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MrDeaf

Here, all you naysayers, here's how you play post nerf 155mm Mogami

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Mods

1. Less detonation

2. Turrets turn faster - Super important

3. Stop setting fires and flooding my ship

4. Rudder moves faster - Important

5. Concealment - Very important

 

Captain skills

1. BFT, SA

2. EM

3. VG

4. AFT/(DE)

5. (CE)

 

Game play style:

Stick near your friendly destroyers, provide covering fire for them, but don't go into the same areas they are in.

Use your stealth and don't fire your guns until you get detected or have already setup your attack angle.

Prioritize targeting enemy destroyers with your 15 gun broadside.

If you don't see enemy BBs, push forward.

If you do see enemy BBs ahead, turn around to kite, but be sure you are stealth or behind a tall island when you go to turn around.

If you lose your DD friend, you're highly screwed and prone to enemy DD attacks, so try and keep him alive.

Your AA is 'good enough' on C-hull.

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Sadly, it's not their ability to comprehend what to do that is the problem, it is their ability to execute it consistently.

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A lucky round or two played in a Mogami does not suggest that there isn't an issue to be addressed with it. It's no longer the fabled beast some of the old skool CBT and OBT players in this forum remember...

 

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I'm just about to get the Mogami, good tips thanks.

 

  • I only have a 15 point captain, BFT or SA?
  • With the 203's is it similar to the Atago (without the heal) or a little bit more fragile?

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I'm just about to get the Mogami, good tips thanks.

 

  • I only have a 15 point captain, BFT or SA?
  • With the 203's is it similar to the Atago (without the heal) or a little bit more fragile?

 

I only have up to AFT on my Mogami captain with 2 spare points, 13pts total.

SA is more important. BFT is there to improve your AA to acceptable levels.

 

The 203mm Mogami plays roughly similar to Atago, except being worse at brawling and not having heal, so you have to be extra conservative with her.

With the 155mm, you can really hammer away at other ships, provided you get the drop on them.

Edited by MrDeaf
  • Cool 1

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A lucky round or two played in a Mogami does not suggest that there isn't an issue to be addressed with it. It's no longer the fabled beast some of the old skool CBT and OBT players in this forum remember...

 

 

It's a luckier round, but apparently, in the past 2 weeks, I've won all 15 of my matches with Mogami doing just this, so I doubt it's all luck...

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I'm just about to get the Mogami, good tips thanks.

 

  • I only have a 15 point captain, BFT or SA?
  • With the 203's is it similar to the Atago (without the heal) or a little bit more fragile?

 

1) I'd go with Situational Awareness. The Mogami is rather stealthy for a cruiser. Basic firing training will only make your mediocre AA slightly less mediocre... knowing when you're detected will save your azz...

 

2) The Atago has better 203's with a higher turret traverse speed, and has better armor for angling. Actually... the Atago is just plain a better cruiser now.

 

Don't get me wrong... the Mogami has moments where it really shines... until you run into a battleship, or other cruisers, or anything else with AP ammunition. But hey, it face rapes DD's!! It's kinda like a Japanese Atlanta! Sorta... Feel better now? No? Not really?

 

The Mogami gets citadel-ed from every angle. Even the front or rear of the ship. Forget about bouncing shells, and expect citadels often. I've found it to be far less survivable against battleships than the Atago, or even the Myoko for that matter. The only strategy that's worked for me is basically escorting friendly BB's and using them as a meat-shield while you fire from behind them.

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I only have up to AFT on my Mogami captain with 2 spare points, 13pts total.

SA is more important. BFT is there to improve your AA to acceptable levels.

 

The 203mm Mogami plays roughly similar to Atago, except being worse at brawling and not having heal, so you have to be extra conservative with her.

With the 155mm, you can really hammer away at other ships, provided you get the drop on them.

 

AFT doesn't work for Mogami, and her secondaries are too inaccurate to be worth a damn, she also has too few. I'd rather spend that fourth point on last stand, your rudder or engines are GOING to be knocked out easily. I have a Mogami, and the nerf to EM practically ruined it's 155mm gun style because the turret traverse is really too damn slow. WG will have to buff the 155s and the range of the 203s if they want Mogami to remain competitive against the other Tier 8 cruisers. Or just make her 140mm of armor actually worth a damn for the citadel so she can stop being smacked in the citadel so easily.

