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Konception

2/8/22 - New Player Captain’s Log: Return of the Blap (aka BBs)

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Greetings Captains, 

Welcome to the fourth week of the New Player Captain's Log! For those of you who aren't sure what this is or what it might do, feel free to check out the introductory post here.

Without further ado, let’s proceed with Week 4!


Accomplishments
Here’s a list of personal milestones that I hit during the week:
1. Participated in the Operation: Narai and achieved a 5 star completion
2. Unlocked both US and German Cruisers up to Tier VI
3. Began playing more regularly in Tier VII (namely BBs)


Focus Points of the Week
After talking to a number of you in last week’s thread, I made a few changes in focus that I think were beneficial to my learning experience. Here’s a few things I accomplished:
1. Still stayed primarily in the middle tiers
2. Began moving away from Cruisers as a whole (just a little out of my skill range right now)
3. Studied up on Narai/Operations as a whole using resources provided on last week’s post


Cruisers - Randoms (Tiers 5-6)
While I do think that the German line might be a little more suited for me as opposed to US cruisers, I think I need to take an extended break from cruiser play. While there are some matches that I prove effective, I am finding that I am more of a detriment/liability to my team because of my difficulty in playing them. I’ll keep upgrading lines with FXP and credits, and once I am ready to return to cruisers I’ll probably stick to Tier VII and VIII to really get a handle on how to play them effectively/competitively. 

Ships I used: Pensacola, Königsberg, Nürnberg
Observations: Overall, my impact level on a given match was pretty low. I’d find that I’d cap out at like 40-50k damage while staying at a really safe distance, or I would get blapped early trying to push when I shouldn’t have. Right now, I think I still need to develop the basics before I take on this more complicated class of bote.  

Things I need to be more cognizant of
1. Detection Dilema  - After getting feedback on last week’s post, I made an effort to be more mindful of my detection in cruisers. This was met with mixed success. I found that often I was playing it really safe to stay concealed, which led to me not performing too well. 
2. Finding my role - I understand that the general concept of a cruiser is to act as a utility on the field. They can provide some ranged support or some up-close-and-personal support depending on what’s needed. The struggle I am having is identifying where I am most needed. 


BBs - Randoms (Tiers 6-7)
Last week, I talked about how my experience with cruisers has given me insight on more strategic map placement as well as ship angling in regards to BBs, as life is much more precious when running with cruisers. I’m glad to report that all of my cruiser play the last few weeks has translated to a lot more (comparative) success when it comes to my BB play! I am surviving much more often, finding strategic map placement easier, and doing a bit more damage than normal too!

Ships I used: Yukon, New Mexico, Colorado 
Observations: As mentioned, I found some marginal success this week! I found that I was surviving more often, and dealing more damage. This hasn’t directly translated to more wins (still fluctuating around that 50% mark), but even in matches that I lose or get sunk, I can pinpoint where/how I contributed. 

Things I need to be more cognizant of
1. Overextending on the Perimeter  - A common tactic for BBs is to stay more to the outside so you don’t get blasted by everything under the sun in the middle without a fast way to escape. The problem there is that a lot of BBs have the same idea, so often I will run into a couple of BBs while trying to maintain my distance, which gets me targeted. Detection still matters, even when you have armor. 

Operations - Narai
This week, I got my first taste of Narai, and I was very happy with how I performed! 

I did go in with a slightly different plan of attack. Last week, several people provided some resources for me to study in regard to Ops and how to use different classes effectively. I watched some of these in preparation, and then decided to take on the Op with that foundational knowledge. The result? GREAT (at least for me) SUCCESS!  

Ship used: Yukon
Results: 138k Damage, 5 kills, 5-Star completion 
Observations: I don’t have a really great feel on how people perceive the Yukon in general, but I can say that I am definitely a fan! I took advantage of her better than average concealment as well as her sponginess to stay alive and lay down fire as much as I can. Since it seemed to work, I can’t complain too much!

Things I need to be more cognizant of
1. Positioning - So I actually think my positioning during Narai was fantastic, but I think that was due to luck more than anything. Yukon in particular seems to be a little difficult to use at range, so I need to continue to be mindful (or continue to get lucky) of getting in close enough to be effective but not so close that I can be wiped out before going dark again.

I think that about covers it this week! See you next week for some more New Player musings. Fair winds and following seas! :cap_horn:

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1 hour ago, Konception said:

2. Finding my role - I understand that the general concept of a cruiser is to act as a utility on the field. They can provide some ranged support or some up-close-and-personal support depending on what’s needed. The struggle I am having is identifying where I am most needed. 

