Myoko
Revision as of 19:51, 31 August 2018 Removed outdated reference to Tier VI Cleveland. | Revision as of 02:04, 30 January 2021 Fixed typo in upgrades list | |||
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|Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |||
? | The first Japanese cruiser built after the Washington Naval Treaty of 1922 came into force. Unlike foreign Treaty Cruisers, ''Myoko''’s armor was good enough to withstand artillery strikes from ships of the same type. One of the features of the project was well-developed torpedo protection. Following a series of upgrades, cruisers of this class got a substantially reinforced AA and torpedo armament.<br><br>{{Model3DViewer|d171273eb20a40239ca4a1f227829b30}} | + | The first Japanese cruiser built after the Washington Naval Treaty of 1922 came into force. Unlike foreign Treaty Cruisers, ''Myoko''’s armor was good enough to withstand artillery strikes from ships of the same type. One of the features of the project was well-developed torpedo protection. Following a series of upgrades, cruisers of this class got a substantially reinforced AA and torpedo armament.<!-- <br><br>{{Model3DViewer|d171273eb20a40239ca4a1f227829b30}}--> | |
|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
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* The ship carries six torpedo launchers per side. Additionally, her torpedoes have a high top speed and long range, making them effective for area denial or hitting distant targets. | * The ship carries six torpedo launchers per side. Additionally, her torpedoes have a high top speed and long range, making them effective for area denial or hitting distant targets. | |||
* High top speed and quick rudder shift time allows the ship to dodge long range fire easily. | * High top speed and quick rudder shift time allows the ship to dodge long range fire easily. | |||
+ | * Thick central deck armor (32 mm): only AP shells > 457 mm never ricochet. | |||
|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |||
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* Sluggish reload time and turret traverse speed. | * Sluggish reload time and turret traverse speed. | |||
* The majority of the main battery turrets are rear-facing. | * The majority of the main battery turrets are rear-facing. | |||
? | * Torpedo mounts are also rear facing, requiring the ship to expose her side to make use of them. | + | * Torpedo mounts are also rear facing and with very narrow firing arcs, requiring the ship to expose her side to make use of them. | |
+ | * Thin bow/stern armor (16 mm): all battleship and some cruiser AP shells (>228 mm) never ricochet, penetrated even by destroyer HE shells. | |||
+ | * Thin turret armor (25 mm). | |||
+ | ||||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
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* '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns and torpedo tubes active and firing. | * '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns and torpedo tubes active and firing. | |||
? | * '''Slot | + | * '''Slot 2''': {{Damage Control System Modification 1}} makes the ship more resistant to [[Ship:Fire|fires]] and [[Ship:Flooding|flooding]]. | |
? | * '''Slot 3''': {{Aiming Systems Modification 1}} gives her guns more accuracy. | + | * '''Slot 3''': {{Main Battery Modification 2}} makes her guns more comfortable and saves a skill point that would otherwise be spent on Grease the Gears to improve her gun handling. {{Aiming Systems Modification 1}} gives her guns more accuracy and is an alternative option. | |
? | * '''Slot 4''': {{Steering Gears Modification | + | * '''Slot 4''': {{Steering Gears Modification 1}} allows for a faster rudder shift to dodge incoming fire. {{Propulsion Modification 1}} can also be used to aid dodging incoming fire and torpedoes via speed juking, depending on your preferred play style. | |
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | The key skills for ''Myoko'' are similar to her predecessor. | + | The key skills for ''Myoko'' are similar to her predecessor and several options exist based on player preference and which upgrades were selected. If you have opted for improving her accuracy with {{Aiming Systems Modification 1}} in Upgrade Slot 3, it's highly suggested to pick up Grease the Gears as your Level 1 skill in order to make her sluggish turret traverse more comfortable. If you opted for using Upgrade Slot 3 to improve her turret traverse, it is suggested to either choose Gun Feeder, making it faster to switch to AP when presented with a broadside cruiser, or Incoming Fire Alert, to help with dodging incoming fire, as your Level 1 skill. If Incoming Fire Alert was not taken at Level 1, it's suggested that you take Priority Target at Level 2 to help with situational awareness and dodging incoming fire. Otherwise, captains are