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Ghostar_1

New Cruiser user here

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Hi All,

I posted this in the American Cruiser line, posted here this as maybe i should try another line.

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.

 

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

 

Thanks!

Few Questions:

1) Do a training 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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If you want to play a good Cruiser line may I suggest the French? Except for the tier 2 Jurien (garbage) they're, IMHO, good to excellent Cruisers.

48 minutes ago, Ghostar_1 said:

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

BB AP will ruin your day quickly because of the enormous citadels that all Cruisers have. When being targeted constantly do evasive maneuvers and run from cover to cover. Many Cruiser drivers park behind islands and shoot over them. I can never find a good spot to do that so I run from island to island, if there are any, doing drive by shooting. 
 As for DD's torpedoes, don't sail in straight lines for very long. As a Cruiser you should be hunting DDs if possible since Cruisers are effective DD killers. But be real careful about getting too close to them or you may get a face full of torpedoes.

There is a Training Room. It's in the same section where you chose Random, Co-Op, Ranked Battles, etc.

 

 

Edited by ReddNekk

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@Ghostar_1  it's gonna be long ride. 

You know how to ask questions. Given enough information and keep it civil +1 to that sir.

This is my first answer on forum. I only read. So apologies if it isn't up to the standard. 

Cruiser is generally tricky to play till you don't get tied 8 your Armor is pretty okay you really have to know your Armor to bounce any shells but till tier 8 you just gotta master the art of dodging and WASD. It'll save you enough times 

You wanna be in good position to support your DDS but don't wanna over extended

Take primary target skills always so you know how many ships are targeting you. 

For unicorn it's not mandatory because they generally have good idea of positioning and always minimal the one that can shoot back. 

Every nation line offer varieties and each have different roles 

 

Japanese cruiser : good concealment, Long gun reload, good Torps, bad Torps angel , and Medicare Turret traverse with really good he and fire starter with good ap too and has high shell velocity. Best kiter trolly zao Armor

 

German cruiser : Okaish concealment, okaish rof, defensive Torps with great angel ,  1/4 he pen (means you gonna get less shatters and consistent damage) Mediocre fire chances with great AP till target is broadside and really high shell velocity and good surviveblity because of good Armor and immune to citadel at close range and extra repair party at tier 9 & 10.

 

Russian cruiser :  Fastest shell velocity, okaish rod but has long range so you can improve rod, bad aa, bad concealment, really good ap at tier 10 and most tanky "paper" cruiser at tier 10 with 50mm bow and 50 mm deck in some area with great radar range but low duration. Good fire chances but eat citadel like breakfast. You won't get unpunished ever in this thing if you show your broadside. This thing is gigantic. No torps at tier 10.

 

USA cruise : really high rof, good concelement great aa, no torpa after tier 5. Slow shell velocity. Heavy ap shell that can melt down anything broadside. Short range radar with longer duration .You can lob shell over Iceland. While Worcester (tier 10 light cruiser) might seems op I still recommend going for heavy cruiser des meme. 

I believe well played des can change the battle anytime

All cruiser has capacity and depends on the captain 

But des has everything on his own to change the game for team. 

French cruiser : you're opportunist. Really high speed with long range and good fire starter with 9 km torps. 

At tier 10 it has the biggest calibre of gun for nation tech tree. It can overmatch mino. And can citadel battleship at close range (only Moskva can do that consistently other then Henry IV ) with okay Armor. You don't wanna get hit earlier. Speed will be your best friend with your WASD hack.

It deals insane amount of dmg but it's always questionable the impact it has on the game. 

With the gimmick of reload booster it can for limited amount of time can fire salvo rapidly. 

Cut downs reload time in half till the reload booster is on. So If you see cruiser broadside or close to bbs or dd is near you or genius bb player repaired the single fire you can really take advantage .

Royal Navy cruiser : will recommed you to stay away from this line till you don't get good in others. 

This line rewards most when you know what you're doing. 

There is nothing more terrifying for cruiser or DDS inside 10km of Mino if he knows what he is doing. In tech tree only Henry can overmatch it.  Really good concealment with smoke and only ap shells that hit okaish at tier 10 but you can chunk down anything that is broadside so fast. Great aa. Good torps with single torp lunching option. 

But stay away for while. 

I suggest you go for American heavy cruiser.

At top tier it has low range 

It'll teach you to always be in effective position where you can support your dds and can support the cap. 

It has everything to be a great effective cruiser 

But each ship has different playstyle. 

