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Advice for the Minotaur

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Greetings all,

I have unlocked the pinnacle of light AP spam, and I'm struggling with the Minotaur.

I went in knowing full well it was a glass cannon more so than compared to anything of the previous ships, and though I have only a handful of games in the ship, I don't feel at home as I did from the Emerald to the Neptune.

Is there any tips on how I play? i.e. stick more with BBs rather than DDs? Or other tricks? or is it more just that I have to play a dozen more games to get the hang of this one?

Thanks in advance to any positive tips!

Cheers,

G

 

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Just now, Pulicat said:

How to play Minotaur:

Go back to Neptune, it's superior.

lol that is true, as is the Fiji compared to the Edinb, but I hate having a ship thwart me. I will persevere regardless progress onwards.

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I just bought the Minny back ....for the third time. I too do not want to give up on her. Played 2 games tonight, one loss one win. The big thing about this ship is that we all focus her when we see her cause she is made of glass.

Second battle was a win with 3 kills and 140k damage, first battle was a resounding defeat with less than 40k damage done. Tonight I tried to play her like a DD with a 9k concealment shoot n scoot, kept moving, bobbin and weaving while waiting for smoke cooldown. I was focused each time I was seen and managed to live until the last 2 min or so.

My intent this time round is to learn how "I" need to play this ship.

1 hour ago, Pulicat said:

How to play Minotaur:

Go back to Neptune, it's superior.

What Pulicat said here is exactly the way I have felt about Minny.

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Use it as a huge overgunned DD. Dont ever try to make an arty contest with any cruiser, hide from BBs. 9.2 concealment and 10 km torps are a great asset, smoke also. Deny areas with torps, can make nice tricks with single launch. Smoke spamming is an option, but not the best one. And poor DD if she encounters you close. Situational awareness is vital, ONE bad decision and you are sunk. But its a beast properly used. Neptune is an easier ship to use, pure and raw smoke spammer. The mino looks similar but is more of an oversized DD, with a citadel and heal. 

 

Different playstyle, but properly used a great ship. Only the skill ceiling is skyrocket

 

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I had a lot of problems with Minotaur when I first got her.  I had an absolutely fabulous time with Neptune but Mino was a struggle.  After a while I got the hang of it.

Position

Position

Position

Position

Find a good position where you can fire into the sides or as much to the sides of the enemy as you can.  Bow on, your AP will bounce against such targets.  Positioning is so important for Minotaur.  IMO, good position lets her get great damage performance.  Bad position gets her rekt.  This is true for all RN CLs but Neptune and Minotaur take this and turn the knob to 11.

 

A good position would preferably have islands nearby, just in case you need to leave your smoke and run behind islands, i.e. a radar ship suddenly came up that you didn't account for.  If you were smoked up in open water and were too close, you're dead.  Also, utilize the high tier USN Cruiser tactic:  Find an island that is low enough that you can shoot over, but high enough that most ships have no chance in nailing you.  I do this with Atlanta, Des Moines.  It lets you spam gunfire and not use smoke to your heart's content, all while having the island block LOS and direct gunfire to you.  Neptune couldn't do this.

 

Minotaur is IMO, at her best defensively.  With the defensive positions, flanking positions that I mentioned, she is a very annoying threat to deal with.  Her gunfire spam is a "Big Nope" for many ships in range and do not want any of that if they can't have direct gunfire to reply.  She is one of those ships that will put a halt to a push if positioned right, hopefully long enough for the team to get it's s--t together.  Another reason for excellence defensively is due to how floaty her shells are at range, it's best to let the enemies come to you while you have good positioning.

 

Be careful how aggressively you move towards the enemy.  Beware of radar ships and their ranges, account for where they are before you settle into smoke.

 

You also have a massive torpedo loadout.  Don't be shy about using them.  With stealth build she has 8.6km detection range.  The torps have 10km range.

 

Abuse that stealth you did not have with Neptune.

