It can take a lot of abuse if angled well, but it becomes fragile if you angle badly. If you don't see it happening in time, and there is a BB with 16" guns or larger, you will die.ĭM is not as fragile a CA as people make it out to be. Most of the time you can see this happening if you pay attention. You MUST have good situational awareness and sense when you team is collapsing and leaving you exposed and get out of there. She is VERY slow getting up to speed for a ship that spends a lot of time stationary. DMs acceleration is the single worst aspect of the ship IMHO. ![]() If you can shoot from cover, that essentially negates that 15 second window, but you must be very situationally aware. (I don't really care about DDs targeting me in DM.) The longer you take to shoot at something to kill it or damage it significantly, the more you extend that time window you have to be able to survive the return fire. That's realistically about the time you have for an enemy cruiser or BB to realize you are there, traverse their guns, and open fire, before you fade out. Do not shoot (and make yourself detected) over open water unless you can make those shots count - meaning you can significantly damage (in a permanent way) or kill something, and you can survive the return fire for at least 15 seconds. The big thing DM taught me is know when to fire and know when not to fire. If your team collapses on you, you are screwed if you didn't anticipate it happening in time. You really have to pick and choose your cover and range and anticipate where your team is going. Bow on will save you for a while.īasic problem with the DM, like all US cruisers, is the anemic engine. Always pay attention and begin relocating long before the push arrives.īut once you're flanked, you're easy meat. Be patient about choosing when to shoot and when to remain silent, and when you poke out to fire immediately reverse, because you can be cit with even a little bow showing. Range also enables you to engage ships from behind islands long before they can flank or push you. I abuse range and do a lot of mid- and late-game kiting since you can fire salvo after salvo when only one ship can engage you. Practice in coop to hone your skills so you can reliably generate hits at max range. At range you can kite slow firing BBs if you are patient and careful, meaning that you can survive for a while on Okinawa and Ocean. In contrast to the USN Cruiser playstyle where your'e paranoid and stressing. ![]() Play Zao, play Hindenburg, stay at 15km+ and fire away, even in open water. I know it's late to say this after you've worked towards DM, but even with DM as my most favorite and best performing Tier X Cruiser, it has some big issues, and team dependency is one of those. If you want a less team-dependent Cruiser Line, I highly suggest to stop USN Cruisers and do IJN, German, or RU instead. Sometimes you got decent players on your team that understand what you're doing and will take advantage of your efforts, and crush those targets you radar'd. The potatoes behind me are ignoring the DDs I'm radaring that are within 9km of the team so that they can try to hit that Yamato 18km away. I can get Des Moines into a spot and radar a bunch of high value targets for almost a minute, and I will find myself being the only one shooting at them. They're also squishy, and people will quickly switch to you if they spot you in the open running away due to a collapsing team. with their floaty shells need to be closer to be effective. Matter of fact, Zao is *especially* dangerous if she's kiting. Zao, Hindy for example, can still be dangerous while retreating. You can have a team of potatoes playing like sh*t, but your playstyle, personal performance can still be good to go. This is in sharp contrast to, say, Zao or Hindenburg. Worcester, Cleveland, Baltimore, Des Memes, etc., they cannot do their thing if the team is collapsing, the DDs are dead or not spotting, etc. All the High Tier USN Cruisers are like this, even the USN CLs. You are correct in feeling that dependency on a decent team. If the map is something like Ocean or you're spawned in the middle or south in Okinawa, you're kind of hosed. Secondly, finding a good spot to pour gunfire out to enemy targets. ![]() I play it the same way I do Divisioned up, try to support the caps, playing short ranges. If your DDs don't help give vision control then you're in a really tough spot even with radar. How do you carry in this thing, since it's rather fragile and seems to be quite sluggish. I just don't have this ship figured out and I find it really hard to win games right now, and like the Minotaur it seems to be really dependent on your team not collapsing. I only played this ship for a bit but I'm having a really tough time.
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