Post by FormulaZR on Aug 29, 2017 23:14:56 GMT
Yureikuma brought up a good point on the Perth. It's a good ship, but often gets overlooked in favor of other premiums. I had overlooked this ship for quite some time as well, only playing it off and on - but HMAS Perth was the ship that got me from Rank 5 to Rank 1, so I feel she deserves a review.
HMAS Perth is a T6 cruiser that has several incredible strengths and several massive weaknesses. I think they balance out into a ship that can be extremely potent if played intelligently or a ship that gets deleted quickly. She is a sister ship to HMS Leander, but with several important differences.
Note: with the potential upcoming change to detection in smoke, this may need a revisit later.
The Good:
- Best in class detection of 8.6km with CE and camo (perm camo comes with the ship).
- 4x2 torpedo armament (1 launcher per side) with 8km range, can be single fired or fired with narrow spread.
- Access to a unique smoke, allows you to continuously move at 1/4 speed (~8 kts) for 100 seconds (without Smoke Generator mod 1).
- 15.4km main battery range with spotter plane gives more than acceptable range.
- Hydroacoustic search, especially useful when creeping in smoke.
- 7.5 second reload time on main battery guns.
- Ability to use HE, unlike HMS Leander.
- Fantastic handling. 640m turning circle and 7.6s rudder shift without upgrades. Speed is decent at 32.5 kts.
The Bad:
- Very fragile.
- 12.8km main battery gun range without spotter plane.
- Smoke runs continuously for 100s, making your cooldown not start until your smoke is gone.
- Only 8 guns total.
- Does not have glorious RN AP shells.
- AA is mediocre at best.
- Relies on captain skills to go from "ok" to great. 14 point captain recommended.
- Only ship of the entire nation. You will not share captains with another ship nor use this is a trainer for anything else.
- No heal.
- 27k health. Did I mention she was fragile?
Tips:
- Get a 14 point captain as quick as you can - use flags/special camos if necessary. Priority Target (so you know when you need to smoke up), Adrenaline Rush or Expert Marksman (I went AR because DPM > turret traverse, IMO), Demolition Expert, IFHE and Concealment Expert. I went IFHE first, but I don't think that was the best plan.
- I think it's better to think of yourself less as a cruiser, and more of an overpowered DD with a citadel. If you play with DD tactics in mind, you'll do well.
- Learn to manage your consumables! You want the plane ready when you smoke if no one is spotting for you, same with hydro. I recommend spotter plane over fighter because 12.8km main battery range can put you in a bad position.
- Be very aware of your positioning! Use any cover available to either fire undetected or minimize the number of ships that can shoot at you. NEVER show broadside.
- If you have a friendly BB you need to cover, you can keep 1 BB covered if they will sail ~8kts. Most BBs can fire over you. I had great success doing this with a friendly Warspite in Ranked.
- Don't launch your spotter plane if you are near ships like Cleveland. It will be destroyed and be of no use to you.
- Great concealment means you should support your DDs, but be careful not to overextend - especially if radar ships are in play. You can help contest capture points easily. Works great if the DD smokes first, then you smoke yourself on the way out.
- Absolutely do not fire if you are surrounded and undetected. You might set 1 fire, but you will be deleted quickly. Every BB you face has the ability to dev strike you.
- Don't be afraid to use your torps as a deterrent. If you are getting rushed, send them out to buy you some time...even if the target is out of range by a bit, they don't always know that.
- If you have Spotting Plane Mod 1, Hydroacoustic Search Mod 1, and/or Smoke Generator Mod 1 this is the ship to use them on! You can use all 3 at the same time. You really don't give up anything more useful than these mods, unless you really want the AA module.
- Do not engage in a 1v1 duel unless it's against a DD or you know you have the upper hand. She is not a brawler.
- Don't sit still. Mobile smoke and fragile means you should always be moving at least 1/4 speed - unless you've found an island to dakka dakka behind.
- Use premium consumables if you can afford them. The extra charge is good, but the reduced cooldown time is the main reason!
Captain Skills:
IFHE and CE are required. From there you can mix/match from PT/PM, EM/LS/AR, DE/SI/Vig. All of these skills have strengths and weaknesses. I prefer PT (no reason to smoke if no one is shooting at you), AR, DE, CE, IFHE, then go back for SI, EM. Smoke screen expert might fall into that somewhere, too - but I think it's too costly vs the benefit when the other skills are considered.
