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Xcalib3r

Yamato Playstyle

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Has anybody play the Yamato differently and try to get in closer to mid range between 15 to 20km?  With MBM2 the turret speed is slightly more manageable with the penalty of slower reload at 27.2s instead of 26.4s.    It's kinda funny to see the reaction when people are not used to encountering Yamato fighting the front line or leading the charge because LOLpen were usually expected to snipe from miles away, and you don't see them close by until near the end of the round.  lol

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6 hours ago, Xcalib3r said:

Has anybody play the Yamato differently and try to get in closer to mid range between 15 to 20km?  With MBM2 the turret speed is slightly more manageable with the penalty of slower reload at 27.2s instead of 26.4s.    It's kinda funny to see the reaction when people are not used to encountering Yamato fighting the front line or leading the charge because LOLpen were usually expected to snipe from miles away, and you don't see them close by until near the end of the round.  lol

Are you equipping both the MBM2 and MBM3? If so, then you're practically canceling out a lot of the bonuses from either upgrades mainly the turret traverse speed bonus from MBM2. Between the two by simple math, you will net a 2% gain in turret traverse speed at the expense of that upgrade slot and losing about 1 sec of reload. It's far more beneficial to either get ASM1 or the secondaries if you're gonna engage at closer ranges.

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If I was opting for MBM2, I'd skip MBM3 for the Range Module. Sure the faster RoF is the standard, but having range combined with faster Traverse means you're able to hit targets farther away AND have all 3 turrets on target without exposing your Broadside to return fire; moreso when combined with Spotter. 

I've debated with myself on multiple occasions the Net Benefits of running both MBM2 and MBM3. And honestly you might be better off with EM, AR, and eating a Torpedo or Citadel. 

If you want something different, might as well go entirely different. Some Pseudo builds simply don't mesh well. 

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13 hours ago, Ivlerlin said:

If I was opting for MBM2, I'd skip MBM3 for the Range Module. Sure the faster RoF is the standard, but having range combined with faster Traverse means you're able to hit targets farther away AND have all 3 turrets on target without exposing your Broadside to return fire; moreso when combined with Spotter. 

I've debated with myself on multiple occasions the Net Benefits of running both MBM2 and MBM3. And honestly you might be better off with EM, AR, and eating a Torpedo or Citadel. 

If you want something different, might as well go entirely different. Some Pseudo builds simply don't mesh well. 

Last thing Yamato needs is more range.

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6 minutes ago, Vader_Sama said:

Last thing Yamato needs is more range.

Yeah and Wargaming seems to love putting at minimum small amounts of historical data into their vehicles and Yamato guns had max effective range of 25km, while they could propel a shell rather than that, the 25km is where the AP abilities fall away.

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biggest problem with pushing in to the mid range  with a yamato is if they get to your sides or even a decent 45 to your front, a player who knows the armor layout of the yamato can citadel it from there

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1 hour ago, Muki41 said:

biggest problem with pushing in to the mid range  with a yamato is if they get to your sides or even a decent 45 to your front, a player who knows the armor layout of the yamato can citadel it from there

That ^^^

You CANNOT be flanked or you're dead.

Plus turret traverse is so glacially slow that anything inside 15km can be scary.  Turning the ship to get guns to bear is a BAD plan in Yamato.

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2 hours ago, Vader_Sama said:

Last thing Yamato needs is more range.

Not saying head to A-1 square and pitch a tent.  But that additional range and slightly faster Traverse Speed mean you can do something like constantly reposition and still have range on a target. 

Also I mentioned the range module because it doesn't affect Traverse Speeds. If Yamato's got enough base range already then plug in something like AAM3 or SBM3 and retain the fastest traverse speed possible. 

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46 minutes ago, Ivlerlin said:

Not saying head to A-1 square and pitch a tent.  But that additional range and slightly faster Traverse Speed mean you can do something like constantly reposition and still have range on a target. 

Also I mentioned the range module because it doesn't affect Traverse Speeds. If Yamato's got enough base range already then plug in something like AAM3 or SBM3 and retain the fastest traverse speed possible. 

Pitching a tent or just staying far back from the team is no different if you're just shooting things in excess of 25km all the time. The slightly faster turret traverse offers very, very little benefit for long range engagements.

Trying to buff the Yamato's turret traverse speed is a waste of resources for a problem that wouldn't be solved anyways, your glacial turret traverse will still be glacial. 

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1 hour ago, Vader_Sama said:

Pitching a tent or just staying far back from the team is no different if you're just shooting things in excess of 25km all the time. The slightly faster turret traverse offers very, very little benefit for long range engagements.

Trying to buff the Yamato's turret traverse speed is a waste of resources for a problem that wouldn't be solved anyways, your glacial turret traverse will still be glacial. 

That's where the differences in gameplay ideology start to factor in.

