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please help with me with neptune

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so i just got neptune and i just want to know like what upgrades to get, what capt skills, and how to play her correctly without getting rekted. thanks 

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Edited by LycorisFubuki

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Not going to go over capt skills or modules etc. Pretty sure there are videos by flamu, notser, ichase going over all this info. As a brief synopsis, keep moving at all times unless in smoke. If in smoke, keep a close eye on that timer and have an exit planned, preferably around the back of an island. Keep in mind at all times, the reds will literally ignore other ships to focus on you. Look for any broadside targets in range including BB's. Aim for the superstructure of BB's, the citadels of broadside cruisers, and any DD within range. Your torps have good range, but never expose your sides to get off some torps; it's not worth it as those BB's will citadel you in a heartbeat.

 

Not much else to say, other than if you play cautiously, and survive to the end-game, you can have a serious impact on the game and also put out some high damage.

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The single fire torps are way cool on all of the British ships. Use your smoke only when someone is spotting for you. Do not, I repeat Do not hit the smoke before you slow down enough. You are useless against the hull of most battle ships with your guns. Use the Islands to your advantage of course and bum rush battle ships when ever you can. Congratulations and Good Luck.

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3 hours ago, LycorisFubuki said:

so i just got neptune and i just want to know like what upgrades to get, what capt skills, and how to play her correctly without getting rekted. thanks 

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59d9b2f2a9004_ScreenShot2017-10-07at9_26.31PMcopy.thumb.png.4b99b4c9b3025b68abb9cadea013b519.png

 

 

By the time you've reached Tier 9,. you should know to smoke up near the corner of islands wherever possible.  @_Rumple_ has provided great advice below in how to actually play the ship.  

 

I went with the following skills: 

  1. PT
  2. AR (First), Smoke Screen Expert, Jack of All Trades
  3. Superintendent
  4. Concealment Expert (First), Manual AA. 

I did have Expert Marksman originally, but I later used some gold to respec my captain - the Minotaur really doesnt need EM so I used those 2 points on JoaT.  

Priority Target: Important to know if you are about to die, or whether only 1 person is taking potshots at you.  Sometimes, though, one is still enough for you to get deleted.  

AR: You are often on very low health but in a smoke cloud so you can really benefit from the higher ROF for long periods of time.  Totally worth it. 

SI: Smoke is life.  Always run with premium smoke; SI gives you another one.  

CE: Stealth is life in UK CLs.  

Manual AA: From Neptune up, your main guns are Dual Purpose - you can get a 7.2km AA bubble that wrecks planes quite cheaply with just this skill.  Whilst you can go overboard with AA (incl Basic Firing Training and AFT), it is not necessary.  Particularly so with the Minotaur. 

SSE: Bigger smoke puffs keep you alive, as you can smoke up whilst moving faster (so you can smoke sooner), and gives you more room to move in a smoke cloud, which helps with dodging fire and (importantly), torps. 

Joat: Got this last, as you are using consumables all the time, extra cooldown is nice.  Because smoke is life.  

 

Good luck!

 

2 hours ago, _Rumple_ said:

Not going to go over capt skills or modules etc. Pretty sure there are videos by flamu, notser, ichase going over all this info. As a brief synopsis, keep moving at all times unless in smoke. If in smoke, keep a close eye on that timer and have an exit planned, preferably around the back of an island. Keep in mind at all times, the reds will literally ignore other ships to focus on you. Look for any broadside targets in range including BB's. Aim for the superstructure of BB's, the citadels of broadside cruisers, and any DD within range. Your torps have good range, but never expose your sides to get off some torps; it's not worth it as those BB's will citadel you in a heartbeat.

 

Not much else to say, other than if you play cautiously, and survive to the end-game, you can have a serious impact on the game and also put out some high damage.

 

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Neptune is really an AA ship... it does not shoot guns any better or worse than previous RN CL's and it doesn't have any different torpedo capability than the Tier 8 RN CL. AA however, its where it shines. It has two sets of guns, both the middle and long range sets, that get boosted 2x in damage by manual AA.

That AA cover is absolutely brutal. I've had tier 10 cv's pass all their attack squadrons over my smoke cloud and shot them ALL down before they got out of my AA range. ALL of them. Its that insane.

But you don't get CV battles all the time and the Neptune's performance is really not improved in any noticeable way by taking any capt perks or ship modules... one shot and you're dead..and your guns have sad short range and massive arcs.

I went through the Neptune basically hiding behind islands and lobbing torps...and when CV was in play I'd stay with our cv for the first minute in case the red CV would snipe our cv (almost always did) and/or follow the AA-lacking BB's to escort them.

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Smoke or not, you have to play Neptune ultra-conservatively.  If you like to move aggressively for positioning like I do, Neptune is the WORST RN CL at Tier VIII+ for that.  Her concealment range even with a full stealth build is easily the worst of these tiers for RN CLs.

 

Ideally, you want to save your smoke for when you get the fighting position you want, not because you got spotted early and your Priority Target counter is pegging out at 6 or something.

 

You need to be paranoid about that concealment range.  Use islands to mask your movement in getting where you want.  You need to be paranoid about that concealment rangeEarly detection is the downfall of a lot of high tier RN CLs, and Neptune has the worst detection range of VIII+ RN CLs.

 

Also, Neptune is not a ranged gunner.  Her practical engagement range is actually shorter than what you're used to with Fiji, Edinburgh.  Neptune & Minotaur's shells float, as a balance offset to their higher ROF.  That said, if you position right and can get flanking shots, you will make anyone pay very dearly: Rake BB superstructures, upper hull, punish Cruisers and DDs.

 

Make heavy, HEAVY use of torpedoes when you can.  You have 10 torps per side with 10km range.  Be careful in their use however, as if dropping torps while leading someone coming around an island and you turning away and back to the island to remain shielded by the island, as opposed to Neptune trying to rush around an island to drop torps, only to get instantly rekt.  You rushing for torps will get you killed quickly.  Neptune and Minotaur's armor are simply to poor.

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