Bottom Line:
Good Excellent ship with captain skills and intelligent play. Frustrating otherwise. Rank 1 capable! To quote Yureikuma - she's a mini-Belfast (trading radar for strong torps). If you can play Atlanta and not get deleted, you'll do fine!
HMAS Perth is a T6 cruiser that has several incredible strengths and several massive weaknesses. I think they balance out into a ship that can be extremely potent if played intelligently or a ship that gets deleted quickly. She is a sister ship to HMS Leander, but with several important differences.
Note: with the potential upcoming change to detection in smoke, this may need a revisit later.
The Good:
- Best in class detection of 8.6km with CE and camo (perm camo comes with the ship).
- 4x2 torpedo armament (1 launcher per side) with 8km range, can be single fired or fired with narrow spread.
- Access to a unique smoke, allows you to continuously move at 1/4 speed (~8 kts) for 100 seconds (without Smoke Generator mod 1).
- 15.4km main battery range with spotter plane gives more than acceptable range.
- Hydroacoustic search, especially useful when creeping in smoke.
- 7.5 second reload time on main battery guns.
- Ability to use HE, unlike HMS Leander.
- Fantastic handling. 640m turning circle and 7.6s rudder shift without upgrades. Speed is decent at 32.5 kts.
The Bad:
- Very fragile.
- 12.8km main battery gun range without spotter plane.
- Smoke runs continuously for 100s, making your cooldown not start until your smoke is gone.
- Only 8 guns total.
- Does not have glorious RN AP shells.
- AA is mediocre at best.
- Relies on captain skills to go from "ok" to great. 14 point captain recommended.
- Only ship of the entire nation. You will not share captains with another ship nor use this is a trainer for anything else.
- No heal.
- 27k health. Did I mention she was fragile?
Tips:
- Get a 14 point captain as quick as you can - use flags/special camos if necessary. Priority Target (so you know when you need to smoke up), Adrenaline Rush or Expert Marksman (I went AR because DPM > turret traverse, IMO), Demolition Expert, IFHE and Concealment Expert. I went IFHE first, but I don't think that was the best plan.
- I think it's better to think of yourself less as a cruiser, and more of an overpowered DD with a citadel. If you play with DD tactics in mind, you'll do well.
- Learn to manage your consumables! You want the plane ready when you smoke if no one is spotting for you, same with hydro. I recommend spotter plane over fighter because 12.8km main battery range can put you in a bad position.
- Be very aware of your positioning! Use any cover available to either fire undetected or minimize the number of ships that can shoot at you. NEVER show broadside.
- If you have a friendly BB you need to cover, you can keep 1 BB covered if they will sail ~8kts. Most BBs can fire over you. I had great success doing this with a friendly Warspite in Ranked.
- Don't launch your spotter plane if you are near ships like Cleveland. It will be destroyed and be of no use to you.
- Great concealment means you should support your DDs, but be careful not to overextend - especially if radar ships are in play. You can help contest capture points easily. Works great if the DD smokes first, then you smoke yourself on the way out.
- Absolutely do not fire if you are surrounded and undetected. You might set 1 fire, but you will be deleted quickly. Every BB you face has the ability to dev strike you.
- Don't be afraid to use your torps as a deterrent. If you are getting rushed, send them out to buy you some time...even if the target is out of range by a bit, they don't always know that.
- If you have Spotting Plane Mod 1, Hydroacoustic Search Mod 1, and/or Smoke Generator Mod 1 this is the ship to use them on! You can use all 3 at the same time. You really don't give up anything more useful than these mods, unless you really want the AA module.
- Do not engage in a 1v1 duel unless it's against a DD or you know you have the upper hand. She is not a brawler.
- Don't sit still. Mobile smoke and fragile means you should always be moving at least 1/4 speed - unless you've found an island to dakka dakka behind.
- Use premium consumables if you can afford them. The extra charge is good, but the reduced cooldown time is the main reason!
Captain Skills:
IFHE and CE are required. From there you can mix/match from PT/PM, EM/LS/AR, DE/SI/Vig. All of these skills have strengths and weaknesses. I prefer PT (no reason to smoke if no one is shooting at you), AR, DE, CE, IFHE, then go back for SI, EM. Smoke screen expert might fall into that somewhere, too - but I think it's too costly vs the benefit when the other skills are considered.
Bottom Line: