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alexbuildit

Cleveland

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Ok... I can’t seem to figure out how to play the Cleveland (or most cruisers for that matter) effectively. I’m tired of being a potatoe. What range should I try to make engagements? I’m just getting recked over and over and don’t want to keep hurting the teams I end up with. 

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Don't be first/only one spotted. That's the single biggest thing that has helped me with cruisers. Make sure the reds are distracted, then start using your DPM.

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25 minutes ago, alexbuildit said:

Ok... I can’t seem to figure out how to play the Cleveland (or most cruisers for that matter) effectively. I’m tired of being a potatoe. What range should I try to make engagements? I’m just getting recked over and over and don’t want to keep hurting the teams I end up with. 

If your cruiser is under 200mm gun caliber and sees Tier 8+ battleships, have IFHE UNLESS YOU ARE BRITISH.

If your cruiser is under 200mm gun caliber and has 14 skill points, have IFHE and CE, unless British.

Cleveland requires at least 10 captain skill points to function, as it REQUIRES IFHE.

Also, be good at Parthian tactics, and engage something around 12 km or so while shooting over your shoulder and wiggling your stern a lot.

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Generally for new players on Cleveland, the minimum skills needed to play comfortably are

  • Priority Target
  • Adrenaline Rush
  • SuperIntendent
  • Inertia Fuze for HE Shells
  • Concealment Expert

Lacking either IFHE or CE will be a rough day for you, but generally you want to get CE first because of that nice detection range coupled with your radar range. Additionally, if you don't have IFHE yet, you can get by with spamming AP at BBs instead of HE if you feel like you're not doing much with HE because of American normalization angles.

 

As what @AJTP89 said, 

22 minutes ago, AJTP89 said:

Don't be first/only one spotted.

Smart players on the enemy team will know to focus you down as you're a threat to their destroyers. Furthermore, your lack of range and shell velocity makes it extremely difficult for you to hit anything at range. You will lose any engagement against a cruiser with better shell velocity (provided you're not kiting). In addition to your terrible shell velocity, you don't have the greatest armor - i.e. most BBs with 406mm and up can and will overmatch your armor, rendering angling almost futile - stick to hugging islands early on for protection. And as a general rule, go to where your team needs help the most with eliminating destroyers in the beginning so they can push through. Once most of the destroyers have been eliminated, feel free to go wherever you're needed in eliminating key targets. As for knowing which ship is a key target, that depends on the situation.

Edited by Personator
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1 minute ago, Personator said:

snip.

I agree in general, but I am still not sure on the benefits of picking CE before IFHE. It precludes you from alot of raw damage, doesn't allow you to overmatch the 27mm cruisers and in general hurts alot. Of course the big argument is taking advantage of the Radar which makes sense and indeed can devastate DDs, just not entirely convinced on the worth of a consumable hurting raw damage.

Just my 2 cents of course.

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30 minutes ago, warheart1992 said:

I agree in general, but I am still not sure on the benefits of picking CE before IFHE. It precludes you from alot of raw damage, doesn't allow you to overmatch the 27mm cruisers and in general hurts alot. Of course the big argument is taking advantage of the Radar which makes sense and indeed can devastate DDs, just not entirely convinced on the worth of a consumable hurting raw damage.

Just my 2 cents of course.

Like I said, you can fling AP instead of HE. Also, fire damage is 100% healable, where as AP pens and overpens are only 50% healable. http://wiki.wargaming.net/en/Ship:Consumables#Repair_Party

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To play Cruisers I have found it’s good to have logged in some good practice with BBs and DDs, since CAs are the in between class. And you learn how to citadel CAs so that you can avoid the same fate, and DDs teach you about rapid fire guns and torpedoes.

As for the roles CAs fill they vary depending on the CA. They range from setting tons of fires, hinting CAs, hunting DDs, being AA escorts, and some like IJN I often feel are like oversized Gunboat DDs. There are some Cruisers that can easily trick you into thinking they are Battleships thanks to their relatively heavy guns and decent armor, while other cruisers will never let you forget they are cruisers.

Now in general you don’t want to go full on brawl with a BB if it’s a contest of how much armor both of you have and how big the guns are, you can imagine how that goes down. But especially if your CA has good Concealment, range, and fire chances you can fire off a few shells light fires, then go dark. The BB can burn and May Fire back and your location, but if you are onnthe move and have gone dark they often will miss you entirely. That’s why on Cleveland I actually take Spotter plane instead of radar so I can fire long range when facing tier X ships. I also went AA build on my Cleveland so that I can burn the planes out of the sky for my team, which some tones requires me to camp out behind a strategically located island so that my team can advance without fear of easy air attack.

Cruisers that get torpedoes can have extra fun by ambushing enemy ships inniskan areas or even laying some Torps to discourage pursuit. Naturally you can’t expect to go right out and use the torpedoes every battle, but the situations that are right for using your Torps are very much worth having them onboard. ( That is part of the reason Graf Spee has formidable reputation with some players, is in part thanks to it’s torpedoes, same with IJN cruisers)

Now basic skills you must use are either Priority target or Preventive MaintenanceLast Stand, Demolition Expert (unles using RN CAs in which case use Superintendent), and Concealment Expert. These are my basic CA skills since they will help hide you, set fires, last stand saves your life a lot of times since just like DDs your armor is weak and your engine and steering get taken out often, and reduced effectiveness when that happens is better than being 100% dead in the water. Other skills you will need are Adrenaline Rush, Expert Marksman to aid in targeting DDs, and often Superintendent is good to give you extra charges of Consumables such as Def AA, Hydro, Radar, and on some you get Repair Party.

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