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Mulletproof

Mullet's Silly Halloween Observations.

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Destroyers-- You are catapult food. Remember this and remember it well. These weapons are magical guided missiles and your hull is the most vulnerable to their front-end damage. Wait until they are being worked on before you start playing. Contrary to popular belief, you can go ahead and close range with the Zikas just fine. Fire scales laughably against you and the repair cool down is so short that module damage can be shrugged off. Since most engagements turn into a knife-fight soup anyway, I took the 5 extra knots captain skill. Sure, I sacrificed the 7km range, but it seems to help anticipate those squirrely BBs a hair better.  My best to date is 7 torpedo kills. Speaking of, your guns are useless. Why you put points into them I have no idea. Like the catapult,Rasputin also hates you and unwary DD captains can quickly find themselves insta-gibbed.

Cruisers-- Light it on fire. Of course, your average Zika will put it out almost immediate, so light it on fire again. Now stop. Switch to AP and listen to this next advise well-- Cruisers are the primary Zika killer. Inside 7km your AP is amazing when combined with your rate of fire. 2-3k per salvos are easily and reliably obtainable, unlike your larger shotgun brethren. Specing more fire is fine and you have enough points for it, but do yourself a favor and throw in one for fast ammo swapping to take maximum advantage of this. On the flip side, you're not impervious to Rasputin fire, but you won't fold like a DD will either. The AP that works so well against the Zikas is not so against him. Stick with arson.

BBs-- Your sole reason to exist is to AP the catapults. That's it. Once you're done, you can pretend to be an anti-ship platform and proceed to miss 80% of your shots unless they're within spitting distance of the nearest Zika. The good news is you can shrug off most enemy fire, allowing you to tank even the mighty Rasputin assuming you can get his attention. Maybe you'll even you'll get in close, hopefully allowing your sub 5km accuracy to finally be of some use. Also, your HE is non-existent. As in the fact that it has a 0% chance to conjure a spark, let alone fire. Its AP all day, every day.

General Strategy--
Don't be stingy with your Damage Control. It reloads quickly enough that there shouldn't be any reason to sit on three fires, let alone one.
Every captain spec should include superintendent. No excuses. 
Assign a babysitter. The number one cause of five star failures is four stars-- The Transylvania stops. I like DDs for this role personally, mainly because they're mobile and it keeps them from becoming catapult bait.
Save that smoke. Unless you are in seriously deep crap, the only point you really need your smoke at is for Rasputin. As in you can actually see him. He has a mad hard-on for the Transylvania, so smoke it up ASAP..
When going after the Rasputin, let the BBs and CAs tank. Have them draw the fire before tempting him with loliboats. Destroyers pop easily against his guns and Rasputin is decently accurate.
You're not a unique snowflake. Stay together.
Don't ram Rasputin. You'll just piss him off.

Bonus round-- As Herr Reitz reminded me from last year, you don't have to start the mission ASAP. You can quite literally not enter the transylvania's escort circle and proceed to do some minor housekeeping before actually escorting it. Trigger the first wave of Zikas. Kill a few catapults. Though in practical experience, it's almost impossible to get a team that can actually not drive into the escort bubble within seconds of the mission start. Regardless, dont's go nuts and try and complete the entire map in this manner. Remember those Zikas that spawn 10km behind you? Yeah, this is the reason why.

 

Edited by Mulletproof
Ninja edit!
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Great write up.....got some good chuckles out of it too.

 

But also a lot of truth here.  DD's are complete fodder for both catapults and Rasputin.  Gotta dance to avoid the flaming balls of hell from the catapults, as they are deadly accurate if you sail predictably.  Rasputin can also take your DD from full health to zero in one salvo, so don't make yourself easy front line food.

 

I've tried the scenario in both DD's and CL's so far, and I might just like the cruiser play a bit better, if maybe only because there is a severe lack of cruisers in the queue.  BB's in this mode seem very boring from an outsider standpoint.

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Don't ram Rasputin. You'll just piss him off.

I rammed him last night - got flooding started and helped kill him.  We got 3 stars.

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#1 most important key to getting a win...stay together.  75% of my games have had one or two players derp off on their own to parts unknown.  The game is over at that point.  DO NOT turn around to chase the Zikas approaching from behind you.  They can't catch you, so don't worry about them.

I prefer a battleship to stay with Transylvania.  BB's don't need to maneuver nearly as much as the other two types.  Keep in mind, however, that it can be tough for a BB to keep up if there are a couple of destroyers and cruisers in the circle with Transylvania.  To that end, DD's should stay out of the circle at the start of the game.  Let the BB's dictate the speed of Transylvania.  I will reiterate what was said above about BB's...they have to target and eliminate the catapults ASAP.  The catapults will target and quickly destroy your DD's.  And I will reiterate what was said above about DD's...they need to cover Transylvania with smoke once Rasputin gets within range.  If you have more than one DD, it would be awesome if they would coordinate to keep Transylvania smoked.

But, the players who keep potato'ing the operation by doing derpy things probably won't be reading this, anyway.

