World of Warships

World of Warships

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Ryven 7 października 2021 o 15:46
How to play Myoko?
How do I go about playing this ship without getting blown to bits, the gun turn rate is so slow I can't maneuver while firing as the ship turns faster than the guns can keep up. Meaning I have to keep straight a little for the guns to align.
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Wyświetlanie 16-21 z 21 komentarzy
Ryven 7 października 2021 o 17:37 
Only time I ever had to stop was someone blocked me or I got stuck. Also read not so good things about Zao
g452 8 października 2021 o 1:03 
Decent players know your top speed is ~35 knots, so will lead you accurately if you don't change up your speed. And watch your detect radius - don't be the first thing spotted. Let the battle begin and bbs etc start on different targets before you make yourself visible.
R[e]venge®-uk* 8 października 2021 o 3:22 
Początkowo opublikowane przez Ryven:
Only time I ever had to stop was someone blocked me or I got stuck. Also read not so good things about Zao

The Zao just suffers from super power creep and weird armour (she needs a buff) .... as for Myoko, yes it is more complex than going "head in and turning hard" you will die... very quickly....

Soooo, start by getting to "torp range" of your cap then about face.... go rear end towards cap 1/4 speed away and wait for DD/CV to spot something then begin the "kite" WASD your way to max range burning stuff down.... go dark... get close again, this is a "rinse and repeat", dropping torps if they have the cap and safe to do so towards on rushing ships.... (you want to be "stealth torping" so stuff coming towards you drop them at 12km let them do the 2km difference charging you) about face again around 12km from enemy and do it all over again!! also one thing I do a lot is try to have 2 targets you can hit, slap one get a fire change to other and then go back and forwards ... looking to set perma fires on the poor soul's!! if you get focused go dark (stop shooting) and find a safer position!!

Also these Japansese CA's if you get pushed hard you can literally Kite all the way from A to C cap and still sink 3 of them as long as you have the range!!

However ..... they are made of paper so you get it wrong and show to much angle to a higher tier BB or Super Cruiser ..... you will literally do a magic trick and vanish!! ha!

Good Luck!
kamikazi21358 12 października 2021 o 12:35 
My recommendation personally —

Myōkō has bad concealment for a Japanese cruiser, for once just ignore it I recommend. Personally, I do the following:

Captain skills
> turret traverse obviously
> incoming fire
> Priority target
> demo expert
> the one that increases your HE damage and decreases your detection
> fearless brawler (or whatever it’s called) that -8% your reload when you’re within detection range of an enemy.

> after that, probably survivability to be even stronger (I use Riazo Suzuki unique commander for Myōkō because I love it so much, it gives even more HP than normal), to get more HP than many tier 8-9 cruisers. If getting hit hard is a problem (I recommend not being perfectly broadside of course), even if you mess up you get nearly the HP pool of a tier 5 battleship to help you. The last stand skill also would be very useful, if you get your rudder knocked out and you have no repair party ready, you can keep going since this relies on always being detected and shot at. Adrenalin rush never is bad either, for more reload later in the game after taking damage.

Mods are whatever, but I recommend the rudder mod, and engine protection for stronger rudder/engine mods.


because with all of this, you become the destroyer of worlds. Your winrate should never dip below 80% with this, it’s amazing, I honestly wish I was exaggerating — over 30 random battles games and I consistently stay around 80-90% winrate, it’s stupidly strong.
Which I know I don’t have like hundreds of games, but I think it’s a considerable number where you would expect it to start to even out, but no — went back to playing it recently, and I’m still winning. I am not that good if a player, it isn’t me. Plus I almost always live through the match, so even if the average match is like 10 minutes, that is like 5 hours in Myōkō, which is not unsurprising, I felt like I played it a lot. And I’ll continue to play it more, just for fun!


Basically,

you have the maneuverability almost that of a destroyer, you spend time at max range dodging everything fired at you. This is why BOTH priority target and incoming fire are very important, so you can detect instantly who just fired at you, and how many people are aiming at you.