 

The general idea for cruisers is to apply maximum damage output to key targets with minimum risk of exploding and sinking. Cruisers are generally best suited for "fast damage". An example would be enemy destroyers. Since destroyers are agile and usually try to stay undetected most of the time, the opportunity to shoot at a spotted destroyer is quite thin. Friendly destroyers risk giving off their position and getting shot at if they open fire at a spotted DD and most likely the enemy DD will drop out of detection by the time battleships have a chance to fire a second shot. Cruisers on the other hand can fire multiple rounds at a spotted DD and can deal significant damage since they usually have enough time to fire multiple salvos which allows them to adjust their aim if they didn't get their first shot right.

Cruisers are also good at finishing off low health targets. Maybe your friendly BB can't reload in time for another shot at the Nelson before he gets behind the island and pops his superheal but you can try to pop some shots at him so he'll sink instead. This is not saying that you should be actively trying to steal kills in a cruiser, rather that cruisers are good at taking advantage of opportunities that help your team like firing HE on a dam-conned BB that your teammate pointed out to you, destroyers that pop into detection for 10 seconds, or maybe even that cruiser that decided to do a U turn in front of your team while all the BBs were reloading and you have AP ready and loaded.

Moving around in cruisers is also quite a chore. US cruisers are good at island camping because of their low velocity shells and firing over islands while German cruisers are better at open water gunnery due to the range and good ballistics. The idea is to get as close to the playing field while minimizing the risks so that can take on a variety of different tactics such as island hopping, where you initially gunboat in open water and then you sail behind an island to go dark until the enemy team is preoccupied with something else. You could also hide behind smoke that your friendly DD has dropped. Most of the time, you would be just sailing behind it to drop detection rather than parking directly in the smoke, depending on the situation.

 

Edited by Admiral_Bingo
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4 minutes ago, Admiral_Bingo said:

The general idea for cruisers is to apply maximum damage output to key targets with minimum risk of exploding and sinking. Cruisers are generally best suited for "fast damage". 

US cruisers are good at island camping because of their low velocity shells and firing over islands while German cruisers are better at open water gunnery due to the range and good ballistics. The idea is to get as close to the playing field while minimizing the risks so that can take on a variety of different tactics such as island hopping, where you initially gunboat in open water and then you sail behind an island to go dark until the enemy team is preoccupied with something else. 

See, I have a general grasp of this concept but I have trouble consolidating these two points into cohesive play. Either I am focusing too much on the "fast damage" portion and thus taking on more risk than I should, or I am playing the "peekaboo" approach as described above but not contributing nearly as much as I'd like to. I just need to blend these Koncepts (see what I did there?) better.

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30 minutes ago, Konception said:

See, I have a general grasp of this concept but I have trouble consolidating these two points into cohesive play. Either I am focusing too much on the "fast damage" portion and thus taking on more risk than I should, or I am playing the "peekaboo" approach as described above but not contributing nearly as much as I'd like to. I just need to blend these Koncepts (see what I did there?) better.

One way I usually blend them is that for every aggressive move that I make to get that "fast damage", I need to have an escape plan just incase anything else goes wrong. For instance, I can open fire on a BB in open water but I need to have an idea where I can sail afterwards that will make me less of a target to the enemy when they start firing at me. That could be an island that you could sail towards to for cover while you're doing open water shots or just pause firing for 20 seconds to drop off your detection and reposition. Many times, I got myself sunk if I don't have an escape plan. I can sail my Pensacola and start opening fire on the enemy BBs at the start of the game in open water (not a good idea), but what am I going to do next if the BBs start firing at me? Usually if you can't come up with an escape plan, like ducking behind an island after dodging several shots, its probably not going to result well. Planning well ahead on where to position when you open fire and after you open fire on the enemy is key to being a cruiser that doesn't explode at the beginning of battle or hiding from everyone during the match.

Edited by Admiral_Bingo
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Alwats have an escape plan(easier said than done).

Pull the trigger and change rudder/throttle at the same time...

... 'cause WASD are hacks. :Smile_hiding:

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"Return of the blap; return of the blap; return of the the blap; to port I'm going back."

 Cthulhu's rule of blappage: When you do it to someone else, it feels SO good. When it gets done to you, know that with very few exceptions, you deserved it. 

When you have that moment of pre-blap clarity, when your last words before your ship explodes are "I may have miscalculated/mis-timed that turn" or "Oh God, this is going to hurt", you know your situational and positional awareness is beginning to improve. :Smile_veryhappy:

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4 hours ago, Ensign_Cthulhu said:

Bless you for getting the reference, lol. 

4 hours ago, Ensign_Cthulhu said:

When you have that moment of pre-blap clarity, when your last words before your ship explodes are "I may have miscalculated/mis-timed that turn" or "Oh God, this is going to hurt", you know your situational and positional awareness is beginning to improve. :Smile_veryhappy:

I have been saying this more lately, so this is reassuring! 

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5 hours ago, Ensign_Cthulhu said:

when your last words before your ship explodes are "I may have miscalculated/mis-timed that turn"

When I'm sailing towards the enemy and I know that I need to eventually make a u-turn to start running away from the enemy...

image.png.8932d2499f9e50fa17620973bb151dd0.png

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