I need to div with someone to get a 5 star win.  I have managed one...ONE 3 star win with randoms.  The lack of concern or team work is extremely frustrating.

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IIRC from last year - at the beginning of the match - do not enter the healing circle around the ship you are to escort. Entering it starts it moving. You are better off staying outside of the circle and engaging enemies (catapults) before it starts moving. 

 

IIRC number two is dds should hover reasonably close to the circle but stay out of the way of others. Their goal is to spot and send torps. Cruisers stay betwixt the dd and bb, while the bb sort of forma shield around the escorted ship. 

 

IIRC that is.. 

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Good advice all.    RNGesus threw a group of us together last night that actually followed this advice.   We stayed grouped, and me and the other two DDs on the team stayed up front and torp spammed everything floating.

 

We gave Transylvania a healthy dose of smoke at the end.     I beelined to England and the other two torp spammed Rasputin.     My torps took out England, and Rasputin was deadly accurate, one-shotting me.  Fortunately, with his focus on me, the other two DDs were ignored and their torps struck for massive damage.  The rest of the team focused and finished off Rasputin, with only a tiny sliver of HP taken from Transylvania.    I was the only casualty of the team, and five stars were awarded.

 

It only looks easy on paper (or screen, in this case).   That was the only match of the night where things clicked.    I pulled a three star win earlier, but five other matches melted down in typical fashion.

 

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No more than 2 ship inside the circle.   Transylvannia's speed is related to number of ships  inside.  more than2 and it is too fast.  

 

stay together otherwise,  AP the cat,  fire up the zika and   focus fire.     having 1 or 2 DD helps with flooding the rasputin.  biggest challenge is to keep transylvannia moving and having at least 1 in circle at all times.  easy to get 4 star. tough to get 5.

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There are "griefers" in the event... had one donkey who insisted on getting next to the Transylvania then turning into her, slowing her down, eventually stopping her. I told him not to do it - he did it all the more, eventually cutting across her bow, into a T.

 

How I wish this game did not have those types of people. The little pos cost us all a free day of premium:

 

evbzog.jpg

 

So beware the little brown pieces of draught are out there. Wish they could be banned from the event. It WAS deliberate. 

 

 

Edited by Herr_Reitz

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1 hour ago, Herr_Reitz said:

IIRC from last year - at the beginning of the match - do not enter the healing circle around the ship you are to escort. Entering it starts it moving. You are better off staying outside of the circle and engaging enemies (catapults) before it starts moving. 

 

IIRC number two is dds should hover reasonably close to the circle but stay out of the way of others. Their goal is to spot and send torps. Cruisers stay betwixt the dd and bb, while the bb sort of forma shield around the escorted ship. 

 

IIRC that is.. 

I knew I forgot something. But yes. You don't have to start the mission ASAP.
I'll go back and throw up a ninja edit.

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Good advice mate. I prefer 2 bbs, 2cls and 3dd teams. The dds stay out of the circle, 2 bbs inside the circle and cls rotate as they need healing. Prioritize catapults, then dds yolo against the enemy bbs, only takes a few torps to kill, chain smoke the tranny as needed. The formation should look like a spear head.

 

Its really telling when you have people struggle with this. Its not difficult at all, the ships spawn in the same places every time. The catapults are in the same place every time, etc, etc... I like playing DD, then run to the enemy spawns and torp nuke them right away. Won a few games, had some [edited] DD at the start move into and out of the circle, guess what, lost that 2nd obj. Made it to rasputin with nearly 100% health on the tranny and our BBs were wrecking the whole way. We won, but only 4 stars. People even cheering at the end saying thanks for the premium, etc... smh.

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I really enjoy the mission, I think I played 6 or 8 rounds before even coming close to getting a Star.  Cruiser  is for Burning, but I also spec'd the captain with IFHE and DE  so.. burn baby burn..  good advice though in the other posts..  i'll keep playing to get 5 stars.

DD's  are fun to play but Rasputin ends them with impunity..  Actually it seems they focus any ship that has a fair amount of damage at the end.  And yeah the battleship accuracy leaves a lot to be desired. :) 

Finally got 4 stars at the end,, the prize ship stopped.  grr.  right at the end when Rasputin got into the circle.  Nice camo's though..

 

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On 10/19/2017 at 6:31 AM, CylonRed said:

I rammed him last night - got flooding started and helped kill him.  We got 3 stars.

Yeah I rammed him in my cruiser when he had 50k left and took him out as well. I had the ramming flag, made a huge difference. Only got 4 stars though, think Trans had stopped. 

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On 10/19/2017 at 11:39 AM, S16_Hunter said:

DD's  are fun to play but Rasputin ends them with impunity..  Actually it seems they focus any ship that has a fair amount of damage at the end.  And yeah the battleship accuracy leaves a lot to be desired. :) 

 

This is why smoke is needed at the end.  Rasputin ignores anyone in smoke so about the only way to complete it is to have a DD smoke to the portal in front of the Trans.

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