 

~Hunter

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Two games in - A win and a loss and both games have taken a big hit early. Have managed to do some decent damage to DDs the 155's are fantastic for stomping them.

 

Captain skills

1. SA

2. LS - I've been steaming in circles too often in the Myoko and will live with the stock turret traverse

3. Superintendent - Has already come in handy with planes. Haven't found the AA too bad.

4. DE

5. CR

 

Thanks for your advice

 

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I havn't played mogami in a while, but Idid respec the captain for stealth.
 

SA

LS

Vig (SI is ok though)

DE

CE(eventually)

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A lucky round or two played in a Mogami does not suggest that there isn't an issue to be addressed with it. It's no longer the fabled beast some of the old skool CBT and OBT players in this forum remember...

 

 

let's not forget the constant up tiering that happens where T8 ships get stepped on handily. At least the old mog had a chance to compete.

 

Let's not worry tho it's not like WG doesn't have another ship that does the same thing...for a price

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AFT doesn't work for Mogami, and her secondaries are too inaccurate to be worth a damn, she also has too few. I'd rather spend that fourth point on last stand, your rudder or engines are GOING to be knocked out easily. I have a Mogami, and the nerf to EM practically ruined it's 155mm gun style because the turret traverse is really too damn slow. WG will have to buff the 155s and the range of the 203s if they want Mogami to remain competitive against the other Tier 8 cruisers. Or just make her 140mm of armor actually worth a damn for the citadel so she can stop being smacked in the citadel so easily.

 

~Hunter

 

The BFT+AFT is there for increased AA range.

That's why DE is there in brackets as something else you can take, if you don't care about your AA.

 

Personally, I wouldn't have anything less than 6km AA range in T8+, because that means death when there is a CV trying to kill you.

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http://wowreplays.com/Replay/3170

 

Mods

1. Less detonation

2. Turrets turn faster - Super important

3. Stop setting fires and flooding my ship

4. Rudder moves faster - Important

5. Concealment - Very important

 

Captain skills

1. BFT, SA

2. EM

3. VG

4. AFT/(DE)

5. (CE)

 

Game play style:

Stick near your friendly destroyers, provide covering fire for them, but don't go into the same areas they are in.

Use your stealth and don't fire your guns until you get detected or have already setup your attack angle.

Prioritize targeting enemy destroyers with your 15 gun broadside.

If you don't see enemy BBs, push forward.

If you do see enemy BBs ahead, turn around to kite, but be sure you are stealth or behind a tall island when you go to turn around.

If you lose your DD friend, you're highly screwed and prone to enemy DD attacks, so try and keep him alive.

Your AA is 'good enough' on C-hull.

 

1- No idea why you want BFT. The AA on mogami even in the C hull is pointless. It won't defend you from attacks and you wont defend friends from attacks with it. I only have Situation Awareness on this line.

 

2- EM understandable, I also use it for the 155s. I also use Last Stand perk because the rudder and engine does get knocked out a lot on battles where you're being chased.

 

3- While I understand the Vigilance perk helping out with torpedo detection, I go with the Superintendent perk. Too many times being able to launch that fighter nonstop has saved me and my team not only from torps but also spotted stuff for me behind islands which allowed me to torp kill them. Synergizes with #5

 

4- AFT? For a ship with poor AA to begin with? And not taking DE instead on a 155mm mogami? HERESY. DE is king,queen and GOD in the 155 mogami. 2 salvos almost always triple fire ships.

 

5- I have not reached the fifth point yet but I'm seriously considering the Jack of All Trades perk... because it would work amazing with the superintendent perk and let me keep a plane in the air almost the entire map. Plus it helps with the repair consumable.

 

The concealment expert in my opinion, works against you because it reduces the range in which you get the ! of a DD being near you and honestly, when it comes to using it for getting close to a target to torpedo it... you still have to turn your entire broadside to it as you turn to torpedo it and to torpedo it you have to get inside your reduced detection range anyway.. so bad idea or very very situational. To use concealment to remain in stealth as long as possible when enemies nearby... still doesnt makes sense to me given its a mere ~1.5 km reduction.

