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Slick201

A question for our resident Pepsi Pro's;

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In the #2 Upgrade Slot I currently have GFCS1 (-7% to main battery shell dispersion).

 

What are the pros vs. cons of changing that slot to MBM2?  The Module says "+10% to Main Battery Reloading Time" and "+15% to Main Battery Traverse Speed".

 

The "+" is confusing me, will the guns reload and traverse faster? if so; I would think that it would "-" .  It would be nice to have faster loading guns.

 

TIA,

 

S.

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-Guns are faster to turn

-Fire slower

 

This is indeed a NONO. Having the accuracy vs faster turning turrets is so much better!

 

Also, if you can put MBM3, faster reload and slower turret rotation speed.

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-Guns are faster to turn

-Fire slower

 

This is indeed a NONO. Having the accuracy vs faster turning turrets is so much better!

 

Also, if you can put MBM3, faster reload and slower turret rotation speed.

 

I'm not seeing a choice for MBM3 Darth.

 

As for "main gun" stuff, I have:

 

203mm/55 Mk 14

MBM1

and

GFCS1

 

My turret rotation is good,(and I do have the steering rudder shift mod installed), I was hoping to increase ROF, though I wouldn't want to give up too much accuracy for it.

 

S.

 

 

 

 

Edited by Slick201

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Of-topic Funny story.. I was in a match this evening and enemy player stated "Only 20K more and I get rid of this crappy ship for a even crappier ship",  someone asked what ship he was in, and he responded with Pepsicola".  I hope that I didn't delay his journey too much by sinking him with my Pepsi. 

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I'm not seeing a choice for MBM3 Darth.

 

As for "main gun" stuff, I have:

 

203mm/55 Mk 14

MBM1

and

GFCS1

 

My turret rotation is good,(and I do have the steering rudder shift mod installed), I was hoping to increase ROF, though I wouldn't want to give up too much accuracy for it.

 

S.

 

 

 

 

Stick to the accuracy upgrade, faster turret rotation speed is not necessary, just turn your ship if you need the turrets to get onto target faster.

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Of-topic Funny story.. I was in a match this evening and enemy player stated "Only 20K more and I get rid of this crappy ship for a even crappier ship",  someone asked what ship he was in, and he responded with Pepsicola".  I hope that I didn't delay his journey too much by sinking him with my Pepsi. 

 

A great deal of Cleveland players have a difficult transition going from Light to heavy cruisers.

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Of-topic Funny story.. I was in a match this evening and enemy player stated "Only 20K more and I get rid of this crappy ship for a even crappier ship",  someone asked what ship he was in, and he responded with Pepsicola".  I hope that I didn't delay his journey too much by sinking him with my Pepsi. 

 

The New Orleans is a much better ship. imho...

I'm 3k from getting the Baltimore and have had some good games in the New Orleans..

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It does really mean long loading times. WG is kinda confusing about these descriptions.

 

Actually, the description is spot on.  The only reason it is confusing is that we anticipate the equipment always being a buff.  Thus, we read into what it says that it is an increase to turret rotation and reload speed.  That is not what it says.  It does increase the turret rotation speed (turns faster), but it clearly states that it increases the reload time.  Since it adds time to the reload, the guns will reload slower, not faster.  It is our expectations, not the wording, that make it confusing.

Edited by Sotaudi

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Guess I'm the only one that went full AA build lol The Pepsi is already pretty damn accurate. Buffing that is like buffing the Pensacolas ability to die, its already pretty good at it and you should focus in other areas :D

 

Captain:

BFT SI

EM

VI

AFT

CE

 

Modules:

AA Gun Mod 1

AA Gun Mod 2

Propulsion Mod 1

Steering Mod 2

Concealment Mod 1

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-Guns are faster to turn

-Fire slower

 

This is indeed a NONO. Having the accuracy vs faster turning turrets is so much better!

 

Also, if you can put MBM3, faster reload and slower turret rotation speed.

 

MBM3 is only for T9/10 ships.

Guess I'm the only one that went full AA build lol The Pepsi is already pretty damn accurate. Buffing that is like buffing the Pensacolas ability to die, its already pretty good at it and you should focus in other areas :D

 

Captain:

BFT SI

EM

VI

AFT

CE

 

Modules:

AA Gun Mod 1

AA Gun Mod 2

Propulsion Mod 1

Steering Mod 2

Concealment Mod 1

 

Pretty sure CM1 is only for T8/9/10 ships :v

 

My build was mostly the same as yours, except I put on the "stop detonating me mod".

