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  • The Ultimate M-Project Guide.

    01. 18. 2006 06:58

SirDante
I decided to write this to end all the "what should i do with my Mpro?" threads.

First, let's go with some technical data (thanks to trainworld.us):
level 37
DP points: 9600
total displacement: 10803
normal displacement: 5100
practical usable displacement: 5703
aircraft space: 100 (2 scout planes)
number of R mounts and size: 4x119
number of T mounts and size: fore 2x29, aft 3x40

Let's see. Mpro is one of the lightest CL 2 compared to Mogami, Edins and
Cleve/Brooks. It
is also quite fragile compared to all of them except mogami. It has only 4 R mounts
compared to the 5 of Mog and Brook. The practical usable displacement is only
slightly
better than Koenigsberg, making it hardly an improvement.

ENGINE:
with CL III Heavy Engine you should go at 34-35 depending on your crew without
armor, 31
at max displacement.

FCS:
Unless totally noob, you should choose CL I Aiming FCS or Finder if you really wanna
see
your shells land and your BO lacks skills. Remember that your accuracy will suffer,
tho.

GENERAL SHIP DESCRIPTION:
Mpro is one of the best if not the best CL available. It is fast, has a beautiful design,
can mount a wide selection of guns, can outspeed and outrange anything of his
size. It has
some drawbacks too:
- it's quite fragile
- german armor combined with low usable displacement - combined with the need to
get out
of hard situations with speed - means that you won't fit much armor, and if you do
that
will come to your detriment
- all the guns it can mount head towards the range vs damage per shell ratio,
except one.
- the 3 AA mounts in the back are the only ones usable- low or no AA coverage
except in
the back of the ship
- even if the longest-ranged CL, you will fall in range of all the CA/BC/BB.

Still, if you know how to use it you won't lose a fight against other CL/DDs. However,
Mpro hasn't one "best" setup for all games.

GUN SETUPS AND SITUATIONS
Mpro is a good performer in all games, but depending on where you use it, you can
choose
different configurations:

All Welcome Games: here you can choose all the 3 Mpros main guns:
Lv 31 x3 5.9"/60 SK C/25 D
Lv 39 x2 6.75"/40 SK L/40s L
Lv 46 x2 8"/60 SK C/31 D
The first one is fast paced, low ranged and generally better against DDs and CLs.
The second one has a middle rate of fire, longest range and it's good against CLs
and above
The third one has a relatively low rate of fire, mid range but good damage per shell.

Generally, the first gun uses Heavy HE and AP, while the 2 others use Light HE and
AP. I
wouldn't recommend the last gun since that will slow you significantly down, but it's
fun
to use every once in a while.
The 6,75sL is by general consensus the best gun for Mpro and i really can't disagree.
Still in All Welcome games i prefer the 5.9D and not the N version, since it can't carry
enough ammo. It's good, basically you will have a large DD and it's quite fun. You
won't
gain much exp or money, but who cares. Also, 3x5.9 is the best setup for Mission
Whoring.

All Welcome games aren't very XP rewarding for Mpros but as all welcome games
they tend to
be funnier and more fast paced than CL CA BB games.


CL CA BC BB games
the only real gun to choose is the lvl 39 6,75sL with light HE. You will need every tiny
bit of range you can have and that won't be enough anyways. Keep out of range of
other CLs
and when attacking larger ships be sure they can't focus their fire on you: one bad
shot
from a larger caliber and your game is over.
My hint is to avoid BBs and BCs games and try to find CL CA rooms, that's where
your Mpro
shines.
CL only rooms are nice but all the other CLs will try to rush you, making those games
pretty annoying.

ARMOR & CREW:
Generally you don't want armor on your mpro. It's not enough to stop anything that
comes
from a CL, go figure larger guns. Speed is your mate! Add as much bulkhead you can
fit
without losing a knot's speed.
As for the crew, you will need BO, 2 Gunners and 1 pilot.
Then, i chose to put only 1 AA gunner in the aft slot since the fore slot is a waste,
and
3 support sailors- but i'm at a quite high level and i have my AA gunners leveled up,
so
don't take my word as holy.
Don't be cheap and max your crew out- go read Obst's guide about sailors for more
informations.

AA GUNS
As i said, i use only the 3 aft positions, saving one slot for a much needed support
sailor- but you can install guns there too, nothing is stopping you. The 3 slots in the
back have good angles AND good size so you will fit quite a lot of ammo.
You have 2 serious choices here:
Lv 30 x2 3.46"/78 SK C/31 L
This gun has a low range but its 0.8 sec reload, low weight and low gunsize make it
for
the best (IMO) mpro AA gun

Lv 42 x2 5"/61 KM 40 A
This gun is the best german AA gun, with 1.2 sec reload, quite low weight and quite
low
gunsize- at low levels, the other is better anyways, but this is the gun you will keep
for
the rest of the game

FRIENDS AND ENEMIES:
This guide ends with your best canned food (friends) and the ones that see you as
their
food (enemies).
Depending on your gameplay, i would say that Z99 is your worst enemy in all
welcome games.
They will choose you as their first target and they will make you suffer if you don't
use
your CL advantages, such as range and/or superior guns. This combined with DD
speed makes
it clearly the first target you should choose.