I recommend you once you unlocked any ship always search how to play "____" this Ship and recommended upgrades 

You'll find many great post on forum and it'll help you understand your ship..

 

1) this game is difficult to master. It has many mechanic you must master to be a above average. Don't rush down line. You just gonna be a burden on higher line if you don't know basic things (many don't and that's why people get salty usually) 

Yes stick to the tier 5 so you only get higher to t7

I'll suggest you to try different nations ships. 

There is no end price here. Things will get lot harder as you'll progress. So read forums watch some good videoes and practice in co op. Co op and random playes totally differently. Though nonetheless you'll find worst player then bots in random . Just get used to it and be good enough that you can ignore it. 

Learn how to aim, how to angel what can overmatched you what can outspot you what's your ship Armor layout you could be more effective at kiting or holding down the flanks learn how sporting system works

You'll understand everything better as you'll read more about it and watch videos. 

Don't rush down the line try different nation and go with the heavy American cruiser line for start unless you really enjoy other line. Nothing wrong with that !

 

2) economy gets tuff as you progress stick till tier 7 to make decent credits after that unless you're good you won't even brake in ! Only will lose credits. Higher tier won't make you credits. It isn't supposed to be . 

3) till t8 you don't have Armor so get good at dodging the shells and use WASD use the cover know when to fire and when to hold

When you know you're in bad position (when you can get crossfire or you're over extended ) it's time to retreat. Only then your ship when you're undetected. 

After you fire the sheels If you get detected you'll detected for 20 sec. 

So plan your moves accordingly. 

You wanna be around 15km in low tier if your range allowed you to be. Get good at reading minimap it's your best friend. Push when you should kite when you should (you'll understand what to do when with experience ) use appropriate shell type. Pensacola hits hard with ap. Fire ap on broadside cruiser inside 12km range fire ap on broadside BB inside 7km/8km range and never sail broadside or in straight line.

 

Try every ship line. You won't go wrong with a anything just each has really different playstyle and you have to play accordingly. 

You have picked good one. Stick to USA cruiser and try out other line as well 

Don't cross tier 7 till you don't understand most things fully and have at least 2 tier 7 cruiser. 

Best of luck in game sir. And happy new year 🎉🎊

 

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Hi All,

I posted this in the American Cruiser line, posted here this as maybe i should try another line.

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?

Ah, the good old Pepsi-cola. So named because the armor is about the same thickness as a Pepsi can. Used to be terrible, then they buffed it, and it was actually pretty good. Then the USN line split happened, the Pepsi went to T6 and had to be nerfed to fit in. The worst thing is the turret traverse. My opinion is that cruiser guns must be able to stay on target through all maneuvers, if you have to stop turning to shoot, it's that much easier to get nuked. WG disagrees apparently though. The Pepsi's strength is the OK concealment and the great AP. Use it to ambush cruisers with AP. But do not get close. Your armor, wait, you don't have any...OK, and you don't have torps. So brawling is a no-go. Stay around you're concealment range (12km or so). The velocity is enough so that that distance is comfortable. Pop in and out of concealment, using those 8" guns to great effect. Disengage if it gets too hot. Always have an escape route, don't box yourself in. Going in, think, "where can I turn if 3 BBs show up here?". That said, you have to be close enough to be effective. 12-14km is about right.

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

Torps, situational awareness. Know where the dd is approximately and always expect torps. Same with the long range BBs. Don't sail in straight lines, avoid getting into positions where you're giving a broadside to someone. That doesn't only mean the ship you're fighting, it means the Nagato in the next cap with nothing better to shoot at than your distracted broadside. Situational awareness is the hardest thing to learn in this game, but it is the most valuable skill. Also, always be moving, changing course and speed really screws people up. Don't only rely on it, eventually something is going to connect, but it will save your [edited]when that random BB salvo comes in from 20km.

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.

Good, this is right.

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

New ship, difficult ship. The Omaha taught you valuable lessons on kiting, remember them.

 

Thanks for your patience.

 

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.

No reason to rush. You're here for fun. If you enjoy T5 and such, keep playing them. Not only are you having fun, but you're getting practice and earning credits. There isn't really an endgame here, many prefer T6-8 over T10. I have the Des Moines, but I find the T7 CL, the Helena, much more fun, so I play it more.

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.

Not so much a paywall, but definitely a grind. FXP works both ways. You get high tier ship faster sure, but not the invaluable experience from playing the lower tiers. Again, Premium time and doubloons accelerate the grind, but WOWS is one of the few games where money gives you no advantage in battle. But at T8, and especially T9 and 10 repair costs skyrocket. This is by design to keep the mid-tiers populated. So again, no real rush to move to T10.

