Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.
Soshi_Sone

Tiger Tid Bit

3 comments in this topic

Recommended Posts

5,912
[CNO]
Members
7,450 posts
23,087 battles

Tiger has several subtle advantages that are not obvious at first, but can become prominent as one plays the ship.  This one involves the rapid turret rotation.  An obvious advantage in general, but when applied to specific situations it can be amplified by the opportunities it presents.  This is a description of one of those situations.

Anyone who engages in cruiser vs DD engagements is well aware of that timer in one's head that begins ticking as the engagement begins. The ticker being the time between contact and how soon torpedoes will be arriving.  As a cruiser captain, there is always that trade off between one more broadside salvo and the need to turn in and/or WASD appropriately to avoid the torpedoes.  On the DD side, there is the counter shot that involves both a launch on the current vector as well as a launch on the WASD vector.  

You see, depending on the cruiser, WASD can block some turrets (or even position them on the opposite side, making them useless for the engagement) or lag behind the ship turn rate.  Hence, a cruiser captain often avoids blocking turrets or turning faster than the turrets.  Both of these tendencies can be exploited by a DD captain. If the cruiser is stingy, it eats torps.  If the cruiser turns hard, it cannot fire or loses fire opportunities.

Now...enter Tiger.  You can WASD anywhere, any direction, any speed....and bring turrets to bear.  A turret might be blocked momentarily, but the rotation speed and cruiser turn rate will quickly clear it.

Of particular note, one can literally go 90 degrees and not skip a beat.  This is simply not a vector DD captains are used to anticipating for the WASD tube.  

 

  • Cool 1
  • Boring 2

Share this post


Link to post
Share on other sites
2,772
[SR-_-]
Members
5,505 posts
53,148 battles
1 hour ago, Soshi_Sone said:

Tiger has several subtle advantages that are not obvious at first, but can become prominent as one plays the ship.  This one involves the rapid turret rotation.  An obvious advantage in general, but when applied to specific situations it can be amplified by the opportunities it presents.  This is a description of one of those situations.

Anyone who engages in cruiser vs DD engagements is well aware of that timer in one's head that begins ticking as the engagement begins. The ticker being the time between contact and how soon torpedoes will be arriving.  As a cruiser captain, there is always that trade off between one more broadside salvo and the need to turn in and/or WASD appropriately to avoid the torpedoes.  On the DD side, there is the counter shot that involves both a launch on the current vector as well as a launch on the WASD vector.  

You see, depending on the cruiser, WASD can block some turrets (or even position them on the opposite side, making them useless for the engagement) or lag behind the ship turn rate.  Hence, a cruiser captain often avoids blocking turrets or turning faster than the turrets.  Both of these tendencies can be exploited by a DD captain. If the cruiser is stingy, it eats torps.  If the cruiser turns hard, it cannot fire or loses fire opportunities.

Now...enter Tiger.  You can WASD anywhere, any direction, any speed....and bring turrets to bear.  A turret might be blocked momentarily, but the rotation speed and cruiser turn rate will quickly clear it.

Of particular note, one can literally go 90 degrees and not skip a beat.  This is simply not a vector DD captains are used to anticipating for the WASD tube.  

 

Nice to know I am not the only analytical player in the game.

With the way you are persistent in working a ship, I think you will progress far better than some players in being able to adapt to any ship. Few players can do this.

Keep it up. And no matter what anyone tells you, you just do you because it works too well. It is not a crime to be creative. And surely not a crime to be a thinking captain.

You are more than on your way to success in this game. You are probably going to be a superunicum on Tiger. 

I know of one particular person that is like that with one ship. But that person actually hates playing it.

None the less, that person is the most dangerous Danae player ever.

I face that person in Randoms with their Danae, I am running away. I will just place a life raft out full of Dr Pepper and Blizzards from Dairy Queen to slow them down. 

You might be capable of being just like that person.

Best of luck to you.

 

Share this post


Link to post
Share on other sites
9,143
[WPORT]
Members
20,735 posts
22,656 battles
7 hours ago, Soshi_Sone said:

Tiger has several subtle advantages that are not obvious at first, but can become prominent as one plays the ship.  This one involves the rapid turret rotation.  An obvious advantage in general, but when applied to specific situations it can be amplified by the opportunities it presents.  This is a description of one of those situations.

Anyone who engages in cruiser vs DD engagements is well aware of that timer in one's head that begins ticking as the engagement begins. The ticker being the time between contact and how soon torpedoes will be arriving.  As a cruiser captain, there is always that trade off between one more broadside salvo and the need to turn in and/or WASD appropriately to avoid the torpedoes.  On the DD side, there is the counter shot that involves both a launch on the current vector as well as a launch on the WASD vector.  

You see, depending on the cruiser, WASD can block some turrets (or even position them on the opposite side, making them useless for the engagement) or lag behind the ship turn rate.  Hence, a cruiser captain often avoids blocking turrets or turning faster than the turrets.  Both of these tendencies can be exploited by a DD captain. If the cruiser is stingy, it eats torps.  If the cruiser turns hard, it cannot fire or loses fire opportunities.

Now...enter Tiger.  You can WASD anywhere, any direction, any speed....and bring turrets to bear.  A turret might be blocked momentarily, but the rotation speed and cruiser turn rate will quickly clear it.

Of particular note, one can literally go 90 degrees and not skip a beat.  This is simply not a vector DD captains are used to anticipating for the WASD tube.  

 

:cap_look::cap_book::cap_like:

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×