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steelreserv27

Reasons why I stink in the Myoko...

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and why playing it has helped my game.

 

1.  Im too aggressive at the beginning of the match: Not stupidly aggressive but, ill just say this, I have tons of those "first blood" flags in my inventory and I don't know what to do with them. But....the Myoko gets smashed because its not thaaat maneuverable and if 5 guys are shooting at you, 1 shell is going to make a home in your sweet nether regions.

 

What it taught me: its ok to start the match at 3/4 and lead the BBs.  Its not necessarily my job to get initial spots, (Although that helps) if it meams losing 1/2 your hps in the beginning of a match.

 

2.  The Myoko is too fast: fast enough to keep pace with DDs.  And the myoko is not a DD.  Its fast enough to usually thrown off the enemy's firsr crack at me, but when I turn hard rudder, it  loses speed and all it takes is one round to knock out its steering/engine and/or set my  behind on fire.

 

What it taught me: not to always turn hard rudder away from shots.  Besides, a decent shooter can lead a hard rudder turn because its predictable.

 

3. My turrets are always spinning and im not shooting enough: this kind of goes to point number 2 as well, but when I use hard maneavers, my turrets cannot keep pace. So i wind up shooting 1 gun at a time with my turrets constantly trying to catch up.  Meanwhile all the potential targets are shooting full broadside salvos.  On the other hand, for me to send a full salvo their way, i have to drive straight for like 10 secs. Then..well you know what happens.

 

What it taught me:  Serpentine manouvers engage!!! Constant hard rudder + slow turrets = me being a useless target so a Nagato can practice like a training room.  So....i started using auto-rudder, yes the same auto rudder that you use in your BB when you want to take a drink between salvos. Auto-rudder 1/2 left then fire; auto-rudder right 1/2 then fire. Rinse repeat.  The myoko maintains its speed better (more misses yay!) it takes advantage of its low profile and confused the shooter as its an optical illusion. O_o!! Yay!! And now im taking advantage of my guns!

 

4. I get cit by BBs no matter what angle I drive.  A 16in shell plunging because it was blessed by RNGesus will happen broadside or angled.

 

what it taught me. I only angle vs other CAs. I dont bother trying to bounce BBs, because it doesn't matter. 9 shells splashing w/n a 200 yard radius will randomly will cit me if their tuming is right. So i try and throw off their timing!!! by using amazing serpentine tactics and maybe a touch of throttle games here and there.

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Sorry for any spelling grammer errors. I wrote it on an iphone. Lol

 

you saw me reading this didn't you     ....:trollface:

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I have had one match in it. I had a good game.  2 kills.  But playing Aoba should be a good teaching tool.  You have to be careful turning to use torpedoes, also.  Somehow I was able to use them in my tactical retreat and caught the BB.

 

For the BBs  always point straight at them.  This way you make your self a smaller target.  You will find it harder for BB to hit vertical on targets then horizontal.  Good ones,  Make them make that "miracle shot" .  This is only if you can get a retreat.  You shouldn't be going toe to toe with a BB.

 

Edited by Nachoo31

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Steel, the best thing to do with those Zulu flags you get from First Blood is to put them on your best, highest tier premium ship, like an Atago or Tirpitz.  They give you +20% credits, and +20% of a higher number of creds you'd get from a tier 8 premium is going to be a higher additional amount of credits than you'd get on a non-premium ship.

 

The Zulu flag is absolutely perfect for premium ship credit production!!!  :coin:

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Thanks steelreserv, this helps a lot..

Edited by sea_otter

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I hadn't played Myoko for a while before the ARP one in the current event.  No withstanding the eye watering pink hue I'm pleasantly surprised by her performance.  She shines in comparison to the other T7 cruisers.  Power wise I find her to be better suited to her tier adversaries than Mogami.  ( I am aware that might be a heretical statement but I will stand by it )   

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Currently feeling the same pain in my nice shiny new Mogami :(  Must stay back but that 35 knots gets me in trouble and with my reduced range, especially with my Capt training, I get surrounded and pummeled. 

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Steel, the best thing to do with those Zulu flags you get from First Blood is to put them on your best, highest tier premium ship, like an Atago or Tirpitz.  They give you +20% credits, and +20% of a higher number of creds you'd get from a tier 8 premium is going to be a higher additional amount of credits than you'd get on a non-premium ship.

 

The Zulu flag is absolutely perfect for premium ship credit production!!!  :coin:

Right on!  I just got the Blyzz so i'm gonna throw that on there.

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Forty-one games into the Myoko and I find myself hating the ship.  I'm above-average damage-wise, but my win rate is awful at 34%.  Some of that is dealing with potatoes a lot, but when you're 41 games in some blame has to fall on you.  Numbers one and two I figured out on my own through painful trial and error, but three and four sound like solid suggestions.  The turret's slow rotation speed is what really kills me - I do any evasive maneuvering and I might as well be sunk as I'm not shooting for  a while until my guns catch up.  Here's hoping the Mogami is a better ship in that regard.  I don't mind the fact the whole ship can't take a hit, besides, no cruiser really can.  It's just those painful turrets.

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Keep in mind you have good detection ratings. Knowing when not to fire is every bit as important as knowing when to fire, a luxury ships like Pensacola do not have. If your primary objective (other than winning) is to do damage, and living longer or surviving the match mean you do more damage overall, then it doesn't hurt to hold fire when something big and nasty has you in its sights. For this reason alone, SA is an excellent skill to have on high-mid and high tier IJN CAs.

 

Note that holding fire has two more advantages. Once you go invisible you can re-position to change your angle, and your turrets have time to come back on line with your target. Also worth considering: MB2. The reload time isn't a huge penalty, especially when you're holding fire every ten seconds or so after reload to drop off the map, and more guns on target longer means more damage.

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Also make use of steering with half rather than full rudder.  You do not really heel as much, so the enemy has a harder time telling if you are actually turning or not.  Also Myoko gun tracking is pretty slow so half rudder is really useful for keeping your guns on target as you reposition

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go reverse for the first 30 seconds, then use 3/4 speed most of the time. problem solved.

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I am getting pretty good with my myoko.    I will be  using it for fire mission with kiev.  that was my highest base XP  (that score is pure base bonus )    It is a great ship. I  finished the 30/30 kills now, so I can concentrate on fire for a while . I really wreaked havoc on the DDs  with this ship.  Rudder mod is a must though for quick dodging.

 

27yv4u9.jpg

 

Edited by centarina

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