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Ok, ill try that. What about buying premier ships and exchanging them for ship or free XP? is that a thing? I see something about converting xp in the top right of the menu?
A proportion of all ship XP you earn gets converted to FXP.
You can convert a proportion of the ship XP earned on *any* ship (premium or otherwise) to FXP for cash, but that's not the optimal way of grinding.
Best use for FXP is saving it all up so that when you grind out a new ship, you can instantly research the modules (hull, especially) and not have to play with a stock ship.
Premium account time will improve your rate of grinding regular ship XP - and there's usually a bundle for a short amount of premium time along with a handful of doubloons on the premium store that gives you some flexibility without over-commiting a load of resources to the game early on.
Grinding from tier 3 to tier 6 in either of the UK cruiser lines should be quite easy in general - especially if you apply the shipXP economic boosters (wouldn't recommend wasting the others on low tier ships - want to save blues or reds for later on when you're grinding out missions that require you earn CO xp or credits or whatever).
Just concentrate on island-camping somewhere that you can continually spam out damage without getting dev-struck and you should be getting good damage numbers and thus good credits and a fair few wins (which means double xp rewards).
If you're willing to throw money at the problem, then getting a *good* tier 9 premium is probably the most effective way of grinding credits (and fxp / CO XP too to a lesser extent) - especially as asymmetric battles gives excellent rewards if you're in the right ship and farming well (I'm routinely getting ~1mil a game in Schroder).
But that is a massive investment in a game you've barely played, and the higher tiers are far less forgiving for inexperienced players.
If you're short on credits, remember that you can go into your inventory and sell the stock modules for any ships you've got that you've upgraded - really the only stock modules you'd ever want to keep are stuff like the stock 406mm guns on FDG or maybe some of the alternative torps for Shima in case you ever want to mix up the playstyle a bit.
American cruiser line is really good in top tiers. Torps get less and less useful higher you go on cruisers, which is why most later cruisers lose them.
The British line is nice, but really squishy. Des Moine can bow tank really well where Minitaur is a floating citidel.
Each line will have a different playstyle, just find something you like.
work multiple lines up, the japanese, american, brits and pan amarican lines are all ones I am grinding.
Sure they aren't a good primary weapon for cruisers. They are however a very effective deterrent against being rushed by another cruiser or a battleship pushing in around the island you are hugging. So by no means are they not useful in game. They can level the playing field so that if you used them right you should be forcing a one for one trade or at least grievously mauling them to the point where your team should be able to finish the job.
And most cruisers actually keep them. Its just both American cruiser lines, the last couple in the USSR heavy line, the French super heavy line, and Netherlands airstrike focused cruisers that do away with having any torpedo armament.
Heck if you go looking at some of the premium American cruisers you'll notice they actually have torpedoes available on the Atlanta and San Diego.
As for torpedoes in general: You aren't entirely wrong there. But with the guns and possibilities of the US cruisers, said scenario really should not happen unless something went terribly wrong. Either you were completely out of position and thus exposed from the start. Or your team has completely collapsed around you and you should have left that position long ago. Or maybe he somehow did sneak through thanks to no one paying the necessary attention. But all of that is result of a misplay.
And even then, the US cruisers have a decent to high chance of making it a trade due to so many cruisers with torpedoes having to expose their sides to fire them. And thus their citadel to your exceptionally good (including improved impact angles for your AP) guns. Guns which at that range will punch right through and do massive damage in very short order.
You're definitely not wrong in that most cruisers do keep them, even at high tiers. Only the US at mid and the Russian CA line at high tiers do lose them (and the Dutch and French Heavies don't get any at all). But they are, in many cases, indeed not that useful except in certain circumstances. There's the opposite as well, of course, like the PanAsian line. But for ships like the Germans, the Russians, the Italians, the French or the British CAs, they're really just an extra for special circumstances or hoping for a lucky shot. Not something that you can rely on.
What I'm trying to say, sorry words got a bit away from me there: Lack of torpedoes should not really deter you all that much from playing a cruiser line. Unless you are looking for a line that heavily relies on their torpedoes. But then that's only really the PanAsian and Japanese light Ones at the moment.