Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.
Slntreaper

Mutsuki help

16 comments in this topic

Recommended Posts

176
[WOLF2]
Members
484 posts
5,301 battles

Hello,

I am a relatively new player, I do IJN DDs.  I just got to tier 5, and upon seeing the Mutsuki I thought it would be pretty good with the powerful torps.  However, I have found it difficult compared to the Isokaze, which I would say I did alright in.  I've been told to stealth torp in smoke, but it feels like all of the battles happen at around 10km marker, so it makes torp spamming difficult.  I need suggestions for the Mutsuki, should I be more aggressive?  Where should I smoke, near front or near rear lines?  Stuff like that.

Thanks,

Slntreaper

Share this post


Link to post
Share on other sites
Members
197 posts
8,926 battles

It's a pretty good torp DD at tier 5 but the guns aren't very good. Find targets where you can get closer to and stay right outside detection zone, like 6-7 km. I like to stay undetected somewhere between fleet and enemy and stalk BB's as primary. Only smoke to help team mates or get out of trouble when spotted. If you smoke at random, you've just given away your position and the enemy will engage WASD hack.

Share this post


Link to post
Share on other sites
6
[WAIFU]
Members
91 posts
4,266 battles

abuse your stealth, you guns dont exist, never fire them, never sit in a smoke, your smoke is "oh crap i am detected i need to fart white smoke to cover my butt and gtfo" 

your torpedos are very fast for its tier, not as good as the old minekaze but it is still very devastating, you want to stay about 7km from your target and spam torpedos

 

Edited by MutzLivesMatter

Share this post


Link to post
Share on other sites
50
[-YAR-]
Members
92 posts
9,432 battles

Hello,

I am a relatively new player, I do IJN DDs.  I just got to tier 5, and upon seeing the Mutsuki I thought it would be pretty good with the powerful torps.  However, I have found it difficult compared to the Isokaze, which I would say I did alright in.  I've been told to stealth torp in smoke, but it feels like all of the battles happen at around 10km marker, so it makes torp spamming difficult.  I need suggestions for the Mutsuki, should I be more aggressive?  Where should I smoke, near front or near rear lines?  Stuff like that.

Thanks,

Slntreaper

 

just went through the same thing, seriously. Let me say that the basic mechanic for visibility/detectibility is more important as you go up in tiers. Once you get the ranges down (iirc the vis on that ship is 6.5ish?) you'll be able to swoop in, drop torps and get out without being seen or seen as you make your escape. Also, smoke is a great tool for laying in wait, but mostly you need to keep the opposing gun angles in mind, the ships you're trying to torp have much bigger guns now... so, while you could zoom in and nuke a target with the iso, you have to plan a bit more now and use smoke to escape or try your drops from around hills or from an angle that makes folks have move to shoot you. the key is learning some attack patience and also look at some other aspects of the DD, like capping and chasing down hard to nuke targets

 

planes will out you more often too, keep in mind where those fockers are too.

 

keys: pay attention to your detection ranges and target ship gun angles

dont be afraid to use smoke before you attack and

plan ahead, cant say this enough. get used people slowing down and speeding up to screw you up, etc.. try to torp wall rather then focus, or you'll miss alot more.

Share this post


Link to post
Share on other sites
1,431
[NO2BB]
Members
3,885 posts
24,515 battles

you guns dont exist, never fire them

 

cool idea for the next "bad advice" episode
  • Cool 2

Share this post


Link to post
Share on other sites
Members
12,682 posts
14,320 battles

Yeah Mutsuki is a hard one,I just got though it, but some things that will help you is the camo that lowers your detection by 3% and costs 7,500 credits put that on your ship and next time you go into battle hit the P Key this will turn your AA guns off and help you stay hidden longer as well since your AA guns are not very effective anyway and when in use you can get spotted more easily.

Also if you don't have it already get the Last Stand Captain Skill this will allow you to still be able to keep moving after engine or rudder damage and will often be a life saver on a Destroyer since you get rudder and engine damage very often on Destroyers. Superintendent skill which will give you an extra smoke screen to use is good after getting Last Stand Captain Skill.

Share this post


Link to post
Share on other sites
Members
12,682 posts
14,320 battles

 

cool idea for the next "bad advice" episode

 

Except that on USN DDs the reverse is often true, use your guns and forget Torpedoes unless you happen to end up in range to use them lol.

Share this post


Link to post
Share on other sites
71
[-SKI-]
Members
323 posts
14,792 battles

Mutsuki isn't that bad, but a couple things come to mind:

 

First, hopefully you are bringing your captain along - bring that captain up the line and retrain as possible/needed, with the 10th pt CE is the way to go. Make sure you have the basic -3% detection camo on (I'm appalled on a daily basis at how many stealth DD's run without camo, even at the higher tiers). PM, LS, and CE should be in the first wave of skills, though the 3pt skill choices are tough - SI for extra consumables, DE for extra fires (handy after forcing DC with flooding), TAE for faster torpedo rearm, even SE for extra health. I would generally go SI or TAE.

 

At tier 5, the only ships with radar will be Atlanta, Belfast, and Indianapolis - Indy you can see in plenty of time, but Atlanta can get down to 9.4km detect, and Belfast down to 8.7km - with 8.5 km radar. Hydro is fairly common though amongst cruisers.