encouraged to either take Expert AA Marksman, to give her relatively weak AA suite a bit more bite, or Fill the Tubes, to increase the reload speed of her torpedoes. While Pyrotechnician would increase her fire starting ability, the percent boost is too low and her rate of fire too slow to make it worth the points. The key skill at Level 3 is Adrenaline Rush, boosting her relatively slow rate of fire as the ship takes damage. Captains who find themselves exhausting their consumables in ''Myoko'' may wish to also take Superintendent; otherwise, Enhanced Torpedo Explosive Charge can be taken to buff her torpedo damage. At Level 4, the key skill is Concealment Expert as ''Myoko'' relies on dropping off detection when she gets too much unwanted attention. Captains may also want to take Top Grade Gunner to boost her fire rate when the enemy is too close for her to drop off detection. | |
? | {{Commander Skills | + | {{Commander Skills 3 CR | |
? | + | <!-- Ratings 1,2,3 are legit. Others are ignored.--> | ||
? | | | + | | rating11 = 2 <!-- Grease the Gears --> | |
? | | | + | | rating12 = 1 <!-- Swift Fish --> | |
? | | | + | | rating13 = 0 <!-- Consumables Specialist --> | |
? | | | + | | rating14 = 3 <!-- Gun Feeder --> | |
? | | | + | | rating15 = 2 <!-- Incoming Fire Alert --> | |
? | + | | rating16 = 2 <!-- Last Stand --> | ||
? | | | + | ||
? | | | + | | rating21 = 1 <!-- Pyrotechnician --> | |
? | + | | rating22 = 1 <!-- Fill the Tubes --> | ||
? | | | + | | rating23 = 0 <!-- Consumables Enhancements --> | |
? | + | | rating24 = 0 <!-- Eye in the Sky --> | ||
? | | | + | | rating25 = 2 <!-- Priority Target --> | |
? | | | + | | rating26 = 2 <!-- Expert AA Marksman --> | |
? | | | + | ||
? | | | + | ||
? | | | + | | rating31 = 0 <!-- Heavy HE and SAP Shells --> | |
? | | | + | | rating32 = 1 <!-- Enhanced Torpedo Explosive Charge --> | |
? | + | | rating33 = 3 <!-- Adrenaline Rush --> | ||
? | | | + | | rating34 = 1 <!-- Heavy AP Shells --> | |
? | | | + | | rating35 = 2 <!-- Superintendent --> | |
? | | | + | | rating36 = 2 <!-- Survivability Expert --> | |
? | | | + | ||
? | + | |||
? | | | + | | rating41 = 2 <!-- Top Grade Gunner --> | |
? | | | + | | rating42 = 0 <!-- Outnumbered --> | |
? | | | + | | rating43 = 1 <!-- Radio Location --> | |
? | | | + | | rating44 = 0 <!-- Inertial Fuse for HE Shells --> | |
? | | | + | | rating45 = 3 <!-- Concealment Expert --> | |
? | + | | rating46 = 1 <!-- AA Gunner --> | ||
? | + | |||
? | + | |||
}} | }} | |||
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* '''Slot 3:''' {{Catapult Fighter}} | * '''Slot 3:''' {{Catapult Fighter}} | |||
? | Captains looking to fill an anti-destroyer role on their team should choose Hydroacoustic Search over Defensive AA Fire. | + | Captains looking to fill an anti-destroyer role on their team should choose Hydroacoustic Search over Defensive AA Fire. | |
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
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|Ref= <!-- write below --> | |Ref= <!-- write below --> | |||
+ | # [https://en.wikipedia.org/wiki/Japanese_cruiser_My%C5%8Dk%C5%8D Japanese cruiser ''Myōkō'' - Wikipedia] | |||
+ | # [https://en.wikipedia.org/wiki/My%C5%8Dk%C5%8D-class_cruiser ''Myōkō''-class cruiser - Wikipedia] | |||
}}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> | }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> |
Revision as of 02:04, 30 January 2021
IDS_PJGM063_203MM50_TYPE_C_RF_MOD5 х 2 pcs. |
Rate of Fire4.29 shots/min. |
Reload Time14 sec. |
Rotation Speed5 deg./sec. |
180 Degree Turn Time36 sec. |
Firing Range15.58 km. |
Maximum Dispersion131 m. |
HE Shell203 mm HE Type0 |
Maximum HE Shell Damage3,300 |
Chance of Fire on Target Caused by HE Shell17 % |
Initial HE Shell Velocity840 m./s. |
HE Shell Weight125.85 kg. |
AP Shell203 mm AP Type91 |
Maximum AP Shell Damage4,700 |
Initial AP Shell Velocity840 m./s. |
AP Shell Weight125.85 kg. |
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs. |
Firing Range5.6 km. |
Rate of Fire8 shots/min. |
Reload Time7.5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
610 mm Triple4 х 3 pcs. |
Rate of Fire0.86 shots/min. |
Reload Time70 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType8 mod. 2 |
Maximum Damage16,267 |
Torpedo Speed59 knot |
Torpedo Range9.99 km. |
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
13 mm/76 Type 93 on a twin mount6 х 2 pcs. |
. . . Average Damage per Second12 |
. . . Firing Range1.2 km. |
7.7 mm/80 Type 92 on a single mount2 х 1 pcs. |
. . . Average Damage per Second3.2 |
. . . Firing Range0.99 km. |
25 mm/60 Type 96 on a twin mount4 х 2 pcs. |
. . . Average Damage per Second10.8 |
. . . Firing Range2.49 km. |
Maximum Speed35 knot |
Turning Circle Radius780 m. |
Rudder Shift Time9.3 sec. |
Surface Detectability Range12.76 km. |
Air Detectability Range6.56 km. |
Myōkō — Japanese Tier VII cruiser.