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

Tricky. Don't be the first one spotted, that leads to a very quick game. Behind the DDs, and with the BBs (assuming they aren't jerking off at the back of the map). CV escorting as of right now is not useful. Leave the CV alone, he can deal with an airstrike himself. If you're back with him, you are not helping. Run with the BBs, at the least they'll make bigger targets. And yes, practice medium range shooting. Medium range is your range. It allows to be effective while at the same time be able to get out of dodge if necessary.

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

It's a bit more complicated. HE on DDs. On angled CAs and BBs use HE. But broadside cruisers and BBs use AP. Great penetration and autobounce angles, you will rip up T5 BBs. However, AP on angled armored targets is not going to do much. Against CLs, the AP bounce angles are so good on USN 8" AP that it usually yields good results even when angled, and you're ready when they inevitably try and turn to torp you. Ripping apart IJN and RN cruisers with AP as they turn broadside to try and torp you is one of the reasons why I play USN CAs.

 

Thanks!

Few Questions:

1) Do a training room currently exist?

Yup, in the vanilla client. On the menu for battle types, they are on the bottom left. It takes a bit to figure out the UI to set it up, but you can do most anything. Very useful.

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?

USN is fine. KMS is a little tricky, as is RU. RN is unique and very different. Don't know much about the MN. I have bad news, the playstyle of T4-5 is gone, T6 and up get different. You will get used to it soon. On which line, hard to say. The CA line from Pepsi to Buffalo is good IMO, but the reloads are longer. The Des Moines (also known as the Des Memes or Dakka Moines) is awesome. Fast rate of fire with vicious 8" shells. The radar and AA are scary too. I've deleted an entire cruiser in less than 10 sec more than once. However the CL line is good too. Dallas is fun, Omaha on steroids. Helena is borderline OP and very fun. Cleveland is OK, the shell velocity really holds it back. However, in the right situational she's vicious. Seattle is rumored to be, not good. Worcester is hilarious, and very powerful. However, the CLs are a little trickier than the CAs. They really require at least a 14pt captain for CE and IFHE, and if you want to go AA you need 18pts for AFT. They have every consumable there is (heal, radar, hydro, and defensive AA, all at the same time), but they are very support ships, and that takes a bit of skill to master. Also, while no one every accused the USN CAs of being tanky, they're ahead of the USN CLs that category. Mistakes are punished very hard in CLs. I would say continue up the CA line, that 8" AP is very nice. If you get bored or frustrated, switch to the CL line for a change. Nothing wrong with working up them both.

Hope this helps you. Sorry for the wall of text, but IMO cruisers are the second hardest class (after CVs, for now) to play. Feel free to ask more questions, we'd rather answer questions here than have you on our team as a clueless noob (yeah, self-interest always wins in the end:cap_like:)

Good luck, have fun, and Happy New Year!

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I'd go USN CLs or French CAs.  I like USN CAs and think they are solid ships, but they are not new player friendly...particularly Pensacrapa.

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Tier VI is when BBs really start getting their sh*t together.  In that tier alone there are some very terrifying Battleships due to their gunnery.

Warspite may have floaty shells but they are super accurate guns and the way they arc high up and down, they get lots of Pens / Citadels against Cruisers.

Arizona is what New Mexico wants to be:  An accurate shooting 356mm x12 Battleship.

Fuso is more accurate than even Arizona and has superior range.  356mm x12 rifles make her very scary for Cruisers at any engagement range.

Etc.

Then you got the later tiers of Battleships and they only get more and more dangerous.

 

If you have to fight in open water against a BB as a Cruiser, do so at long range where at least you got a chance and the time to try and maneuver.  This becomes more apparent because BBs start becoming more accurate compared to the ones in Tier V or below, many of which can't hit an island they are sitting right next to.  This comes into true, max fruition in Tier X when there are Battleships like Yamato, Montana, Iowa-class that can realistically hammer you at 18km+.  There are good players in those that WILL crush you even at long range with those BBs despite all your maneuvering you think you're good at.  I've run into Yamato players that will reliably hit my maneuvering while Engine Boosting Henri IV at long range.

 

Another piece of advice, when you're some desperate torpedo Cruiser trying to get off a set of torps while spotted, it's so obvious what you're trying to do that people will be ready when you show broadside and hammer you back to port.  For IJN Cruisers, this is one of the greatest sins you can do while using them and is typically how they get easily deleted.

Edited by HazeGrayUnderway

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