 

As for guns...well, if you've dropped smoke for friendlies and aren't getting rushed, feel free to pop off with the guns for a few salvos and see what you can do while waiting for torps to rearm. But you want to angle to avoid incoming torps, and then get out of the smoke to spot incoming torps for your friendlies. Drop a spread of torps at the indicator for your BB victims, and one a bit behind (expecting the turn when they avoid the first set). Once you get the B-hull, keep AA off since it exceeds your air detect range anyway (and is basically useless).

 

Lastly, once you have CE, abuse that detect range and get close - watch that minimap, set up your enemies and don't get jumped yourself. Think of what they are going to do and drop the hammer. Good luck.

Edited by cheereereerios

Share this post


Link to post
Share on other sites
3,880
[WTFS]
Members
9,331 posts
13,756 battles

Pretend the guns are pretty props and forget you have them. They are utterly useless. You are a stealth torp boat, period. Scout, torp, ride the detection range line, and torp some more. Do not get found, you will die.

Share this post


Link to post
Share on other sites
3,880
[WTFS]
Members
9,331 posts
13,756 battles

Mutsuki isn't that bad, but a couple things come to mind:

 

First, hopefully you are bringing your captain along - bring that captain up the line and retrain as possible/needed, with the 10th pt CE is the way to go. Make sure you have the basic -3% detection camo on (I'm appalled on a daily basis at how many stealth DD's run without camo, even at the higher tiers). PM, LS, and CE should be in the first wave of skills, though the 3pt skill choices are tough - SI for extra consumables, DE for extra fires (handy after forcing DC with flooding), TAE for faster torpedo rearm, even SE for extra health. I would generally go SI or TAE.

 

At tier 5, the only ships with radar will be Atlanta, Belfast, and Indianapolis - Indy you can see in plenty of time, but Atlanta can get down to 9.4km detect, and Belfast down to 8.7km - with 8.5 km radar. Hydro is fairly common though amongst cruisers.

 

As for guns...well, if you've dropped smoke for friendlies and aren't getting rushed, feel free to pop off with the guns for a few salvos and see what you can do while waiting for torps to rearm. But you want to angle to avoid incoming torps, and then get out of the smoke to spot incoming torps for your friendlies. Drop a spread of torps at the indicator for your BB victims, and one a bit behind (expecting the turn when they avoid the first set). Once you get the B-hull, keep AA off since it exceeds your air detect range anyway (and is basically useless).

 

Lastly, once you have CE, abuse that detect range and get close - watch that minimap, set up your enemies and don't get jumped yourself. Think of what they are going to do and drop the hammer. Good luck.

 

PM is useless on MuttSucky. It does exactly nothing due to the ship's already low HP and survivability. Go with Priority Target on most DD's, especially stealth boats. That's your PM, knowing you're about to be unloaded on.

Share this post


Link to post
Share on other sites
3,513
Members
16,315 posts
12,285 battles

Grind her and forget all about her as quickly as you can, or grind her in CoOp as you shouldn't be in any big hurry anyway...

Share this post


Link to post
Share on other sites
4,053
[SYN]
Members
16,027 posts
12,803 battles

Life is extremely difficult in Mutsuki, unless you have a 10pt captain with TAE and CE.

If you do have a 10pt captain with TAE and CE, your life in Mutsuki will still be difficult.

Share this post


Link to post
Share on other sites
1,519
[SIMP]
Members
1,747 posts

The Muchsucky is a support ship, plain and simple. It is built as an AA defense ship used to escort other priority targets, engaging enemy DDs when they pop up.

 

Unfortunately even in this 'escort' role it fails pretty badly. Despite the massive number of AA guns it has (ALL it's guns are AA rated), they are terrible, so aren't nearly as effective as some other ships. As a DD screen, its two torpedo launchers with their increadibly slow reload times make it difficult to 'knife fight' with other DDs - and its absolutely pathetic TWO whole main guns make this even worse. In game, you can play it one of two ways, as a 'escort' distraction target (getting the enemy's attention and have them fire at you, saving your teammates, while you do nothing but dodge and hope for a lucky torp hit) or as a nearly useless stealth launcher (spam long range torps, that take forever to reload, and hope people sail in straight lines).

Either way, you wont be getting many points.

 

It didn't get the name Muchsucky for nothing.

Share this post


Link to post
Share on other sites
71
[-SKI-]
Members
323 posts
14,792 battles

 

PM is useless on MuttSucky. It does exactly nothing due to the ship's already low HP and survivability. Go with Priority Target on most DD's, especially stealth boats. That's your PM, knowing you're about to be unloaded on.

 

Assuming your captain is moving on (and even if not), I wouldn't call it useless. It buffs engine and rudder survivability - while LS helps retain some function, them not getting knocked out is even better. It buffs gun and torpedo survivability as well - nice to avoid waiting for a full length torp reload because the launcher got busted up.

 

PT on a destroyer, I might use on the gunboats to decide if smoking up or going quiet for a bit is in order. PT on a close range torpedo boat? If I'm spotted that close, the ! is warning enough.

Share this post


Link to post
Share on other sites
Members
4,886 posts

i could help you with the old mutsuki, she was my best dd, but i don't know much about the new one...

 

the old was very relaxing and easy to play, i always wondered why people thought of her poorly, i just set multiple torp walls through their main routes either sinking them or forcing to turn into our bb's fire, also capping (mostly uncontested, but torping smoke was always effective too) caps

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×