 

The Mogami was nerfed badly. You can only make the 155s barely functional by wasting captain perks and a ship's module that lowers ROF and increases traverse rate of guns. The range nerf was the only thing the 155s needed to be given. They needed to be nerfed because the OP was the invisible fire of fast firing HE and fire dotting nonstop... but there was no reason why they had to nerf the rotation rate.

 

With the capt perk and ship module the 155s still have a bad rate of rotation at 38s. To compare, the Buddyony soviet cruiser has 32'ish rotation rate and it has issues tracking ships when the hull moves..something that cruisers should not have as an issue.

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1- No idea why you want BFT. The AA on mogami even in the C hull is pointless. It won't defend you from attacks and you wont defend friends from attacks with it. I only have Situation Awareness on this line.

 

2- EM understandable, I also use it for the 155s. I also use Last Stand perk because the rudder and engine does get knocked out a lot on battles where you're being chased.

 

3- While I understand the Vigilance perk helping out with torpedo detection, I go with the Superintendent perk. Too many times being able to launch that fighter nonstop has saved me and my team not only from torps but also spotted stuff for me behind islands which allowed me to torp kill them. Synergizes with #5

 

4- AFT? For a ship with poor AA to begin with? And not taking DE instead on a 155mm mogami? HERESY. DE is king,queen and GOD in the 155 mogami. 2 salvos almost always triple fire ships.

 

5- I have not reached the fifth point yet but I'm seriously considering the Jack of All Trades perk... because it would work amazing with the superintendent perk and let me keep a plane in the air almost the entire map. Plus it helps with the repair consumable.

 

The concealment expert in my opinion, works against you because it reduces the range in which you get the ! of a DD being near you and honestly, when it comes to using it for getting close to a target to torpedo it... you still have to turn your entire broadside to it as you turn to torpedo it and to torpedo it you have to get inside your reduced detection range anyway.. so bad idea or very very situational. To use concealment to remain in stealth as long as possible when enemies nearby... still doesnt makes sense to me given its a mere ~1.5 km reduction.

 

The Mogami was nerfed badly. You can only make the 155s barely functional by wasting captain perks and a ship's module that lowers ROF and increases traverse rate of guns. The range nerf was the only thing the 155s needed to be given. They needed to be nerfed because the OP was the invisible fire of fast firing HE and fire dotting nonstop... but there was no reason why they had to nerf the rotation rate.

 

With the capt perk and ship module the 155s still have a bad rate of rotation at 38s. To compare, the Buddyony soviet cruiser has 32'ish rotation rate and it has issues tracking ships when the hull moves..something that cruisers should not have as an issue.

 

That would most likely be the optimal damage dealing setup, if there were no CVs in the game or in a team battle.

Unfortunately, when playing randoms, especially solo, sacrificing DE for AFT+BFT allows your ship to better defend itself against bombers. Ideally, I would also take AA mod, but obviously, that's not possible with the turret rotation mod.

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If there's carriers you still are useless. Your AA rating is lower than USN cruisers several tiers below you. Those captain skills are not going to make your AA wipe out air wings or even hurt them before they strike and leave. You are giving up a permanent significant damage increase from DE (fires fires and fast ROF!) for a 'mostly harmless' performance in AA.

 

I wish WG would un-nerf the rotation rate and give mogami capts another capt skill reset.

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If there's carriers you still are useless. Your AA rating is lower than USN cruisers several tiers below you. Those captain skills are not going to make your AA wipe out air wings or even hurt them before they strike and leave. You are giving up a permanent significant damage increase from DE (fires fires and fast ROF!) for a 'mostly harmless' performance in AA.

 

I wish WG would un-nerf the rotation rate and give mogami capts another capt skill reset.

 

Mogami AA is actually decent.

If you are talking about Cleveland AA, well that has T8 levels of AA and is completely broken at T6.

 

If you max out the AA on Mogami, she can shoot down a fair amount of bombers, because the bulk of her AA power is in the 25mm, 3.5km guns.

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