The first Japanese cruiser built after the Washington Naval Treaty of 1922 came into force. Unlike foreign Treaty Cruisers, Myoko’s armor was good enough to withstand artillery strikes from ships of the same type. One of the features of the project was well-developed torpedo protection. Following a series of upgrades, cruisers of this class got a substantially reinforced AA and torpedo armament.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
For the most part, Myoko is the first proper heavy cruiser within the Japanese cruiser branch; it brings together all of the lessons captains have learned playing through Furutaka and Aoba. Her impressively low detection range will most certainly aid captains in firefights with other cruisers. Her guns turn and load relatively slowly, and getting into a medium range firefight with a fast firing cruiser — such as Dallas, Shchors, or Fiji — is inadvisable.
Captains should take care to remember that even as a proper heavy cruiser, Myoko is still very much prone to citadel hits, particularly from other cruisers despite having the offensive capability to do the same herself. In this aspect she can be played in two ways: an anti-cruiser and anti-destroyer escort or an aggressive raider forming ad-hoc squadrons with other cruisers or destroyers. She must take special care when engaging battleships, and hold the range open as best as possible.Pros:
- Largest amount of hit points for a Tier VII cruiser.
- Has an impressive broadside of ten 203mm guns.
- The main battery's high explosive shells have high damage and fire chance, making them effective against most targets Myoko may encounter.
- The ship carries six torpedo launchers per side. Additionally, her torpedoes have a high top speed and long range, making them effective for area denial or hitting distant targets.
- High top speed and quick rudder shift time allows the ship to dodge long range fire easily.
- Thick central deck armor (32 mm): only AP shells > 457 mm never ricochet.
Cons:
- The ship has a large citadel and will often take large amounts of damage from armor piercing shells.
- Shorter main battery range than other heavy cruisers at her tier.
- Sluggish reload time and turret traverse speed.
- The majority of the main battery turrets are rear-facing.
- Torpedo mounts are also rear facing and with very narrow firing arcs, requiring the ship to expose her side to make use of them.
- Thin bow/stern armor (16 mm): all battleship and some cruiser AP shells (>228 mm) never ricochet, penetrated even by destroyer HE shells.
- Thin turret armor (25 mm).
Research
Optimal Configuration
Upgrades
The recommended upgraded for Myoko are as follows:
- Slot 1: Main Armaments Modification 1 keeps the guns and torpedo tubes active and firing.
- Slot 2: Damage Control System Modification 1 makes the ship more resistant to fires and flooding.
- Slot 3: Main Battery Modification 2 makes her guns more comfortable and saves a skill point that would otherwise be spent on Grease the Gears to improve her gun handling. Aiming Systems Modification 1 gives her guns more accuracy and is an alternative option.
- Slot 4: Steering Gears Modification 1 allows for a faster rudder shift to dodge incoming fire. Propulsion Modification 1 can also be used to aid dodging incoming fire and torpedoes via speed juking, depending on your preferred play style.
Commander Skills
The key skills for Myoko are similar to her predecessor and several options exist based on player preference and which upgrades were selected. If you have opted for improving her accuracy with Aiming Systems Modification 1 in Upgrade Slot 3, it's highly suggested to pick up Grease the Gears as your Level 1 skill in order to make her sluggish turret traverse more comfortable. If you opted for using Upgrade Slot 3 to improve her turret traverse, it is suggested to either choose Gun Feeder, making it faster to switch to AP when presented with a broadside cruiser, or Incoming Fire Alert, to help with dodging incoming fire, as your Level 1 skill. If Incoming Fire Alert was not taken at Level 1, it's suggested that you take Priority Target at Level 2 to help with situational awareness and dodging incoming fire. Otherwise, captains are encouraged to either take Expert AA Marksman, to give her relatively weak AA suite a bit more bite, or Fill the Tubes, to increase the reload speed of her torpedoes. While Pyrotechnician would increase her fire starting ability, the percent boost is too low and her rate of fire too slow to make it worth the points. The key skill at Level 3 is Adrenaline Rush, boosting her relatively slow rate of fire as the ship takes damage. Captains who find themselves exhausting their consumables in Myoko may wish to also take Superintendent; otherwise, Enhanced Torpedo Explosive Charge can be taken to buff her torpedo damage. At Level 4, the key skill is Concealment Expert as Myoko relies on dropping off detection when she gets too much unwanted attention. Captains may also want to take Top Grade Gunner to boost her fire rate when the enemy is too close for her to drop off detection.
Consumables
Myōkō can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Hydroacoustic Search or Defensive AA Fire
- Slot 3: Catapult Fighter
Captains looking to fill an anti-destroyer role on their team should choose Hydroacoustic Search over Defensive AA Fire.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Players who wish to spend doubloons can equip Myoko with Type 17 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Myoko captains should mount the standard flags to improve the ship's performance in battle. To improve upon the ship's armaments, India X-Ray (), Victor Lima (), and Juliet Whiskey Unaone () flags are recommended to increase the fire chance and flooding chances respectively. To improve the ship’s survivability, captains should mount November Foxtrot () and India Yankee () flags. Sierra Mike () flags are recommended to increase the ship’s already high top speed. Lastly, economic and special signal flags can be mounted to improve the ship’s economic gains per battle.
Recommended Signal Flags | |||||
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Combat | |||||
★ |
★ |
★★ |
★ |
★★★ |
★★ |
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★★ |
★★★ |
★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.