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Ghostar_1

New Cruiser user here (Pensacola)

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Hi All and happy new Year.

 

Im a Cruiser user, i never had a problem with the low tier ones (III, IV and even V) now im strugling with VI (Pensacola).

Any good advice?

It seems that sometimes anything kills me, an "invisible " DD with Torps, long range BB.

Im not brawling and figting 9-13km range, granted i have to work in my aim, usually escorting BBs or some DD and using isles.

Where in my III or IV i can rack like 3 o 4 kills im struggling right now.

 

Thanks for your patience.

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Wait until a tier VI Operation - then take Pensa and run the heck out of it.

You will be struggling with the New Orleans all over again in no time!

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Other basic advice would be not to rush up the lines so fast.

Less than one-hundred games and at Tier six already is rushing.

Would be better to play more games at lower tiers and get further practice in.

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@Ghostar_1    jmanll's advice is bad, pve will not help you get better and only make the t7 harder for you to get a handle on. Estimated_Prophet is pretty damn on the nose though, rushing up the lines is a very bad idea that will be detrimental for you. 91 matches is not a lot lol.

As far as Pensacola specific advice, it's a tricky ship. Great guns (AP is so good) but you get punished hard for mistakes since you are a floating citadel. Without replays it's hard to say what you are doing wrong, but you shouldn't be eating torps, WASD. Probably need to work on your situational awareness a lot more, positioning is also important for CLs.

I recommend playing what you are dying to, lots of lessons to learn on the other side of the fence. Playing BBs and DDs might help you play better in cruisers when facing them.

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Try and get a feel for Pensacola, she's the first ship in a line that all play somewhat like her. She has a long reload time for a cruiser, so you can't beat anyone in sheer damage-per-second, however, her AP is really hard hitting. Then, the most important skill to learn, is how to avoid taking damage. Learning that will only help you as you progress through the US heavy cruiser tech tree. I'm on Buffalo, and still get deleted because I came around an island broadside or caught in a crossfire.

Another tip for the Pensa is to take hydro insted of DFAA. You really don't see that many carriers in randoms anymore, and her AA power is good enough. Hydro will help you avoid torpedo spreads as you sail around islands or near DDs.

Also, try not to be the first ship spotted by the enemy, and try to avoid taking fire from too many angles at once.

Finally, each time you die, reflect on how you died and the mistake you made. It really helps. Again, I'm on the Buffalo and have improved rapidly over the past 2 days just by playing battles and saying "Why did I die there? What mistake did I make?" after each battle.

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Ok, thanks all for your suugestions.

1)Ok, so no rush here right? I thought that rush would be good as you commonly do in any MMO to reach "endgame", most of the mission or operations or whatever ask you to use any V or VI. Keep practicing with III,IV and V.

2)Clearly there is a pay/grindwall here with the Doublons / XP / FreeXP so i will stay for a while with the Tier VI or VII.

3)So i should play mostly behind the lines / support of BB and CV, guess that i should practice more medium range aim.

4) I use HE for DD and CA/CL and AP for BB

 

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Yikes even as a more veteran player, Pensa is not forgiving. For the ship: You need a 10 point captain. Expert Marksman, Concealment Expert. (I think Pensa does not need IFHE like Dallas right?) 

The Aoba is more comfortable. The Dallas is also more powerful, but also needier: needs a 14pt capt with IFHE. 

--

Generally, you need to learn to use cover to block BBs from firing while you maintain a clear angle to a different target, like a cruiser or a DD. Yes you do need to learn how to dodge and angle your armor, but generally, at T6 with all the inaccuracy and volume of fire, you're better off not getting shot until the late game. 

Cruisers are better towards the late part of the game. But the early game is critical: you need to be close up and deal damage to DDs, while not dying. 

Against torps, you should be learning when to guess to use hydro. Figure out where and when you keep getting torpedoed.  Generally a cruiser player doesn't die that much to torps.

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31 minutes ago, Ghostar_1 said:

Ok, thanks all for your suugestions.

1)Ok, so no rush here right? I thought that rush would be good as you commonly do in any MMO to reach "endgame", most of the mission or operations or whatever ask you to use any V or VI. Keep practicing with III,IV and V.

2)Clearly there is a pay/grindwall here with the Doublons / XP / FreeXP so i will stay for a while with the Tier VI or VII.

3)So i should play mostly behind the lines / support of BB and CV, guess that i should practice more medium range aim.

4) I use HE for DD and CA/CL and AP for BB

 

There really isn't an endgame to this game. I have all the t10s but don't really play there that much. Many of my favorite ships are at t6/7. T4 is a great spot to learn cause you have the best matchmaking (still protected).

There is a bit of a grind wall, but its not till like t8/9 really, and with all the XP boosting flags and camos, it's not really bad.

Where you play is so depended on map and situation, you need to be close enough to support your DDs against enemy DDs and cruisers, but not so far forward to get focused by the enemy or blap'd by a BB. 

Ammo choice (like most everything in this game) is situational. 

DD --- HE

CL/CA --- HE is they are angled or bow on, AP if they are broadside to you. Your AP is devastating and can dev strike careless cruisers.

BB --- Mostly HE, if the BB is close enough to you and not angled then you can do well with AP but.. most of the time you probably will find yourself using HE.

 

Edit: And like mentioned above, for t6 ships, you really want a 10pt captain minimum. Skill can make a huge difference. For Pensa PT, EM, (not really sure the best t3 skill for pensa) and CE are all a must have.

Edited by Kapitan_Wuff

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Thanks!

Few Questions:

1) Do a trining room currently exist?

2)Is the USN line really for me? i like a fast RoF, average damage, and nice HP because craphappens a lot, im waiting to have a similar experience in Tier IV-V  in VI-VII.

