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Reymu

AFT necessary?

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On Smolensk, that is. Running MB reload in slot 6 but unsure if the max range is necessary.

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I find that the extra range is really good when I need to play it on open waters. Gives me more time to dodge.

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Advanced Firing Training is useful for improving the range of Main Batteries and Secondary Batteries.

While the range may increase, the accuracy doesn't.

So the secondaries benefit from Manual Fire Control to improve accuracy.  While the main guns benefit from one of the Aiming Systems modules for a 7% improvement in accuracy.

Problem is the same upgrade slot is taken by the upgrade that improves the secondary gun's range and accuracy by 20%.  

I've been adapting several of my ships to have improved secondary gun performance and accepting the notion of long range fire with main guns is going to be suffering from dispersion to the extent of not hitting a target past 20 km anyway.

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On CLs that are able to get extra main gun range off of AFT then yes it is necessary. Same with BBs and some CAs if you want the added secondary gun range as well as a bit more AA. ( I have even used the secondary guns on Salem to surprisingly good effect on a few occasions.) and many of the BBs simply have it to deter DDs from getting too close, to help warn me if I get distracted and suddenly have something too close, or to add a bit more damage if I end up close range brawling another BB or a CA.

The only times I would really question adding AFT to a ship is if it does not fit into a really good build, or if you are using a DD that does not rely on long ranged guns to deal damage. Since with DDs you often want at least some stealth and the longer the gun range the longer farther away you can get detected.

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25 minutes ago, Reymu said:

On Smolensk, that is. Running MB reload in slot 6 but unsure if the max range is necessary.

Really depends on your liking... I would not sacrifice range at all for the Smolensk, it makes you close to all the guns that can sink you...

HOWEVER, if you're the suicidal dont care type then it can work for you as well...

Since we cant see your play style, we just can tell you to try it out and see... If you like it keep it if not, return back to the consensus of using AFT. 

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14 minutes ago, Wolfswetpaws said:

Advanced Firing Training is useful for improving the range of Main Batteries and Secondary Batteries.

While the range may increase, the accuracy doesn't.

So the secondaries benefit from Manual Fire Control to improve accuracy.  While the main guns benefit from one of the Aiming Systems modules for a 7% improvement in accuracy.

Problem is the same upgrade slot is taken by the upgrade that improves the secondary gun's range and accuracy by 20%.  

I've been adapting several of my ships to have improved secondary gun performance and accepting the notion of long range fire with main guns is going to be suffering from dispersion to the extent of not hitting a target past 20 km anyway.

Smolensk does not necessarily need to be accurate at the max possible range you can get the guns out to as it’s main tool is inspiring fear in the enemy. Which still works often enough unless you are facing players such as myself that know if the Smolensk is alone or close to it you can simply charge it down and sink it before it can have a chance to burn you to death.

Edited by Admiral_Thrawn_1

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2 minutes ago, Admiral_Thrawn_1 said:

Smolensk does not necessarily need to be accurate at the max possible range you can get the guns out to as it’s main tool is inspiring fear in the enemy. Which still works often enough unless you are facing players such as myself that know if the Smolensk is alone or close to it you can simply charge it down and sink it before it can have a chance to burn you to death.

Thanks.  I may just try that in the future.  :-)

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16 minutes ago, Wolfswetpaws said:

So the secondaries benefit from Manual Fire Control to improve accuracy.  While the main guns benefit from one of the Aiming Systems modules for a 7% improvement in accuracy.

Problem is the same upgrade slot is taken by the upgrade that improves the secondary gun's range and accuracy by 20%.  

The main gun upgrade does provide a 5% bonus to secondary dispersion.

16 minutes ago, Wolfswetpaws said:

I've been adapting several of my ships to have improved secondary gun performance and accepting the notion of long range fire with main guns is going to be suffering from dispersion to the extent of not hitting a target past 20 km anyway.

Same. Although my secondary ships tend to either have good accuracy/dispersion to start with, or else (in the case of Bismarck) I don't typically use the guns at long range anyway.

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Smolensk... doesn't have secondaries... right?

What it does have is main guns small enough and flak burst numerous enough to double-benefit from AFT. 

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2 minutes ago, KilljoyCutter said:

Smolensk... doesn't have secondaries... right?

What it does have is main guns small enough and flak burst numerous enough to double-benefit from AFT. 

