Fortune Telling Collection - Zodiac Guide - Warships world constellation drama _ Warships world constellation drama introduction

Warships world constellation drama _ Warships world constellation drama introduction

What is the game of Japanese cruisers in the world of warships? What routine?

Japanese cruiser

The old-fashioned science and technology line in the battleship world

As one of the earliest cruiser technology lines in the game (the three cruiser technology lines are Japanese tour, American tour and German tour).

Japanese cruisers headed by Tibetan king were once the best in the game.

In the era when the stealth gun mechanism still existed

A Tibetan king (nicknamed King of Songs) can sneak around with a bunch of guns.

The fire rate of his washing is high. If you don't tell me, it's not bright yet.

This even directly led to the official knife on the blood volume of the Tibetan king

The status of Japanese cruisers (especially Tibetan king) has changed.

Japanese cruisers are characterized by high damage and high ignition rate of HE bombs, and Japanese torpedoes, if any, are hidden factors.

But correspondingly, Japanese cruisers don't have many advantages in loading speed, main gun range, main gun speed, ship maneuverability and armor.

At that time, the strength of the Tibetan king was based on the stealth gun.

But now that the stealth gun has been cut, the strength of the Tibetan king has disappeared directly.

The lowest blood volume and worrying volley angle among the ten-class cruisers make the use of Tibetan king not so good now.

And the blood cut off because of the stealth gun didn't come back ......

How to play?

Actually, it's very simple, a typical reliving game.

In fact, there is a clear contrast between Japanese tour and American tour.

As two lines that have been compared with each other since joining the game.

American tour is characterized by good air defense, low projectile speed and high elevation angle, which is suitable for Kazan.

However, due to the high speed of the main bomb, the day tour is actually not very good.

There are quite a few terrain restrictions.

Level 3 and level 4 are transitions, and there is no play.

It's time for washing, thunder and running.

But when the five-level ancient eagle started,

(This is the state that the main gun has not been upgraded)

Because the modified main gun is equipped with No.3 gun (that is, 203 mm/50 Type3).

Therefore, the ancient eagle is completely a patrol.

Completely different from other cruisers of the same class, its main gun caliber is standard 203MM.

Although the main gun was not loaded quickly, since then, the high firing rate and high he damage of the Japanese main gun have been reflected.

The projection of 6 is quite satisfactory, but the large aperture and up to 870M/s (it seems to be 840? The speed of this kind of play can let any cruiser who dares to show his belly in front of you know what pain is, even a senior cruiser.

After the upgrade, the torpedo with the range of 10KM will also make the opposite side have to defend.

Gu Ying's play is very simple. As one of the five powerful cruisers, her AP bomb can sanction all opponents, but it also needs to pay attention to the angle.

The war situation is unfavorable, just pull the knife from a distance. The total damage of he bomb 3300 and the ignition rate of 17% are enough to make those battleships miserable.

It should be noted that the ancient carving itself is very fragile, and it is unwise to have a big belly. In addition, the slow rotation of the main gun is also a common problem in daily patrol, so attitude adjustment needs attention.

By the sixth grade of Lvye Primary School,

Julia is basically an enhanced version of the ancient eagle.

This is basically the case in history.

This actually led to her awkward position in the sixth grade.

The main gun used is still the No.3 gun, and the data are the same except the range and firing rate.

Relatively speaking, the protection ability is better than that of ancient carvings.

But it's still not much better

The common faults of the Japanese cruiser Julia have also been perfectly inherited.

Whether it's turret speed or not so good maneuverability.

But on the whole, Julia's operability is better than Gu Ying's.

The style of the game is still similar to Gu Ying, but at level 6, we need to pay attention to the threat of advanced aircraft carriers.

If it is an aircraft carrier bureau, try to be with your teammates.

The air defense capability of the Japanese patrol can be said to be quite poor, and it is easy for a person to be eaten by an aircraft carrier.

Seven Miao Gao finally upgraded his firepower.

Due to the addition of two turrets, Miaogao's firepower projection ability has increased from 6 to 10.

This is still very impressive in the seven-class cruiser.

But despite the addition of turrets, the main gun model is still No.3 gun.

So the main gun attributes are still the same.

In addition, Miaogao has an obvious problem-the layout of the main gun.

Because the first three main guns have a zigzag layout (which genius came up with this? Izumo is also because this design has been pitted)

This leads to a rather poor volley angle.

If you don't want to leak a particularly big belly, you basically have to give up the output of turret 3.

Play is still the same, dare to leak the cruiser's stomach and directly cut AP and knock it up.

For a ship without an angle, say hello directly. Anyway, the damage, projection and ignition rate are all here.

Moreover, due to the increase of projection, AP bombs can actually be used when dealing with some battleships.

Especially when the opposite side is on fire, attacking the opponent's upper armor belt with AP bullets, the damage in the semi-injured area is often more real than the damage from where.

This needs to be practiced by yourself.

At the top of the eighth grade, it changed (most dad)

As the only light patrol (fake) for daily patrol.

At the beginning, it was equipped with a 155MM gun (that is, the third year model of 155 mm/60), and the projection amount was as high as 15.

Players familiar with American light patrol should know that the he bullet of 6-inch gun (that is, 152MM gun) can penetrate 32MM armor after pointing out IFHE skills.

To a large extent, this influence also exists.

When the 155 gun has not been weakened, it is basically equipped with the 155 gun, which is comparable to the American light patrol.

