Jump to content
Sign in to follow this  
You need to play a total of 10 battles to post in this section.
shadow_wolf2115

Mogami upgrade mods. suggestions?

9 comments in this topic

Recommended Posts

Members
98 posts
17,319 battles

I was going to save up to buy the Ibuki, Fuso, New Mexico, and the Myoko back. Then sell the Mogami but after a while the Mogami started to grow on me i might buy the New Mexico(due to the New York awful speed and its ability to put you in a really bad spot when dealing with DD's). Having more than enough credits to buy the Ibuki (when i have the the xp to unlock it :P) what upgrade modification is a decent choice to slap on it atm i only have the gun accuracy mod. Any tips on the gameplay my mogami has a different captain cause i didn't saw and knew the expert marksman increased the main guns range.(I feel at times i maybe too agressive or suicidal).(well the was going to post a replay till i remebered idk how to do it XD)

 

Share this post


Link to post
Share on other sites
Beta Testers
148 posts
1,717 battles

If you are running the 155s on the Mogami, go for that range increase, I think it's essential.  Mogami can be a powerhouse in the right hands and with that range you can keep those 155s firing all day long.

 

Also just make sure you keep up with the 5 D's, Dodge, Duck, Dip, Dive, and Dodge.

Share this post


Link to post
Share on other sites
Beta Testers
827 posts
7,061 battles

If you are running the 155s on the Mogami, go for that range increase, I think it's essential.  Mogami can be a powerhouse in the right hands and with that range you can keep those 155s firing all day long.

 

Also just make sure you keep up with the 5 D's, Dodge, Duck, Dip, Dive, and Dodge.

 

I know a lot of people like the 155's, but with the citidal being so easy to hit now - this ship really needs to (a) fire and then (b)defensive position - over and over.  The 155's often require more time in a vulnerable angle and ends up being wrecked quickly.

 

I run the 203mm for this fact alone.

Share this post


Link to post
Share on other sites
Beta Testers, In AlfaTesters
4,630 posts
5,107 battles

 

I know a lot of people like the 155's, but with the citidal being so easy to hit now - this ship really needs to (a) fire and then (b)defensive position - over and over.  The 155's often require more time in a vulnerable angle and ends up being wrecked quickly.

 

I run the 203mm for this fact alone.

 

With the 155s, you don't need to put out all 15 guns, you can also just use the 9 guns on the front. *They have quite the steep angle for firing forward, so you can wiggle and show VERY little as you fire. Which makes it essential, I used the 155s due to their RoF and that they were more fun than having to wait 15s to fire again.*

 

~Hunter

Share this post


Link to post
Share on other sites
Beta Testers
148 posts
1,717 battles

like Hunter said, if you're in the position to be offensive, the front three guns do some work while the enemy is running. 

 

Take the 155s and get advanced firing training on your cap and she will do well.  You can't play her like you did the Myoko, need to be constantly moving and shooting and you will do nicely.  Be a little bit more aggressive and at the same time get ready to pull back

Share this post


Link to post
Share on other sites
1,440
[-K-]
WoWS Community Contributors, WoWS Community Contributors
2,785 posts
15,427 battles

Since you're going to be taking BFT and AFT on your Mogami captain anyway, I like the AA Mod 1 in that second slot over accuracy.  The guns are plenty accurate already; Mogami can devour planes at long ranges with that AA mod.  It's fun. =)

 

Other than that, I tend to go with Main Battery 1, Damage Control 1 (not much else good to put into this slot, really), Rudder Mod 1, and Concealment Mod 1.  I have my Mogami built for stealth, with around a ~10.5km detectability when not firing.  This gives me a couple of advantages.  I can stealth fire if an opponent has no forward observers, or if I get into a sticky spot versus a mid-range enemy I can simply stop shooting and slip away to a better position.  

Share this post


Link to post
Share on other sites
1,312
Alpha Tester
3,710 posts
1,392 battles

aa range mod is critical for all cruisers with the AA skill, since the dispersion effect is basically the only reason to play cruisers at higher tiers anyway, if you just want to damage stuff a battleship is better.

 

I run

 

Main battery mod 1 : Self explanatory, fewer magazine detonations (ive got only one magazine detonation happen to me in all my battles post wipe so far, and i always put this mod on every ship i play, im not sure what the normal rate for unmodded ships are, but this helps counteract the 155 turret durability nerf as well)

 

 

AA guns modification 2: Reason explained above

 

Damage control system 1: Because my engines/rudder never break anyway, this may stop one fire every 20 games or something

 

Propulsion modification 1: Cruisers generally have a fast enough rudder shift time, i do a lot of speed changing as part of my dodging techniques, this helps when i have to reverse because i cant turn around, or things like that.

 

Concealment: Because the other option is useless

 

 

Skills i have (in the order i would get them)

 

Basic fire training

Expert marksman

High alert

Advanced fire training

Situational awareness

Demolition expert

 

Thats 15 points. Situational awareness is very important for DD hunting and triangulating with your team. Sometimes if im escorting ill just fire my gun in the ocean to see if im lit up, if i am i know an enemy is within ~16km. Very useful on ocean and north particularly.

 

 

My mogami commander is 16 points right now, im sitting on a spare one, and when i get two more im going to get the torpedo aquisition range skill. This needs explaining, the skill is not very useful for yourself. Generally speaking if you are maneuvering properly this skill will almost never matter.

 

Where it does matter is when screening for your team. IT will extend the detection radius ahead and behind you further so that torpedoes that may be aimed at a friendly battleship or something could get spotted by you.

 

Its still not a huge thing, but considering 18 points is basically 'it' as far as commander training goes, thats the most useful expenditure of 3 points i can think of.

 

The final 19th point if i ever get it will go to the ammo swap skill. Mogamis AP is actually useful against other cruisers at close range. Its always worth it to fire HE if its loaded anyway, so the only situation this is going to matter is if you are coming around an island and cant actually fire at them yet, but have time to load AP so you can nail them as soon as you have los. This is a situation that does occasionally happen to me, so ill give it my 19th point if i ever get it.

 

 

A note also, 1 point repair skill is actually useful if you stack it with damage controll mod 2, giving you a 30% shorter fire reduction. This is a viable alternative i think if you have a free skill point for it, its what i run on my zao, but zao has the heal skill and can therefore afford to let a single fire burn to completion and then heal it back. Because mogami cant i opted for the propulsion upgrade instead, and a 15% by itself on a ship that cant use a magic sea heal potion is just meh, you are leaning on your repair cooldown.

 

Another note, about the 155s. While yeah some people like HE spam and all that, its the range that advanced fire training gives you that is the reason you take this on mogami. 15km is just too short a range for a cruiser to function properly in high tier games.

 

What this means as a side effect is that if you are still training a commander up, you could potentially use the 8 inch guns if you wanted. Though even with out that basic fire trainings 10% rate of fire increase for the 155s is pretty significant.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×