Well, dang.  :-)  You're correct.  I learned something.  Thanks.  :-)

https://wiki.wargaming.net/en/Ship:Smolensk

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6 minutes ago, Wolfswetpaws said:

Thanks.  I may just try that in the future.  :-)

You may try using the long ranged fear inspiring HE spamming or the changing in to sink a Smolensk?

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Just now, Admiral_Thrawn_1 said:

You may try using the long ranged fear inspiring HE spamming or the changing in to sink a Smolensk?

The latter, of course.  ;-)

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48 minutes ago, Reymu said:

On Smolensk, that is. Running MB reload in slot 6 but unsure if the max range is necessary.

My Smolesnk is using PT/LS/AR/BFT/SI/AFT/CE. And i use the 3mil reload module. It has 16,6 km range with AFT, and IMO that good enough. You can get up to 19,somethiung Km range but IMO that is not worth or needed, if you are constantly shooting from that range you are being useless to your team. 

 

 

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Just now, Xlap said:

My Smolesnk is using PT/LS/AR/BFT/SI/AFT/CE. And i use the 3mil reload module. It has 16,6 km range with AFT, and IMO that good enough. You can get up to 19,somethiung Km range but IMO that is not worth or needed, if you are constantly shooting from that range you are being useless to your team. 

Being able to shoot from that range doesn't mean you're always shooting from that range.  The capacity to "disrupt" enemies who are trying to camp or whatever at that range is useful as heck, IMO.

 

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3 minutes ago, Wolfswetpaws said:

The latter, of course.  ;-)

Yeah Smolensk is so thinly armored, small caliber guns so the odds of citadel hits are lessened, and if it smokes up it’s often blind as the hydro has short range, limited duration, it’s optional so some don’t have it, and it lacks radar. Plus being a CL it’s extremely vulnerable to torpedoes which means 1-3 hits and it’s sunk depending on which torpedoes you use and how much HP the Smolensk has. This in turn makes Smolensk a delightful target for DD players that have figured out that Smolensk without proper escort is an easy target that  conveniently blinds itself so you can get in nice and close to drop torpedoes.

And of course can allow a BB, CA, or another CL to sneak up and do nice short ranged attacks. Although you do have to be mindful of Smolensk’s torpedoes which are typically a minimal threat if you know it carries them. But not able to launch enough of them to truly be serious threat with them.

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5 minutes ago, Admiral_Thrawn_1 said:

Yeah Smolensk is so thinly armored, small caliber guns so the odds of citadel hits are lessened, and if it smokes up it’s often blind as the hydro has short range, limited duration, it’s optional so some don’t have it, and it lacks radar. Plus being a CL it’s extremely vulnerable to torpedoes which means 1-3 hits and it’s sunk depending on which torpedoes you use and how much HP the Smolensk has. This in turn makes Smolensk a delightful target for DD players that have figured out that Smolensk without proper escort is an easy target that  conveniently blinds itself so you can get in nice and close to drop torpedoes.

And of course can allow a BB, CA, or another CL to sneak up and do nice short ranged attacks. Although you do have to be mindful of Smolensk’s torpedoes which are typically a minimal threat if you know it carries them. But not able to launch enough of them to truly be serious threat with them.

:cap_look:

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8 minutes ago, KilljoyCutter said:

Being able to shoot from that range doesn't mean you're always shooting from that range.  The capacity to "disrupt" enemies who are trying to camp or whatever at that range is useful as heck, IMO.

 

I partially agree with you, having the possibility to fire from long ranges can be good. I tested the full range build and the problem is that i found myself playing too safe to many times. Being "forced" to get closer got me better results both in dmg and w/r. 

 

I think that the range can be good in some situations, but overall being closer + more DPM are better in the long run. 

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I find AFT very helpful in Smolensk. The only way to use that ship well is being able to shoot from smoke, behind islands and on the move. To shoot on the move you need the range. It give you enough time to react to incoming fire.

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This yesterday with AFT/19.2 km range #6.  YMMV/MMMV (also top of the board-darn).

shot-20.03.16_12.13.57-0226.jpg

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Smolensk needs her own captain, probably. Neither of my Russian DD captains have AFT. Moskva capt hasn't LS--hear that's necessary for Smolensk if not a long-range kiter.

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