MAybe i should go the CL? or maybe another country?

 

 

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My take on the Pensacola after 100 matches.  

At first I was pushed around the map.  I didn't really understand what having 203mm guns meant so I kept trying to play like the gunboats from previous tiers.  I died a lot and didn't contribute much to the team.  Eventually I started hanging back and playing support but I was still just chasing my BBs around the map not really understanding what I needed to do.  Then I started switching between HE and AP to see which worked better in what situations. 

Before I really understood what to do with the Pensacola I finally got the New Orleans.  Another 60 battles later and I'm finally starting to feel like I have a strategy that helps the team.  I'm getting my damage up, I'm getting more kills, and I feel like I'm picking where to go instead of simply being pushed around the map.

When it comes to the heavy cruisers the key for me is look for enemy cruisers and BBs that are sitting broadside.  Dropping as much damage as I can at long range during the start of the game.  I go to a flank and move back and forth as needed to close on cruisers to wrack up what damage I can.  If the flank starts to fall then I work back, switching to HE if BBs are facing me but usually firing AP at everything.  

Part of this is I think I'm starting to get a feel for the flow of fights and I'm getting better at positioning early rather than constantly trying to play catch up.  Watch the enemy team, find the area with the most cruisers and BBs, get in a position to shoot them, stay in the group instead of in front of it, and be ready to turn back rather than push for a kill.  The heavy cruisers just die too fast if they get caught out so it's better to play cautious rather than aggressive in the early game.

You can get out of focused fire with wiggling, but you have to make sure you stay around the 12k range, much more than that and if you get caught out you'll probably die.  

As for the HE/AP switching.  I use AP early on for pretty much everything.  The slow reload means getting a snap shot on a DD isn't worth losing out on the broadsides of ships moving into position.  Later on when the match slows down I start picking when to swap out.  BBs head on get HE now but it's kind of a toss up.  I can do nearly as much with a good round of AP, but the chance of fire is worth it.  Cruisers always get AP, regardless of position.  DDs get HE if I'm after them specifically, but I just use whatever is loaded otherwise.  CVs are AP.  I tried HE to use fire to stop planes but it wasn't reliable and I died more often because it took so long to kill so now I just AP.

I only close to short range at the end of the game when I think I can do more damage than I take.  Try to stay bow on angled and don't stress getting all guns involved, protecting the citadel is more important than getting in extra damage.  

For torps, I used hydro for a long time but I'm learning how to anticipate when DDs are going to shoot.  If you are spotted and only get 1 ship aiming at you for a brief time then you just had torps shot your way.  Another good habit is to just change direction anytime you are doing long sailing runs.  Zig-zagging was a legitimate tactic in war and it works in this game as well.  If you are fighting a DD never sail in the same direction for longer than 10-15 seconds.  Give yourself some random course changes and if they go sideways to you then make a radical course change away from the way you were traveling.  Hydro is great while learning this and I like it better than boosted AA since I used it much more frequently.

That's the best I can do for advice.  Always remember you have an incredibly vulnerable citadel and your best way to survive is to use terrain and distance to your advantage.  If that fails then use that superior turning speed to try and dodge incoming while you run off.

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On 1/1/2019 at 12:09 PM, jmanII said:

Wait until a tier VI Operation - then take Pensa and run the heck out of it.

You will be struggling with the New Orleans all over again in no time!

New Orleans sucked in her old Tier VIII form and she sucks in Tier VII now.  She will never catch a break.  She'll catch BB shells all the time, but not a break.

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The Pepsi is the most OP cruiser in the game, but only for experienced players.  It is a glass cannon, extremely powerful with 10x 203's only the Aoba gets 203's at VI and only six of them. Pepsi also gets amazing American Piercing shells, you should be using AP primarily not HE like most other cruisers, this is a big change from the earlier CL's you've played in the American line.

She is also not forgiving of mistakes and bad positioning which is why you should probably play another line until you've got experience and can read the situation.  If you wanna cut down on the learning curve I'd suggest watching this video which is slightly dated and about the Indy, but she plays pretty similar to Pepsi.

 

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Pensacola is far from overpowered, even in veteran hands.

OP, what are your captain skills?  As fast as you are rushing up the tree (estimated_prophet is dead right), you can't have many skill points.  For your first skill, I highly recommend Priority target.  It will help you know how many people are locked onto you to shoot.  You're also going to want concealment expert when you get to 10 skill points.  For Pensacola, I'd definitely not want to live without expert marksman at T2.  I won't offer advice at the third tier, most folks will recommend demo expert, which I think is a complete waste of three skill points.

Definitely switch ammo types.  New players tend to want to spam one type of ammo, usually HE.  That works pretty well for the lower tier ships, but Pensacola is picky.  If you can penetrate with AP, you want to use it.  HE is backup ammo when someone is angled, or for destroyers.

Watch your broadside.  Don't drive in a straight line shooting all 10 guns.  That's the express train to deleteville, and it's not you that's going to be deleting people. You've got excellent maneuverability, use it to make the enemy miss you.  Kite.  Pensacola kites really well and can be hard to hit when she's extending.  Do not chase people who are kiting you.  It's harder to hit people running away than it is people closing in on you.  Most players /want/ to be chased in a fair fight.

Stop shooting.  It's counter intuitive,  but sometimes you need to stop shooting and stealth up.  You have to know when to not shoot.  Late game when you are nursing a small lead...that's the time to not be greedy.  Stop shooting, stay stealthed and work the clock.  Also if you are heavily focus fired, you need to stealth up so that you're much more difficult to hit.  Your detection goes up to your max gun range when you fire, and returns to normal 20 seconds after you stop shooting.  Use that to break contact and get away.

More than anything though, stop rushing up the tree and gain experience.

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