Post by FormulaZR on Mar 25, 2022 22:11:11 GMT
After earning enough coal to get any of the ships...I elected to get Napoli. I wanted something that was a bit unique and not a one trick pony. There are many fantastic coal ships, but I think Napoli fits the bill.
Napoli is a heavy cruiser/battlecruiser/super cruiser that boasts up to 9.2km range from it's SAP secondaries while having great stealth, great armor (for a cruiser), good turning circle, great speed...and marginal dispersion. I would say the ship doesn't have a great deal of battle influence - but boy it is a riot to play!
The Good:
Great armor (for a cruiser): 60mm icebreaker, 40mm main deck, 60-200mm belt, some 60mm plates on the stern
Up to 9.2km range from SAP secondaries!
Great speed - 35.5 base, 37.3 w/ flag
Excellent concealment - 10.3 with module and captain skill
Good torp range with great arcs - 13.5km
8.8km smoke firing penality on 254mm guns
Large 59k health pool
30s fires. It has 254mm guns, but burns for regular cruiser duration
Strong? AA. Stats seem to lie on this
Decent rudder shift time (I know, I've seen the YT vids saying this is bad, too...but Napoli is 12.5 compared to 12.1 for Hindy and 12.5 for Goliath)
Fuel smoke (with fighter plane) for all the secondary memes AND self spotting
Good reload time (for caliber). You've heard it's bad...but it's faster than Goliath (17.0s for 254mm Napoli vs 18.5s for 234mm Goliath)
Turtleback citadel armor (see "The bad")
The Bad:
- 25mm bow/stern. You do have an ice breaker, but every BB you meet *can* still overmatch you if you go bow in and they aim properly. Angle angle angle.
- Somewhat poor main battery dispersion (see tips)
- No spotter plane
- 16.3km base range
- Torps are slow (56 kts)
- No Hydro. This ship wants to play aggressive...and lack of hydro really hurts. Even if it is balans.
- Only 2 charges of smoke (base)
- Turtleback is borderline useless, you WILL be citadeled if you show broadside - even by cruisers
- Max AA range is 4.6km
- HE alpha and fire chance are not great
Tips:
- This ship wants to play a bit like a Petro. You need to be close in, but try not to YOLO. Guns have mediocre accuracy and secondaries aren't super long range.
- Use "Gun Fire Control System Mod 2" in slot 6. Petro and Napoli both have weird dispersion curves, and this actually helps with medium range accuracy. It shouldn't. And it doesn't on every cruiser. But use it here. It's better than reload. I spend 12 million (secondary module, then range module, then reload module, then back to range module) to find this out.
- I think the secondaries on this ship are too strong to not use "Secondary Battery Mod 1" in slot 3. This ship is probably more consistent with "Aiming Systems Mod 1" - but this is a unique ship and I wanted to play it in a unique way.
- The AA isn't great, and the range is poor. But I find that while I can't stop a first strike, I get a lot of (non fighter) plane kills and often avoid a second attack. Use priority sector!
- The torps are slow, but they have great firing arcs and great range. Fire them when you can. Either at someone, or an island gap, or just...whatever. Never know what they might hit.
- Smoke flag plus captain skill is great here. Coupled with a fighter lets you fire secondaries while remaining unspotted. Seriously...the secondaries will do WORK. If this is your Venice captain that works well together.
- Try to be aware of what is on the enemy team. "Only" an 8.8km smoke fire penality with 9.2km secondaries mean you can pull off some hilarious stuff. If you do this in hydro/radar range you will only blind yourself and lose out on damage...or just get dev struck.
- Do pay attention to your angle. You don't want to go truly bow in, angle.
- Concealment + fuel smoke means you can *sometimes* contest caps as well as a DD. Example: I played Ocean with no DDs on either team. There was a Mino and Jinan on the enemy team. I took all 3 caps with no issue. Then pushed and got 44k secondary damage before I was ever spotted or received damage.
Bottom Line: UNIQUE! Good ship. It's a bit like a Paulo Emilio/Nuestrashimy combined and then stuffed into a cruiser. It's hard to kill, super fun to play, can't carry, and does mediocre damage. You can absolutely create havoc with it, though...and it's too fun not to own. Don't pay money for this ship. However: If you don't want to play aggressively, this ship is not for you.
