I remember spading these back when their hard-coded accuracy was some of the worst in the game. IRL these guns were proven to be able to achieve up to 6 RPM at the expense of wear and safety by launching the shell into the breech without fully retracting the rammer - a technique called cue-balling. Even though it was used in combat at the Battle of the Java Sea, Gaijin never accepted this for the game, however, because this RoF was only achieved due to non-standard operation. Not allowing their RoF to be increased to this proven level is hypocritical of Gaijin due to their lax standards for other nations, but the treaty cruisers aren't unplayable because of it. Far more egregious is their treatment of data involving standard battleships, which is the only reason I don't have the entire US TT spaded. I would love to watch you suffer in that USS Arizona - or better yet, USS Texas.
Ever since I got the New Orleans, I’ve loved it, the armour is good enough around the turrets where you wouldn’t get ammo racked consistently like in the Portland or Northampton, and the anti air is absolutely great
they specified before patch they modeled each and every shell which is probably why it work so well, they decided to use some weird formulla they cooked up with Alpha strike instead which just broke the entire things another example of Gaijin trying to cut corner and f up everything
When I started playing i played the Japanese and German 8 inch first. Coming across to America.... it hurt. It took time to get used to the reload and making each shot count. It gets you ready for battleships though.
It is a great ship the slow reloading penalizes him a little but his guns are accurate and if you know how to use it works very well, it is a pity that it is the only 5.7 of the branch of the United States.
Hey there! Grinding can be a journey, so test out arcade and realistic to see what floats your boat. Arcade is faster paced with torpedo reloads, aim assist and no stealth. I prefer Realistic. Boosters can give you a nice push, I usually activate a small and mid-sized booster together. I like to use an RP and an SL one together to maximize the return
I play both AB and RB depending on BP tasks, queue times, and the ship I want to play. I definitely prefer AB for ships with slow reloads because I don't like the extra variables imparted by the RB aiming system that can decrease your accuracy. You probably want to start off with some AB coastal, then move into RB after you understand how lead works.
Hey there, nice video, I always enjoy fighting these cruisers in a Zara and I'm glad to see how it is on the other side. I had no idea their reload was so long lol. By the way, have you ever played the Zara/Pola? I don't remember if you have it or not. After the bug fixes they're back to being some great cruisers (and my favorite ships, yes I'm biased).
id reccommend it for someone of your calibur. I Still dont know naval that much but Duca degli Abruzzi is really fun to play and looks so cool.@@CmdrTyrael
@@CmdrTyrael it's definitely up there in terms of light cruisers, mostly thanks to its armor which is basically a 30mm plate with a 100mm main belt spaced behind it, irl it was considered to have almost the same effrctive as the 150mm belt of the Zaras. In game they're indeed quite trolly, though watch out as they're still vulnerable to 203mm guns. The frontal ammorack especially since they ride quite high in the water. In the other hand, their fire rate is good and the firing angles for the 10 guns are decent, along with having some great AP that really hurts when you hit all of them at once. They also have good firing angles for the torpedo launchers, which come in handy when in close combat and especially if you manage to sneak up on a dreadnought at that br. Overall a really nice package.
correct me if I'm wrong but all cruisers feel super squishy rn so I'd rather just play something with higher DPM like a cleaveland or atlanta even. Rate of fire is just too slow on these
You're right, cruisers are in a funny place where they are armored, but most of the crew compartments are unprotected. So continous fire whittles them to nothing in short order. Leaving us with the fast firing gun meta.
I don't Understand... I use everything, manual aiming like in tank or use my nose and put my mouse 4/6cm on my screen lower to my target for hit Something. And i see many youtubers like you, who just have to take care of horizontale adjustements. They put their aim to the same line of the targets while they move forward angled toward to the ennemy and your target do the same and never their shoots finish too far above the ennemy?? Its move visible when you face the ennemy at 7km before you die the first time. (Sorry my bad old english). I'M not a beginner in this game, but doing this with my mouse so much lower to my targets is so stupid, and with manual aim....its not avery accurate too.
@@CmdrTyrael Already mapped on page up/down. But maybe i put too much sensibility. I gonna look your link. It's just i feel you don't use it, i look attentively and don't see when you did it. Thx a lot.
Duuno why you believe their BS. In datamines you have at start of update HE increased power by mere 1000%, then in next datamines you have it quietly reversed and slashed to before update values. Shrapnel story is BS as you got ammo rack trough armour ( due to ghosthelling they forgot to mention now). If you got hit on belt close range and died to 100mm HE shrapnel would need to travel down to water move side below ship and move again up.