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Guess I'm the only one that went full AA build lol

 

No, you're certainly not the only one :P

WWQpfrg.jpg

WWQpfrg.jpg

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I find cruiser guns to be the most accurate in game so that mod is not a game breaker.

 

Faster turrets on the other hand offer the ability to getting more turrets on target while maneuvering. Knowing that you are able to sustain offense better while increasing defense has the advantage of keeping you alive longer and therefore being able to deal dmg for longer periods of play which in turn can offset the perceived decrease in landing hits from having less accurate guns.

 

Additionally, slower turrets may encourage you to remain in a vulnerable position longer either waiting for turrets to come around and or trying to maximize the rof because you waited for them to come on target. Either way, that gives the opponent more opportunity to land hits on you and possibly better hits due to poor defensive orientation.

 

This is simply the difference between what stats suggest and what they actually able in play.

 

Another point that is seldom discussed is that if the shooter is not as skilled as they could be then perhaps less accurate guns may land hits with the errant shells because the mass of shells is not on target enough. Miss directed shells won't land any better with a tighter grouping that is not on target.

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I find cruiser guns to be the most accurate in game so that mod is not a game breaker.

 

Faster turrets on the other hand offer the ability to getting more turrets on target while maneuvering. Knowing that you are able to sustain offense better while increasing defense has the advantage of keeping you alive longer and therefore being able to deal dmg for longer periods of play which in turn can offset the perceived decrease in landing hits from having less accurate guns.

 

Additionally, slower turrets may encourage you to remain in a vulnerable position longer either waiting for turrets to come around and or trying to maximize the rof because you waited for them to come on target. Either way, that gives the opponent more opportunity to land hits on you and possibly better hits due to poor defensive orientation.

 

This is simply the difference between what stats suggest and what they actually able in play.

 

Another point that is seldom discussed is that if the shooter is not as skilled as they could be then perhaps less accurate guns may land hits with the errant shells because the mass of shells is not on target enough. Miss directed shells won't land any better with a tighter grouping that is not on target.

 

Pensacola's upgraded guns turn at 180d/30s, which is fast enough for how maneuverable the Pensacola is.

With EM, that's 180d/26.8s, which is very good for a cruiser and you should have zero issues with weaving and unmasking on reloads.

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In the #2 Upgrade Slot I currently have GFCS1 (-7% to main battery shell dispersion).

 

What are the pros vs. cons of changing that slot to MBM2?  The Module says "+10% to Main Battery Reloading Time" and "+15% to Main Battery Traverse Speed".

 

The "+" is confusing me, will the guns reload and traverse faster? if so; I would think that it would "-" .  It would be nice to have faster loading guns.

 

TIA,

 

S.

 

Personally I find the 7% difference almost useless. 7% is basically 1 bullet every 2 volleys going straight instead of afar. As said above, better aim counters the spread. Throw in the fact Cruisers generally have good enough spreads this upgrade does almost nothing at the end of the day.

 

I used the Increase turn rate for 2 reasons:

1. The ROF nerf hardly matters if you can reliably live through-out a match most of the time. The Pensacola already fires the slowest, getting into DPM situations gets you killed plain and simple. Having a slightly faster ROF doesn't change that.

2. The Turn rate increase helps on full turns where you need to counter turn your turrets onto a target going "away" from your guns. In other words, you can turn full and aim at anything, thus giving you more opportunities to get better shots in.

 

The Pensacola is one of the most maneuverable Cruisers in the game. Its also one of the easiest spotted and easiest to kill. So its agility is its armor. Offensively the Pensacolas guns are solid all around, but due to how the ship is designed you really should focus on staying alive and staying active.

 

I spent 90% of my time in the Pensacola dodging and turning to prevent easy shots on my broadside and diving in and out of cover. As such my guns flipped sides easily 5+ times a match, the turret turn upgrade means they get back into the fight faster.

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I went with accuracy instead of AA, but you could go AA.    it has same basic ROF as  yorck,  it has excellent  AP,   very good   turning radius.     its HE is usable but need to have some luck.    not a bad ship overall if you can shoot well.     stock it was tough ship to do well in, but upgraded turret turns the ship into  ap machine.   not quite as good as Yorck, but  close.

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