Edited by HazeGrayUnderway
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Minotaur is a DD killer, and also likes nuking light cruisers. With the smoke nerf, Radar is even more useful than ever. The single greatest way to annoy many DDs is equip Radar.   More so these days with DDs so heavily infesting game

Had a blast of a game today, Victory, First Blood and Kraken.    I escorted the bulk of my DDs to take the first cap, shred a couple of red DDs and kept well bloody back from heavier enemies.

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 thanks for the replies. Dionne good tips in there that i will attempt to utilise in game

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I have great games and really bad games.

The aggravating part is that I really don't play it distinctly differently in those instances.

 

It's mostly just really unforgiving. If you do something dumb you don't get to shrug off a bit of damage and regroup; cause you're probably dead.

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On 12/10/2017 at 9:55 AM, Panhandler62 said:

I have great games and really bad games.

The aggravating part is that I really don't play it distinctly differently in those instances.

 

It's mostly just really unforgiving. If you do something dumb you don't get to shrug off a bit of damage and regroup; cause you're probably dead.

Personally, the mistakes are more prone to happen offensively.  Defensively, the reds come to you as you leisurely pick out a good spot.  When the fighting is static, I treat it it the same as defense.

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first thing is to understand you probably want to play mino more like a dd then a cruiser. know your ranges and know when to smoke and when not to. also don't be afraid to leave your smoke if your not comfortable there, plus most dd's and ships with torps love sending torps into areas of smoke where mino's have been spotted. after that most of it just comes down to being situationally aware of which red is targeting who, typically if you can start targeting someone that has their guns turned away from you it takes a lot of possible incoming shots off you since people love to tunnel vision in this game. i also usually have my hydro up shortly after i drop my smoke just so i see anyone who might potentially spot me while im hiding in my smoke, makes some choices easier then others. other then that the biggest trick is also using the terrain in each map to your advantage whenever possible. don't be afraid to run away/around and island to avoid the enemy team coming after you.

As others have said minotaur is probably the best anti-dd ship in the game quickly able to gun down any DD from any line in a few short volleys before they can get away, problem is usually the other team unloading on you in the same process so be smart about how you do things. alot of times i am able to avoid damage because i turn into their shots rather then away, then while doing so slam my brakes on pop smoke and then hydro up to hopefully keep any dd i was trying to kill marked while i finish it off. hopefully your lucky and you'll have someone else that can also help in the spotting cause that is what is the worst when you don't have a way to know if your in a safe area or a bad spot that you need to extricate yourself from. but as you play it more you should get a good handle on it. 

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I suggest the RN cruiser line needs a buff, at least some of them, with the Mino being A#1 candidate. Their stopping, reversing speeds are HORRENDOUS. Absolutely no reason for it. You can be sitting dead still, hit reverse and ten seconds later she starts moving. It's a built-in hobble to the ship that simply needs fixed. Now having gotten that off my chest...

What's been killing me lately in my Minnow... the Mighty Mo and her radar. I completely forget about it. Get lit. Sunk. Usually a devstrike too. Irritating. 

I totally agree since the smoke changes - Neptune is better. I actually prefer the Edinburgh to the Minotaur. Never despair though... my immediate goal is to get back to taking as much damage from the reds as my ship's value. I'm not there yet. 

The advice of others about playing like a DD is valid. I must remember it myself. Thing is... if you aren't supported by the team you ARE dead meat. You cannot - or at least I cannot - go on the offense in her. She - again to me - seems to be a second or third line ship. Used to be you could do some serious DD hunting in her - but as another poster said, if the team sees a Minotaur, everyone focuses down on her. As gun bloom is nearly 16km and dds are usually near their team, guess what? It's not so easy any more. 

Frankly... I'm nearly to the Moskva with my RU lines. I have a Roon and bought back the Edinburgh. If it weren't for the stupid Tier 9/10 cruiser missions in the campaigns, I'd leave her parked. You can slaughter one with a Donskoi or Roon quite easily at range. 

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3 hours ago, Herr_Reitz said:

I suggest the RN cruiser line needs a buff, at least some of them, with the Mino being A#1 candidate. Their stopping, reversing speeds are HORRENDOUS. Absolutely no reason for it. You can be sitting dead still, hit reverse and ten seconds later she starts moving. It's a built-in hobble to the ship that simply needs fixed. Now having gotten that off my chest...

