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blautiger

For the Ranger what would your 3 cap skill be and why

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For the Ranger what would your 3 cap skill be and why.  For the 1st sill I have situation awareness and torpedoes expertise.  And also what 3rd Cap skill would you select for tier

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For the Ranger what would your 3 cap skill be and why.  For the 1st sill I have situation awareness and torpedoes expertise.  And also what 3rd Cap skill would you select for tier

Depends what loadout you use.  If you run strike Ranger, torpedo acceleration is massively helpful in hitting fast ships and ships that try to turn into your torpedoes.  If you're AA, then you should just give up on life.

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Hmm... Vigilance is pointless because your aircraft do that. Superintendent is pointless because  you have no extra consumables... The torpedo one is useless because you're american.. get the one that's +10% power to fighters for each tier that the opponent has over them. :red_button:

 

Edited by python_vs_ruby

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Depends what loadout you use.  If you run strike Ranger, torpedo acceleration is massively helpful in hitting fast ships and ships that try to turn into your torpedoes.  If you're AA, then you should just give up on life.

 

Torpedo accel makes your arming time greater, plus it makes your torpedo's spread out faster.. I agree with the last bit, though. :hiding:

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Torpedo accel makes your arming time greater, plus it makes your torpedo's spread out faster.. I agree with the last bit, though. :hiding:

 

The arming time is the same, the distance is higher since they are moving faster. TA is well worth it though, and running strike on USN CV's is the only way to go :izmena:

 

Learn to use Strike on the Ranger so when you get to the Lex and its 1000lbs bombs you can easily demolish your poor enemies

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Hmm... Vigilance is pointless because your aircraft do that. Superintendent is pointless because  you have no extra consumables... The torpedo one is useless because you're american.. get the one that's +10% power to fighters for each tier that the opponent:red_button: has over them.

 

How do you figure? Faster torps are best torps, and besides, as TenguBlade said... Why would you ever run air superiority? I love running up against Air Superiority Rangers in my strike Ranger... All I have to do is land one strike and I will have done more damage than my opponent will all game, that's a net profit for my team, and I've yet to run into an AS Ranger that successfully limited me to only one good strike.

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I love strike Rangers in my Hiryu! Strafe down there clumped up DBs, then permanently attach your fighters to the TBs and largest squad of DBs! I usually hold shift and priorities targets so it automatically goes to the next biggest one.

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How do you figure? Faster torps are best torps, and besides, as TenguBlade said... Why would you ever run air superiority? I love running up against Air Superiority Rangers in my strike Ranger... All I have to do is land one strike and I will have done more damage than my opponent will all game, that's a net profit for my team, and I've yet to run into an AS Ranger that successfully limited me to only one good strike.

 

I meant torp exel. I always use balanced/strike config! I still haven't touched AS.. wait, I did use my spare EXP to research and play one game in my Ryujo. 

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I meant torp exel. I always use balanced/strike config! I still haven't touched AS.. wait, I did use my spare EXP to research and play one game in my Ryujo. 

 

I mean, air superiority is worth having on hand for any blasted "kill X planes" sorts of missions.

 

I'm just a huge advocate of American strike packages as Air Superiority makes zero sense to me (slightly more sense if you're IJN as you still have a viable, if fragile, strike package too) and only the Independence and Midway get a reasonable "balanced" load out (well and the OP Langely). 

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How do you figure? Faster torps are best torps, and besides, as TenguBlade said... Why would you ever run air superiority? I love running up against Air Superiority Rangers in my strike Ranger... All I have to do is land one strike and I will have done more damage than my opponent will all game, that's a net profit for my team, and I've yet to run into an AS Ranger that successfully limited me to only one good strike.

 

Faster torps DOES NOT = better.  Reason being is because the arming time for the torpedoes is still identical to the slower torps, so your forced to manual drop your torpedos furthur away.

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Faster torps DOES NOT = better.  Reason being is because the arming time for the torpedoes is still identical to the slower torps, so your forced to manual drop your torpedos furthur away.

 

Ok, so you drop them from further away, and they travel faster so up until the arming distance, the ship has the same time to react.  But once you get past the time it takes to arm, faster torps means they get to the target faster.  So in a situation where you are trying to hit a DD, speed is important.  About the only time that I can think of slow torps might be beneficial is if you are attacking a ship that is at a 45 degree angle away from your torps.  That way they have more time to drive into the torps on the far side of the attack.

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Ok, so you drop them from further away, and they travel faster so up until the arming distance, the ship has the same time to react.  But once you get past the time it takes to arm, faster torps means they get to the target faster.  So in a situation where you are trying to hit a DD, speed is important.  About the only time that I can think of slow torps might be beneficial is if you are attacking a ship that is at a 45 degree angle away from your torps.  That way they have more time to drive into the torps on the far side of the attack.

 

Well, i guess. But since you have to drop furthur away, it gives the DD the same amount of time to dodge anyways.  But, i'm not 100% sure, I'd have to look at the stats.

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Well, i guess. But since you have to drop furthur away, it gives the DD the same amount of time to dodge anyways.  But, i'm not 100% sure, I'd have to look at the stats.

The extra 5 knots of speed doesn't make that much difference in terms of the distance you need for arming, at least not in my experience.  I never mastered being able to drop so the torpedoes armed just before they hit their victim; as an IJN CV captain, my philosophy is that if I dropped them from a little further away they'd have a higher hit chance because of the converging spread.  For USN CV the spread doesn't get any tighter with distance so maybe dropping at razor's edge is more useful, but either way the difference in arm distance is a fraction of a kilometer.

 

What's more important is that if the DD turns his stern towards your torpedoes, he can't outrun them as easily.  Most DDs can outrun or at least pace carrier torpedoes, but the faster fish means he has to sail in a straight line to avoid getting hit for longer, especially at higher tiers where DDs start approaching if not breaking the 40-knot threshold.  Even if USN CVs can't set up an anvil-and-hammer drop any more it's that much more time for an ally to take advantage of the fact they can't dodge.

Edited by TenguBlade

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