While the top 155 shell has a speed of 925m/s.

This data is much higher than the average 700+ projectile speed of American cruisers.

Although the trajectory is straight, and there is no Faka Mountain because of the high speed of the projectile, the attack ability against long-range targets has been obviously improved.

Because the high-speed flight time is short, the other side's reaction time is short, and the hit rate will be higher.

Therefore, for the top gun equipped with 155MM gun, I suggest pointing out the skills (that is, He's inertial fuze) first, and then focusing on attacking the opponent's large ships (such as battleships and heavy cruisers).

Especially the French battleship and the British battleship, because these two series of advanced battleships are all 32MM hulls covering the whole body, and they are basically injured as soon as they meet.

If we upgrade the main gun, it will become our old friend No.3 gun.

The one of the No.3 gun is actually a wonderful height, which changes the layout of the main gun.

The attribute remains the same, but the volley angle is relatively comfortable because of the change of the main gun layout.

But the projection is still 10, and the main gun model has not changed.

So the play is still the same. He washes AP and knocks, which can change with the change of battlefield environment.

Don't always pursue the maximum firepower output, this idea will always kill a lot of Meng Xin, because the sideways boat is the easiest to hit the core.

Grade 9 Ibuki is essentially an enhanced version of the top floor.

Familiar projection, familiar No.3 gun and even familiar 10KM torpedo.

However, Level 9 can be the sixth plug-in, so Ibuki is definitely a little better than Top One.

But this is still a problem.

Although the projection of 10 is not low, due to the layout of the main gun, the volley angle is not good and the protection of the day patrol is not in place.

It's easy to get out of the core sideways.

In the low-level No.3 gun, it can be said to be a good gun.

But you've reached level nine, and you're still using the gun at level seven.

The output is slightly weak.

But fortunately, the properties of the No.3 gun itself are not bad.

High ignition rate and good damage.

But after all, it has reached the ninth grade, and Ibuki is basically stable in the tenth grade room

Ibuki's range is only 15KM.

This range is too short, and buff's range can be buffered to 19KM, which makes Ibuki's playing style diversified.

Don't be too radical when playing. There are many monsters at this level. You'd better not provoke many monsters.

Des Moines, for example, and large cruisers, for example, my wife Cranstadt in Alaska.

Give priority to attacking the other cruisers, and it is best to keep a certain distance from the battleships with high projection.

Otherwise, it is very likely that you will lose half your blood in one round.

Keep up with the big troops, because Japanese air defense is really worrying, and now there are more aircraft carriers.

The highlight of Ibuki lies in its excellent concealment coefficient.

This is worth using, but because its core area is on the water, it is still important to maintain proper posture.

Ten-level Tibetan king

The Tibetan king has changed considerably from beginning to end.

Its design completely subverts the traditional design of Japanese cruisers.

A brand-new triple turret was used, and a brand-new main gun of 203 mm/50 Type 18 was replaced.

The new main gun increases its projectile speed to 920 m/s.

This makes it easier for the Tibetan king to attack enemies at any distance.

And greatly strengthened the air defense properties.

The position of the previously criticized core area was also moved down, and dome armor was designed for protection.

The range of the upgraded torpedo is 12KM, which is equivalent to the 12KM mine of the island wind.

The most important thing is its rather exaggerated concealment coefficient.

It can reach 9.9KM in the case of Yaman, which is unique among heavy cruisers.

This makes the Tibetan king's style of play quite diverse.

Whether it's throwing garbage for ignition in the middle and long distance, touching and throwing thunder, or even cutting AP through the core by bypassing the side of the other cruiser.

It is feasible.

The penetration depth of AP bomb in Tibet is considerable, but after replacing the new main gun, the damage of he mark reaches 3400 points and the ignition rate is as high as 19%.

So wHEther it is AP or he, Tibetan king can use it.

However, the Tibetan king still has shortcomings, the most obvious of which is that his ten-level patrol has the least blood.

The blood volume is directly related to the fault tolerance rate, while the blood volume of Tibetan king is only 40800 points.

Moreover, the interception angle of Tibetan king is not excellent, which directly leads to the increase of danger in interception.

The turret of cervical spondylosis also affected the Tibetan king's play. The Tibetan king will suffer relatively in the encounter, because the main gun may not turn over and cannot be output at the first time.

Because the revisiting style is strong and the comprehensive attributes are poor.

Low-level day patrol is not suitable for walking alone.

Staying with teammates and providing fire support for teammates is the best solution.

For a hidden and powerful spaceship like the King of Tibet,

Stealing chickens is also a kind of play, but this kind of play depends on personal consciousness and the consciousness of the other party.

When and where to go, who to hit, when to cease fire and let it pass?

These things need some experience.

If I remember correctly, this theme should be a lovely new theme.

My advice is to be familiar with the ships in the game as much as possible.

Know yourself and yourself.

Although it can't be said that knowing will definitely win, it's better than not knowing how to deal with your opponent.

In addition, cruisers are more improvising.

On the one hand, nothing can be taught by talking alone.

Different maps, different places, different opponents.

You have to react differently.

These can only be learned by playing and practicing more.

Oh, by the way, there are basically no routines for a day trip.

Because the routine is to cooperate.

If you play alone, there is basically no routine.

233333

Welcome to ask questions and invite me to answer them!

I professionally answer questions and answers related to the battleship world (and sometimes write some articles related to GalGame).