

Priority Target is a super handy level one captain skill for learning when you've attracted too much attention. 

 

At level three, demolition expert is pretty much requisite as fires usually account for a large fraction of chappy damage 

 

Level 4, I started with CE (and slapped the stealth systems mod on the ship) as it's handy for surprising lone wolf DDs with radar and for getting away when you start attracting too much attention. I also grabbed IFHE when points allowed, the ding to fire chance hurts a little, but I more than made up for it with extra HE damage on surfaces that previously only would have allowed for shatters.

 

A lot of Chappy play is dependent on the MM. If you're top tier and/or the match is light on BBs, you can afford to be rather aggressive. If there are 5 BBs per side or a bunch of tier 10s you're either stuck shooting at max range and trying to be unpredictable but shifty with your rudder, or rushing up to an island that shields you from most abuse and hope to provide radar coverage while setting something on fire.

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Priority Target is a super handy level one captain skill for learning when you've attracted too much attention. 

 

At level three, demolition expert is pretty much requisite as fires usually account for a large fraction of chappy damage 

 

Level 4, I started with CE (and slapped the stealth systems mod on the ship) as it's handy for surprising lone wolf DDs with radar and for getting away when you start attracting too much attention. I also grabbed IFHE when points allowed, the ding to fire chance hurts a little, but I more than made up for it with extra HE damage on surfaces that previously only would have allowed for shatters.

 

A lot of Chappy play is dependent on the MM. If you're top tier and/or the match is light on BBs, you can afford to be rather aggressive. If there are 5 BBs per side or a bunch of tier 10s you're either stuck shooting at max range and trying to be unpredictable but shifty with your rudder, or rushing up to an island that shields you from most abuse and hope to provide radar coverage while setting something on fire.

 

pretty much on par with perfect Chapy play.. 

it is pretty much one of if not the best DD hunter/killer in game, and when you load AP and shoot those Broadside BBs (Non GERMAN ) and Cruisers???

Yeah those Cot ribbons will add up, as it also packs Stalinium shells like all Russian ships... and just WAIT till you get the Moskva....

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I had a good time with chapayev.     it really rewards good situation awareness and accurate sniping.     be part of flanking attack or defense.  set ships on fire  (my 200k dmg match  had 20 fires)  and never get focused.          i still have it in my port even though I haven't played it much since getting Donskoi.   

I've ran dual rudder on my setup.  

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Fully upgrade. Stay at range, kite, and stealth fire like you've never stealth fired before.

 

 

Oh wait.

 

 

Glad I got past mine.

 

I never used stealth fire on mine and did just fine. It's not necessary for the ship to perform, just be good with that WASD.

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Chapayev turns like a barge in a canal, it isn't capable of WASD no matter how many advanced warnings of incoming fire you get, stealth fire being removed has rendered it 100% ineffective as a ship

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Chapayev turns like a barge in a canal, it isn't capable of WASD no matter how many advanced warnings of incoming fire you get, stealth fire being removed has rendered it 100% ineffective as a ship

 

That's not at all true, lol. I never ran concealment on mine and did just fine. 

 

I mean, unless you consider 66% win rate and 59% survival with a K/D of 2.4 ineffective. 

Edited by SergeantHop

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I  averaged near 70k on chapayev in 100 matches.   it is just fine , but you need to stay at range and wasd (I run double rudder)   at long range, small change is magnified so that people will miss, esp when you combine it with narrow hull.    The gun is laser and can start lot of fire.  I am finding Donskoi to be  similar once I had it fully upgraded.  it wasn't great until I did though.  (with rof  upgrade)  

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How to play Chappy:

 

- Get IFHE on your captain

- Run from anything closer than 10k

- Get good and dodging, as stealth fire has been removed, I would probably go with ruddershift mod instead of concealment

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I stuck with concealment as it allows you to disengage earlier. That's a great thing about chappy; run double concealment and then just stay 11-12km away. if they start targeting you, just a stop firing and ghost away then when they turn away from you or turn their turrets elsewhere start firing again. That's typically how I used it. Oh and I did push caps early to a degree. With dual concealment, you can pop radar as soon as you're detected and be guaranteed to see whatever is spotting you. Super useful for scaring off enemy dds capping early. And with your radar range so high, you don't actually have to get in the cap. I loved chappy and found it be a great ship. 

 

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what is optimal build for 17 point captain I have PM EM AR Sup Demo IFHE, and 2 unassigned, was thinking CE at 19 or perhaps Jack of All tradeds and High Alert or Basics of survive and PT

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19 minutes ago, diddlyv said:

what is optimal build for 17 point captain I have PM EM AR Sup Demo IFHE, and 2 unassigned, was thinking CE at 19 or perhaps Jack of All tradeds and High Alert or Basics of survive and PT

Dude, put CE on that thing ASAP.

10 pts-  PT, AR, SU, CE

Then IFHE for 14 pts

 

If you are seriously playing a CL without CE and IF HE at this point...you probably need to you head checked.

 

After that EM for 16 pts

Finish it off with BFT for 19 pts.

 

Last two skills really don't make that much difference. BFT gives a really nice AA bonus and makes your AA respectable, EM is just quality of life. 

 

Imho, DE is a waste, I have no problems starting fires without it.

 

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21 hours ago, steelrain97 said:

Dude, put CE on that thing ASAP.

10 pts-  PT, AR, SU, CE

Then IFHE for 14 pts

 

If you are seriously playing a CL without CE and IF HE at this point...you probably need to you head checked.

 

After that EM for 16 pts

Finish it off with BFT for 19 pts.

 

Last two skills really don't make that much difference. BFT gives a really nice AA bonus and makes your AA respectable, EM is just quality of life. 

 

Imho, DE is a waste, I have no problems starting fires without it.

 

If you're playing a cruiser without DE (except British), you're doing it wrong. Setting fires is one of the most important roles of cruisers and anything that increases that should be used. 

 

BFT on the other hand, is almost entirely useless on cruisers except for full AA builds. Even then, not really all that important. 

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24 minutes ago, Zarroc1 said:

If you're playing a cruiser without DE (except British), you're doing it wrong. Setting fires is one of the most important roles of cruisers and anything that increases that should be used. 

 

BFT on the other hand, is almost entirely useless on cruisers except for full AA builds. Even then, not really all that important. 

Do the math on the actual effects of fire chance. You will find that DE adds slightly less than 1% effective fire chance per shell. Meaning you are talking about 1-2 fewer fires per 200 shells that hit sections of ships that are not already burning. I will take those 3 points and put them somewhere else, but keep thinking DE actually does something. If you are really that concerned with fire, then you should also drop IF HE. That would do more for your fire chance than adding DE does.  No one in their right mind would do that though. Since you cannot pen most T8+ cruiser hulls and zero battleship hulls or decks without that skill.

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