I'm Not sure what you're trying to say. I couldn't care less about data mines and excel values, I just play the game. Last week was broken and unplayable. This week it feels better. Whatever the reason, it ruined the event for me.
@@CmdrTyrael im trying to say they give nonsense explanations to us - not for first and not last time they gaslight with shrapnels stories that do not match what they actually did. Its a mistake to not check datamines. They show what strange buffs or nerfs are silently implemented and what experiments on playerbase are being done. Event is ruined. Only plus is reward is boring copy pasta so its not a big loss.
@@CmdrTyrael It is better. I think he means prior to the update. Higher frag count means more RNG rolls for things like fire, ammo detonations - and by Gaijin's own admission - more potential for frags to clip through armor geometry. This is why since Alpha Strike dev server 1, we've seen them experiment with different fire chance and dispersion cones. Now, it's more or less like before the update, but with more chances at damage and RNG explosions. Although, it does seem that HE and AP create the same number of frags now. I may be misreading it, but they don't use the same coefficients as before.
Ok i understand. With all due respect, I was a data analyst for too long. The last thing I want to spend my day on is Excel values. I'm more interested in history, tactics and telling stories of these vehicles. I prefer to create over debate. I'll leave the number crunching to more enthusiastic community members.
Ah only if we would have a normal br spread so krasni krim wouldn't fight battelships and we would have cruisers vs cruisers
I remember spading these back when their hard-coded accuracy was some of the worst in the game. IRL these guns were proven to be able to achieve up to 6 RPM at the expense of wear and safety by launching the shell into the breech without fully retracting the rammer - a technique called cue-balling. Even though it was used in combat at the Battle of the Java Sea, Gaijin never accepted this for the game, however, because this RoF was only achieved due to non-standard operation. Not allowing their RoF to be increased to this proven level is hypocritical of Gaijin due to their lax standards for other nations, but the treaty cruisers aren't unplayable because of it. Far more egregious is their treatment of data involving standard battleships, which is the only reason I don't have the entire US TT spaded. I would love to watch you suffer in that USS Arizona - or better yet, USS Texas.
Ah Yes.... the ship classes that can only fire 20 salvos per game.... Arizona and Texas
@@CmdrTyrael well better have a Spotify podcast ready to kill the reload time
I still remember getting ammo racked by 5 inch Sap in Poltava, like how is it that possible :P
Torpedoes were doing less damage than the 5 inch SAP. ☠️
@@CmdrTyrael💀
@@CmdrTyraelnow I know how Southampton took 3 torps to slow it down and 1 salvo from it to kill me
Ever since I got the New Orleans, I’ve loved it, the armour is good enough around the turrets where you wouldn’t get ammo racked consistently like in the Portland or Northampton, and the anti air is absolutely great
You're absolutely right. It's reliable in ways the earlier ships are not. It also has the same armament, so it remains familiar to captains
they specified before patch they modeled each and every shell which is probably why it work so well, they decided to use some weird formulla they cooked up with Alpha strike instead which just broke the entire things
another example of Gaijin trying to cut corner and f up everything
I'm also happy to see more people spawn more. Makes this more thrilling
More spawns, more thrills, more kills
This ship is super fun.... it's a good long range sniper with all the other American 8inch cruisers
When I started playing i played the Japanese and German 8 inch first. Coming across to America.... it hurt. It took time to get used to the reload and making each shot count.
It gets you ready for battleships though.
@@CmdrTyrael I like to use Ripple fire with my Heavy Cruisers I found it easy than wasting a broadside with a slow reload
It is a great ship the slow reloading penalizes him a little but his guns are accurate and if you know how to use it works very well, it is a pity that it is the only 5.7 of the branch of the United States.
Yes I feel like these cruisers are good practice for later battleships. When you need to make sure the shells hit the right places.
Is SMS Baden video on the way?
I didn't participate in the event but gaijin has given me a test drive today. I'll have a video out in approx 48 hours
hello! how do u reccomend grinding naval, arcade or realistic? should i activate all boosters at once like you have done?
Hey there! Grinding can be a journey, so test out arcade and realistic to see what floats your boat. Arcade is faster paced with torpedo reloads, aim assist and no stealth. I prefer Realistic.
Boosters can give you a nice push, I usually activate a small and mid-sized booster together.
I like to use an RP and an SL one together to maximize the return
I play both AB and RB depending on BP tasks, queue times, and the ship I want to play. I definitely prefer AB for ships with slow reloads because I don't like the extra variables imparted by the RB aiming system that can decrease your accuracy. You probably want to start off with some AB coastal, then move into RB after you understand how lead works.
