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  • Agano control

    04. 06. 2010 20:24

diggy04
So, I'm about to make an Agano and I'll obviously be doing long range supporting. I
plan to equip 3 double barrel 7.9". Now my question is should I use Manual Aiming
cuz I heard it's better and helps you hit more (if you know how to use it) or stick
with Auto. If I should do manual I need some tips how to use it faster, or do I just
need practice?
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  • Re : Agano control

    04. 08. 2010 07:51

diggy04
thanks for the tips, I'm getting used to the manual now XD could be better though
but I just need more practice :). I decide to not use torps and stay and shoot, and
just flee from other torps and ships XD.

  • Re : Agano control

    04. 07. 2010 23:06

UmbralRaptor
To reiterate the above: manual is a necessity, not an option. Especially for a ship that
needs every last bit of accuracy it can get. (The K-berg at least gets lots of speed and
a better FCS...) One way to practice would be to do some of the missions (eg: the sink
the enemy battleships.) The Yubari might actually be an easier ship to learn with,
especially with the dual 5.5 Ds. (fewer angles to deal with, and shell marking will be
easier with short range guns and a better FCS) A common range judging method is to mark
your shells at max range at the start of the battle, and adjust from there. Another one
is to memorize how far the shells go at a few angles, and interpolate.

If you don't have access to the second set of 7.9" duals, your gunners probably aren't
good enough to use any set of 7.9s properly. If CL-rooms existed, these would be the
reccomended guns (second set Ds if your gunners are high enough level to use them, first
set Ns if they aren't*). Since at-level spread (especially with non-BVE gunners) is a
very big problem, using the triple 6.1 N or D is reasonable. I typically use LHE with a
bind or 2 HHE in the B-locker for rushers with these sorts of ships/guns. Given the
prevalence of armored CLs/CAs/BBs in Blitz, and the possibility that you may need to
engage at mid-low angles, a backbind of AP may be worthwhile instead.

Your shell marking issues are actually quite common (I still have trouble marking the
second set of 7.9 Ds with a level 46 partially VE BO!). All that you can do is estimate
how far the shells are actually going, and aim accordingly. Hits will still be marked.
Also, if you fire due north or south at the start of the battle, the splashes are more
likely to be marked, which will help some.

*These are actually the same guns that you ideally want to use on the Mogami CL. (If you
can deal with the marking and spread issues)

edit: Torpedoes are a very mixed blessing. They can supplement your very limited
firepower, and give a way to deal with rushers, but the extra weight makes it more
difficult to keep range/rushers a bigger problem. The Agano and Mogami are big and
fragile, so be prepared to do a lot of running and dodging.

  • Re : Agano control

    04. 07. 2010 11:14

Doomraver
I painfully remember the horrible Agano grind. I survived by using long-range torps and scouts, so our BBs
could see something. If you want to use AA, you must consider the fact that low lvl DP Gunners suck. So for
blitzing, that's not an option. Yes, L guns usually go with light shells. You could try normal HE though. In Blitz, I
would try the D setup with heavy or normal HE to harass everyone.

  • Re : Agano control

    04. 07. 2010 11:05

Pegleg85
You really shouldn't class the Armament Sailors as DP gunners until you have your
Yammy (or at minimum level 65). See: http://tinyurl.com/5w9p89 for optimal DP gunner
classing.

So you won't be able to use AA until those gunners have been classed so leave the t-
slots empty and class up your Armament Sailors there. Arm Sailors can use hedgehogs
so if you play in GB2 you can help your team enormously by being an ASW threat.

  • Re : Agano control

    04. 07. 2010 10:02

diggy04
So to sum up, I should practice using Aiming FCS and the 7.9" dual if I want to range the bigger
ships. Thing is what shells should I use? because I tried light but it somewhat went too far and
can't see the splash probably because it's out of Guidelines/BO's sight? Also if I want to go CV,
maybe start with Oyodo, although it's not a very good CV but you get at 38. Should I use the
range shooting until I get that level? And should I equip the T slot maybe with AA guns?

  • Re : Agano control

    04. 07. 2010 08:35

Pegleg85
In Japanese, the word "Agano" means to suffer a painful grind. (ok maybe I just
made that up, but it is mostly true)

Agano = big (for a CL) hitbox, shotgun spread with big guns or better spread with
pea-shooters (6" trips).

You MUST use Aiming FCS because the spread of your shells, especially at low levels,
is almost completely dependent on the guns and the FCS accuracy (the Gunners'
True Accuracy Ability is tiny at level).

The trip 6.1" D and N guns are the only IJN guns that "block" (i.e. have an accuracy
revision of +25). Couple that with the Aiming FCS accuracy of +65 versus only +39
on the AutoFCS and you really must go manual. The Agano with 7.9" guns is meant
to be played at range and you'll need all the accuracy you can get.

Trip 6" guns are really for dd sinking and the top dd's in other nations will eat you
alive with only 9 x 6" shells. You can't really armor the Agano so it is not good for
slugging it out in close-quarters battle.

The good news is that with a bit of grind you'll be able to get the MogamiCA which
will allow you to pwn for your last levels in Blitz with the 8" duals.

You should not be using torps on the IJN gunship line. If you wanted torps you
should have gone in the tw line (and torps get boring soon anyway). Those t-slots
you should be using to power level up your Armament Sailors who will one day
become your dp gunners when you get to the Yammy. Agano with torps = fail.

  • Re : Agano control

    04. 07. 2010 04:15

Taiteki
With little vets and experts 7.9"B will give you shotgun spread, the C(Lv.36) variant
you get later have a better reload as well as spread but slightly lower range. If
you're coming right out of a DD into a CL it might be a little rough. Aiming FCS cannot
be avoided later as it is a nessisity for firing anythin CL and above, your shots will
also seem like it dissappears, but it's because of the bridge operator not being able
to spot the splash or shell mark. As most people suggest 6.1 triples will be easier to
use but still has similar cons and the fact that after a certain angle, your shots start
to high angle and range will be reduced at max angle(55 Degrees).(need someone
to confirm)

Also, a scout is needed if you plan on playing at your max range.

  • Re : Agano control

    04. 07. 2010 02:09

TheFaller
7.9'' start with some bad accurancy, aswell as the trip 6'' L. Consider using any other of
the trip 6'', or use the RL setup of dual 6''. This last option does give you a good range
for a CL

  • Re : Agano control

    04. 06. 2010 22:13

JPhoenix
I found it easier to go trip 6" on the front 2 turrets and leave the third off. Load up
some torps on the T slot, and scouts. Armor up with belt and jump in to a blitz, you will
lvl up fairly fast.

As for the FCS use Aiming since Auto decreases the accuracy of the guns, and the trip 6's
are not the most accurate guns at lvl. Around lvl 65 you should get close to blocking with
the D's. But use the 6 D's for blitz, you get good reload, and heavy ammo. Your armor will
keep you alive long enough to sink several DD's.

  • Re : Agano control

    04. 06. 2010 21:41

joe1995
I only barely used the 7.9's but in general manual is the best FCS. with it Being more
accurate and giving more experience than auto. And more accurate than finder.
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