What's been killing me lately in my Minnow... the Mighty Mo and her radar. I completely forget about it. Get lit. Sunk. Usually a devstrike too. Irritating. 

I totally agree since the smoke changes - Neptune is better. I actually prefer the Edinburgh to the Minotaur. Never despair though... my immediate goal is to get back to taking as much damage from the reds as my ship's value. I'm not there yet. 

The advice of others about playing like a DD is valid. I must remember it myself. Thing is... if you aren't supported by the team you ARE dead meat. You cannot - or at least I cannot - go on the offense in her. She - again to me - seems to be a second or third line ship. Used to be you could do some serious DD hunting in her - but as another poster said, if the team sees a Minotaur, everyone focuses down on her. As gun bloom is nearly 16km and dds are usually near their team, guess what? It's not so easy any more. 

Frankly... I'm nearly to the Moskva with my RU lines. I have a Roon and bought back the Edinburgh. If it weren't for the stupid Tier 9/10 cruiser missions in the campaigns, I'd leave her parked. You can slaughter one with a Donskoi or Roon quite easily at range. 

i would agree, just reducing how easily we take citadels would be nice. But then I've also had amazing games post smoke nerf. attached is probably my best game I'll ever have. and i was at work at the time so didn't have replay going... wish i had.  

point is we just have to play the mino differently and abit more protectively for it to really perform well. 

shot-17.12.10_11.20.57-0690.jpg

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21 minutes ago, eversor21 said:

i would agree, just reducing how easily we take citadels would be nice. But then I've also had amazing games post smoke nerf. attached is probably my best game I'll ever have. and i was at work at the time so didn't have replay going... wish i had.  

point is we just have to play the mino differently and abit more protectively for it to really perform well. 

shot-17.12.10_11.20.57-0690.jpg

H F S!!!

I've never seen 12 kills before.  Clearly that Flash Wound was the end of the round.

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2 hours ago, YeOldeTraveller said:

H F S!!!

I've never seen 12 kills before.  Clearly that Flash Wound was the end of the round.

yea, just wish warships had achievements like tanks does. would be nice if they introduce them later on if certain things can be grandfathered in. but in that game all i did was run it like a dd and i was lucky in that i had a gearing that was able to loan me his smoke when i needed it and mine was on cd. also the enemy team that completely ignored me till after i had helped take 2 caps. 

 

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Ima link a post I made on a different thread here.

Also in that post I linked one of the best guides I've read on the ship, totally worth the read.

Hope it helps, shes a great ship!

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Success in the RN line after the smoke nerf is more about MM and chance than the skill of a good captain, and very situational regardless.  The smoke nerf really hurt the RN line as smoke was the one-trick-pony of the RN line and WOW took away the pony.  Now, if a good enemy DD player spawns on your side of the map you are likely dead as you'll be spotted first, then spotted in smoke, then focused fired and killed.  You're also dead if there is a CV.  The only consistent success I've had since the smoke nerf is sticking with a friendly DD for spotting enemy DDs and staying near max range, or camping and waiting for DDs to be spotted.  The shells are garbage at range, and you can't move in any more reliably.  The ships are huge, and turn horribly AND predictably, stop/slow even worse, which make hits at range easy for good BB players.  IMO, the whole RN line (minus the Belfast) is garbage now, and the huge decline in RN CA stats since the smoke nerf supports that opinion.  You have to work very hard and make zero mistakes to do just mediocre most games, and anything better is often more situational than not.  I land 200+ shells many games, and finish mid-team after the smoke nerf.   At least half the hits result in 0 damage (shatter or deflection).  The shells are so lofty at range, BBs are about all you can hit, and you'll do limited damage to them.  Any ship that can WASD will dodge the lofty shells.  If I don't get torps hits, I finish mid-team.  If I play more aggressively: spotted, then spotted in smoke, then deleted.  Garbage.

Edited by nhf

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