Torp Whores aren't a problem unless you let them come close... i never put bulge on
my
ship, anyways.

Brooks/Clevelands can be painful if you let them approach: their guns are fast
paced, they
can fit a good armor, and are more durable than you. Just use your range.

Koenigsberg, Agano, Dido and noob Atlantas/Oaklands (the ones that don't HA) are
your best
food. Eat them as they show up.

US CAs aren't a problem, except maybe Baltimore--- just be careful, if you see they
are
armorwhored, switch to AP shells as soon as possible.

Eugens and Hippers are quite dangerous, their 8'' being quite hard and your DP
being so low.

Have fun with Deutschlands- PPros that get in your range! Just keep hitting them,
90% of
the times they get in panic if they don't have a friend helping them out.

Yorks/Counties- avoid them, expecially if you see a gold bar and unless they have
other 2
or 3 enemies in range.

Enjoy Myokos and Mogamis- good food, watch out if they're skilled because they will
use
their range on you.

BBS: any BB should be approached cautiously, while being never alone and always
using AP
shells for good measure.

Enjoy your MPRO! I hope you found this guide useful!

  Index

  • Re : The Ultimate M-Project Guide.

    01. 20. 2006 03:15

SirDante
Dlands can hurt but they lack the speed or the firepower to repel an Mpro rush...
If they can use range, everything is easier, tho.

  • Re : The Ultimate M-Project Guide.

    01. 20. 2006 02:58

vdub1
ok, guide, but dlands can hurt if they know what they are doin...
but best way to learn mpro is use d40, as a cl, use the range and everything, i made
the transition EASY to mpro, and i love it, cant wait till dland...

  • Re : The Ultimate M-Project Guide.

    01. 20. 2006 02:01

SirDante
Doing a game without mistakes is quite hard- but Mpro isn't a forgiving ship, one mistake
against the wrong ship means you're dead. Eventually you will learn the right tactics for
it, when to attack and when to just stay back...

About torps: in the aft slot they can be useful but i don't remember using a torp launcher
since level 38 (and my gunners are at 58 now). Usually you shouldn't let DDs get close, if
you can use your torp launcher it already means they're too close.
That's why i don't fear torp whores too much- i just keep enough distance from them and
i'm usually fine.

Uh, and 6.75sL is a good gun but rather boring, plus it can't hurt dds very much... i
wouldn't discard 3x5.9 or 8'', if not for the fun. I can't remember how many times i've
changed my guns in my mpro... the great versatility is an asset.

  • Re : The Ultimate M-Project Guide.

    01. 20. 2006 00:56

sged
Oriondw wrote; "Anyone who thinks using torps on M-Pro is a good idea, doesnt know
anything about this game..."

Fair enough.....but...

I don't use these torps as a tw (have seen mpro's and kbergs doing it trying to
torpwall...lmao)

I have em on, as a countermeasure...I play all welcomes, dd/cl, cl/ca with mpro...

Regarding the distance I'm trying to keep, I always get swarmed at some point, or the one
dd comes close anyway, if you run or not, and that's when they come in handy....

The torps won't be on it for ever, to me it is a stage, a try out...so why not...

Och and BTW...I'm not one of those die hard z99 freaks that stay in a dd 'till a deasant
lvl for cl or higher...I started Kberg as soon as I got the lvl for it, which at first
seemed a very bad idea, now, lvl's later, I'm happy I did!

  • Re : The Ultimate M-Project Guide.

    01. 19. 2006 20:18

bobbyshaftoe
I can sum up the whole post with one word... Range.

OR

More fully with 3 digits, 2 letters and a decimal point:

6.75sL

  • Re : The Ultimate M-Project Guide.

    01. 19. 2006 19:07

flamingpanda
0 mistakes almost never happen

  • Re : The Ultimate M-Project Guide.

    01. 19. 2006 18:16

mixmkz
listen

with mogami i can almost achieve 0% crew lost. why? cuz i dont let people get in range to
shoot me

mpro got most range of all CL no matter what setup unless its a kclass with 11" so if you make
0 mistakes, you will not get a single shell on you ship at all

  • Re : The Ultimate M-Project Guide.

    01. 19. 2006 17:12

oriondw
Anyone who thinks using torps on M-Pro is a good idea, doesnt know anything about this game...


Honestly..



Scout is pretty much mandatory.

Always keep range, Always Run, NEVER chase other ships unless you clearly range them.

  • Re : The Ultimate M-Project Guide.

    01. 19. 2006 14:44

usshunter
Post this in tip and suggestion, and you might get some recomand.

  • Re : The Ultimate M-Project Guide.

    01. 19. 2006 14:35

SirDante
Maybe it's just me, but i've found no difference in the crew losses between an armored
ship and a not armored ship- but it could be just me. Much depends on range- very close
range and very large range seem to give the most criticals.
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