EM + MBM2 will decrease traverse times to ~49s/180 (3.68deg/s). 9 Guns on target at 31.5s is stronger than 6 Guns at 26.1s. Staggered that's 3x 460s every 10.5s once the rear Turret is rotated into a firing position. 

Being able to strike at Targets beyond their ability to return fire is similar to Torpedo Systems. Just because you have the ability to doesn't mean that should be one's only method of striking. 

Yamato's Range, and the Range of all BBs, isn't there solely for "sniping". Battleships are the slowest tubs in the game. That range is their "Chase Weapon". Effective Range is between 12-18km, anything beyond that means the BB should be moving to close the gap and angling to corner ships on the map. 

Bow Tanking may be the current Meta, but Metas change once enough people start changing their ideology.

A bow-in BB firing at an angled mobile broadside has its rear Turret out of action. That mobile BB is repositioning to outflank that same ship, which means at some point it will be able to either hit the broadside with its own Main Battery -or- force the target to expose itself to another one. 

Sure you can say my idea of playstyle is fantasy; but that only due to how "Locked In" the current Meta is. A change is coming though, and I believe the French BBs are a precursor to that; Speed to press a flank and acquire Broadside shots. The RN BBs, with their stealth to slip by undetected to acquire a Broadside shot. The KM BBs, with their overwhelming Secondaries to press head on while angled to "juke passed" (as nimbly as a BB is capable) and acquire a Broadside shot. The USN BBs have some speed, some stealth, and some Secondaries (if running AFT + SBM2) to also press and acquire a Broadside shot. The IJN can overmatch Bows, their shear Firepower can potentially force Belt Angling, a tactic easily forgotten about passed T7; but it requires to be close enough that Red shells are not plunging through the Deck. 

Yes, all this is complete and utter fantasy, and that's entirely due to the Average Players being frozen in the current Meta and refusal to attempt to change it. "But the Unicums play this way and build this build" will always be the Trend. The counter to that is Unicums PIONEERED those strategies, and because they Pioneered it, they know how to counter it; they are the forefront of the Meta, they established it. And they're always looking for ways to break it. 

The leading edge is the beginning of a cut. How long the blade is determines how long it will be before it needs to be withdrawn and start anew. 

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23 minutes ago, Ivlerlin said:

That's where the differences in gameplay ideology start to factor in.

EM + MBM2 will decrease traverse times to ~49s/180 (3.68deg/s). 9 Guns on target at 31.5s is stronger than 6 Guns at 26.1s. Staggered that's 3x 460s every 10.5s once the rear Turret is rotated into a firing position. 

Being able to strike at Targets beyond their ability to return fire is similar to Torpedo Systems. Just because you have the ability to doesn't mean that should be one's only method of striking. 

Yamato's Range, and the Range of all BBs, isn't there solely for "sniping". Battleships are the slowest tubs in the game. That range is their "Chase Weapon". Effective Range is between 12-18km, anything beyond that means the BB should be moving to close the gap and angling to corner ships on the map. 

Bow Tanking may be the current Meta, but Metas change once enough people start changing their ideology.

A bow-in BB firing at an angled mobile broadside has its rear Turret out of action. That mobile BB is repositioning to outflank that same ship, which means at some point it will be able to either hit the broadside with its own Main Battery -or- force the target to expose itself to another one. 

Sure you can say my idea of playstyle is fantasy; but that only due to how "Locked In" the current Meta is. A change is coming though, and I believe the French BBs are a precursor to that; Speed to press a flank and acquire Broadside shots. The RN BBs, with their stealth to slip by undetected to acquire a Broadside shot. The KM BBs, with their overwhelming Secondaries to press head on while angled to "juke passed" (as nimbly as a BB is capable) and acquire a Broadside shot. The USN BBs have some speed, some stealth, and some Secondaries (if running AFT + SBM2) to also press and acquire a Broadside shot. The IJN can overmatch Bows, their shear Firepower can potentially force Belt Angling, a tactic easily forgotten about passed T7; but it requires to be close enough that Red shells are not plunging through the Deck. 

Yes, all this is complete and utter fantasy, and that's entirely due to the Average Players being frozen in the current Meta and refusal to attempt to change it. "But the Unicums play this way and build this build" will always be the Trend. The counter to that is Unicums PIONEERED those strategies, and because they Pioneered it, they know how to counter it; they are the forefront of the Meta, they established it. And they're always looking for ways to break it. 

The leading edge is the beginning of a cut. How long the blade is determines how long it will be before it needs to be withdrawn and start anew. 

And 9 guns at 26.1s is stronger than 9 guns at 31.5s. Most of the time, the front two turrets will be used the most in many situations and the time it takes for the rear turret to rotate into position, that 26.1s reload on the front turrets will outweigh the time saved from the faster traverse of the rear turret.

 

Everything else you said is not relevant.

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