Napoli is a heavy cruiser/battlecruiser/super cruiser that boasts up to 9.2km range from it's SAP secondaries while having great stealth, great armor (for a cruiser), good turning circle, great speed...and marginal dispersion. I would say the ship doesn't have a great deal of battle influence - but boy it is a riot to play!
The Good:
Great armor (for a cruiser): 60mm icebreaker, 40mm main deck, 60-200mm belt, some 60mm plates on the stern
Up to 9.2km range from SAP secondaries!
Great speed - 35.5 base, 37.3 w/ flag
Excellent concealment - 10.3 with module and captain skill
Good torp range with great arcs - 13.5km
8.8km smoke firing penality on 254mm guns
Large 59k health pool
30s fires. It has 254mm guns, but burns for regular cruiser duration
Strong? AA. Stats seem to lie on this
Decent rudder shift time (I know, I've seen the YT vids saying this is bad, too...but Napoli is 12.5 compared to 12.1 for Hindy and 12.5 for Goliath)
Fuel smoke (with fighter plane) for all the secondary memes AND self spotting
Good reload time (for caliber). You've heard it's bad...but it's faster than Goliath (17.0s for 254mm Napoli vs 18.5s for 234mm Goliath)
Turtleback citadel armor (see "The bad")
The Bad:
- 25mm bow/stern. You do have an ice breaker, but every BB you meet *can* still overmatch you if you go bow in and they aim properly. Angle angle angle.
- Somewhat poor main battery dispersion (see tips)
- No spotter plane
- 16.3km base range
- Torps are slow (56 kts)
- No Hydro. This ship wants to play aggressive...and lack of hydro really hurts. Even if it is balans.
- Only 2 charges of smoke (base)
- Turtleback is borderline useless, you WILL be citadeled if you show broadside - even by cruisers
- Max AA range is 4.6km
- HE alpha and fire chance are not great
Tips:
- This ship wants to play a bit like a Petro. You need to be close in, but try not to YOLO. Guns have mediocre accuracy and secondaries aren't super long range.
- Use "Gun Fire Control System Mod 2" in slot 6. Petro and Napoli both have weird dispersion curves, and this actually helps with medium range accuracy. It shouldn't. And it doesn't on every cruiser. But use it here. It's better than reload. I spend 12 million (secondary module, then range module, then reload module, then back to range module) to find this out.
- I think the secondaries on this ship are too strong to not use "Secondary Battery Mod 1" in slot 3. This ship is probably more consistent with "Aiming Systems Mod 1" - but this is a unique ship and I wanted to play it in a unique way.
- The AA isn't great, and the range is poor. But I find that while I can't stop a first strike, I get a lot of (non fighter) plane kills and often avoid a second attack. Use priority sector!
- The torps are slow, but they have great firing arcs and great range. Fire them when you can. Either at someone, or an island gap, or just...whatever. Never know what they might hit.
- Smoke flag plus captain skill is great here. Coupled with a fighter lets you fire secondaries while remaining unspotted. Seriously...the secondaries will do WORK. If this is your Venice captain that works well together.
- Try to be aware of what is on the enemy team. "Only" an 8.8km smoke fire penality with 9.2km secondaries mean you can pull off some hilarious stuff. If you do this in hydro/radar range you will only blind yourself and lose out on damage...or just get dev struck.
- Do pay attention to your angle. You don't want to go truly bow in, angle.
- Concealment + fuel smoke means you can *sometimes* contest caps as well as a DD. Example: I played Ocean with no DDs on either team. There was a Mino and Jinan on the enemy team. I took all 3 caps with no issue. Then pushed and got 44k secondary damage before I was ever spotted or received damage.
Bottom Line: UNIQUE! Good ship. It's a bit like a Paulo Emilio/Nuestrashimy combined and then stuffed into a cruiser. It's hard to kill, super fun to play, can't carry, and does mediocre damage. You can absolutely create havoc with it, though...and it's too fun not to own. Don't pay money for this ship. However: If you don't want to play aggressively, this ship is not for you.