Myōkō has poor detection for a Japanese cruiser, all the cruisers have great detection but Myōkō specifically, and Myōkō can’t get concealment mod because it’s tier 7. So with the HE damage mod, which 10 8” guns that are the same all the way to tier 9 with the accuracy of a tier 10 [it uses destroyer dispersion I think], this helps you get sometimes 7k-10k salvos. Myōkō even has a 14s reload, while Ibuki 2 tiers higher and Zaō with 2 more guns 3 tiers higher get only a 0.3s advantage, for being that much higher (and Ibuki even does not have a speed advantage and has LESS hp than Myōkō 2 tiers lower), so literally just the concealment, since it can’t get that extra mods, is the only bad aspect — ignoring it literally gives you the performance of a tier 9 ship at tier 7. With the 14s reload of course, doing 10 high damage, high fire chance HE shells per salvo, -8% reload gets it under 13 seconds base, before Adrenalin rush.*

*That is because, it is active when you are within detection range of enemies. That is why you ignore all concealment, (go full “lighthouse build” some people call it, which I love it because it’s a naval game), with a camo, your new detection radius is 14.7km. But that isn’t even all, I recommend taking only the -4% dispersion camo unless you just want more rewards, and it’s cheaper anyways, because in this case the better camo actually nerfs you. Without the -3% concealment camo, your detection radius is over 15km, which is literally exactly what your range is — meaning your -8% reload is ALWAYS active! So despite having a 13.7s reload, your reload in practice is 12.6s, because if you are in range, the perk is pretty much active — the distance between detection and max range is like a couple hundred meters, so it practically will always work.

But doing this does require incoming fire**, priority target, and a rudder that is active at all times. Because the idea is, get within 15km of the enemy, but stay around the edge of your range only, so you have maximum time to dodge everything. A thin profile, 32mm of deck armor btw so only ship you will ever meet that will overmatch you with plunging fire is Musashi (you can still get penned, but it’s actual pens and not lol-pen overmatches), and 35knot top speed + 7.7s rudder BEFORE the rudder mod (it gets it into the 5 second range I think) means you can dodge most anything, so priority target and incoming fire just give you the alarm that says “start turning” or trick them with changing speed as well if you’re extra careful dodging a strong BB, etc. This is needed because you will always be detected — that is the point, to be within 15km to have that reload buff, and the fire chance btw (not only salvos do massive damage) but getting multiple fires per salvo is not uncommon, and you do a salvo every 12.6s without adren. rush. There is no point in having concealment anyways with this, because the idea is to always be firing, and not stop firing if there are enemies in range, so your concealment doesn’t matter anyways since it always will be your range of you’re firing.

**Some player is probably going to go “bruh that’s a waste of a point! just see when they fire!” I highly disagree, for this especially. When that priority target number counter goes up to 3, 4, 5+ ships, you don’t know who’s firing at you sometimes. You need to zoom out and look for those white shells on that light blue and white horizon for them, incoming fire actually can give you something like 5+ full seconds of extra warning, because it has no delay, as soon as the enemy’s shells exit the barrel. I think incoming fire in general is the most underrated skill, so many people ignore it… so many times I see cruisers getting 1-2 shot by battleships, taking massive damage, from like 15km away, because they were looking somewhere else or didn’t see the shells until it was way too late — they clearly didn’t have incoming fire, or if they did they just ignored it. Actually just right here, alone, even if you don’t like the idea of this guns-ablazin’ lighthouse build, at least take this away from this comment — Incoming fire saves lives. Extra HP on survivability or whatever means nothing if you’re going to lose it many times over because you didn’t see it coming.





Which this may sound like it’s some kind of MLG super hardcore player build being “it’s about skill, you need to learn 2 dodge” or whatever, but I assure you, it is not. Myōkō was my first tier 7 ship in the entire game. And I did this in the beginning, originally because I wanted the HE damage and I didn’t have the captain skills for concealment, but then I learned — I didn’t need the concealment? This strategy works for new and not-new players alike. Incoming fire does the warning for you, priority target warns you to be ready, you just have to look at the enemy and lay on the trigger, and play around with your speed and rudder when they fire back. You can burn 100,000+ damage just find doing this, since it sets so many fires and the damage output of the HE with the damage mod is just insane, it’s actually just a step under British battleship HE damage per salvo from my experience, because you get more guns and their more accurate — and you do that nearly 3 times faster than they can. Myōkō is honestly one of the most fun ships doing this.
Ostatnio edytowany przez: kamikazi21358; 12 października 2021 o 12:40
Ryven 12 października 2021 o 14:38 
I did your method and it's pretty sound, didn't get the 100k+ damage but still did good damge. I have to treat it like a tiny battleship.
kamikazi21358 12 października 2021 o 15:16 
Początkowo opublikowane przez Ryven:
I did your method and it's pretty sound, didn't get the 100k+ damage but still did good damge. I have to treat it like a tiny battleship.
Yeah 100k damage is like “a pretty good game”. But it happened to me multiple times once I got used to the ships as an example.
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Data napisania: 7 października 2021 o 15:46
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