Hey there, nice video, I always enjoy fighting these cruisers in a Zara and I'm glad to see how it is on the other side. I had no idea their reload was so long lol. By the way, have you ever played the Zara/Pola? I don't remember if you have it or not. After the bug fixes they're back to being some great cruisers (and my favorite ships, yes I'm biased).
Hey mate 🫡 I haven't ventured that far down the Italian line just yet. I'm making progress only a few ships to go.
@@CmdrTyrael nice, hope you have fun
id reccommend it for someone of your calibur. I Still dont know naval that much but Duca degli Abruzzi is really fun to play and looks so cool.@@CmdrTyrael
I've heard alot of good things about Abruzzi can't wait to play it.
@@CmdrTyrael it's definitely up there in terms of light cruisers, mostly thanks to its armor which is basically a 30mm plate with a 100mm main belt spaced behind it, irl it was considered to have almost the same effrctive as the 150mm belt of the Zaras. In game they're indeed quite trolly, though watch out as they're still vulnerable to 203mm guns. The frontal ammorack especially since they ride quite high in the water. In the other hand, their fire rate is good and the firing angles for the 10 guns are decent, along with having some great AP that really hurts when you hit all of them at once. They also have good firing angles for the torpedo launchers, which come in handy when in close combat and especially if you manage to sneak up on a dreadnought at that br. Overall a really nice package.
How do you speed run naval because so far my grind is slow and im researching the neworleans rn
I can't wait to my channel got unlocked to publish the gaint amount of cool naval battle I got
Was it really all that bad for you to be able to ammo rack a sharnhorst?
It was definitely a unique experience, that's for sure!
correct me if I'm wrong but all cruisers feel super squishy rn so I'd rather just play something with higher DPM like a cleaveland or atlanta even. Rate of fire is just too slow on these
You're right, cruisers are in a funny place where they are armored, but most of the crew compartments are unprotected.
So continous fire whittles them to nothing in short order. Leaving us with the fast firing gun meta.
I don't Understand... I use everything, manual aiming like in tank or use my nose and put my mouse 4/6cm on my screen lower to my target for hit Something. And i see many youtubers like you, who just have to take care of horizontale adjustements. They put their aim to the same line of the targets while they move forward angled toward to the ennemy and your target do the same and never their shoots finish too far above the ennemy?? Its move visible when you face the ennemy at 7km before you die the first time. (Sorry my bad old english). I'M not a beginner in this game, but doing this with my mouse so much lower to my targets is so stupid, and with manual aim....its not avery accurate too.
Set your vertical range adjustment to the mouse wheel.
Solve all problems 🫡
th-cam.com/video/r0Urg-7tHKs/w-d-xo.html
@@CmdrTyrael Already mapped on page up/down. But maybe i put too much sensibility. I gonna look your link. It's just i feel you don't use it, i look attentively and don't see when you did it. Thx a lot.
Pg up and pg down don't have the sensitivity required.
One tick on my mouse wheel is about 100m
@@CmdrTyrael Use relative control like for Sim.
The correct name for the control is "distance control" - Mouse wheel. It let's toy really fine tune your aim.
Duuno why you believe their BS. In datamines you have at start of update HE increased power by mere 1000%, then in next datamines you have it quietly reversed and slashed to before update values. Shrapnel story is BS as you got ammo rack trough armour ( due to ghosthelling they forgot to mention now). If you got hit on belt close range and died to 100mm HE shrapnel would need to travel down to water move side below ship and move again up.
I'm Not sure what you're trying to say.
I couldn't care less about data mines and excel values, I just play the game. Last week was broken and unplayable. This week it feels better.
Whatever the reason, it ruined the event for me.
@@CmdrTyrael im trying to say they give nonsense explanations to us - not for first and not last time they gaslight with shrapnels stories that do not match what they actually did.
Its a mistake to not check datamines. They show what strange buffs or nerfs are silently implemented and what experiments on playerbase are being done.
Event is ruined. Only plus is reward is boring copy pasta so its not a big loss.
@@CmdrTyrael It is better. I think he means prior to the update. Higher frag count means more RNG rolls for things like fire, ammo detonations - and by Gaijin's own admission - more potential for frags to clip through armor geometry. This is why since Alpha Strike dev server 1, we've seen them experiment with different fire chance and dispersion cones. Now, it's more or less like before the update, but with more chances at damage and RNG explosions. Although, it does seem that HE and AP create the same number of frags now. I may be misreading it, but they don't use the same coefficients as before.
Ok i understand.
With all due respect, I was a data analyst for too long. The last thing I want to spend my day on is Excel values. I'm more interested in history, tactics and telling stories of these vehicles. I prefer to create over debate.
I'll leave the number crunching to more enthusiastic community members.