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World of Warships - Cerberus

  Рет қаралды 4,077

Notser

Notser

Күн бұрын

worldofwarship...
Checking out Cerberus, the new Commonwealth Cruiser that specializes in Anti-Submarine Warfare. Cerberus comes equipped with Submarine Surveillance, 3 Depth Charge Airstrikes, and Crawling Smoke Generator. Discussing ship, commander build, and showing a replay while explaining the pros and cons. Hope you enjoy the video and have a wonderful day!
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Пікірлер: 29
@d1ppr
@d1ppr 5 ай бұрын
Nice to see you back and consistent bud, missed you
@Notser
@Notser 5 ай бұрын
Thanks, I’m trying to keep it going but life is definitely trying hard to pull me away
@SofaKingA
@SofaKingA Ай бұрын
Man, I miss Notser vids!
@CatOfSchroedinger
@CatOfSchroedinger 5 ай бұрын
OMG, you're back ? - Thank you for your service all these years. Just really needed to say that.
@Notser
@Notser 5 ай бұрын
Yes! Thank you! I really appreciate the kind words and I’m trying to still help out where I can
@tonyswan6834
@tonyswan6834 5 ай бұрын
One of the best Cerberus vids ive seen, well done Notser! as usual :)
@Notser
@Notser 5 ай бұрын
Glad you enjoyed it!
@rickfortier8664
@rickfortier8664 5 ай бұрын
I personally lean more to using "Pack-a-Punch" rather than "Adrenaline Rush". "Pack-a-Punch" is always-on more damage dealing for torpedoes and secondaries. While the faster loading of "Adrenaline Rush" depends on you taking some/lots of damage.
@snorkman2
@snorkman2 5 ай бұрын
So do I, something about secondaries blasting away in smoke for that random fire 🔥 is a good bonus to torpedoe damage.
@CrispyBacon101
@CrispyBacon101 5 ай бұрын
Adrenaline Rush skill is probably the best skill in the game that every ship should have besides maybe CVs. It is extraordinary for someone to go through a match completely undamaged in every battle type besides maybe the Co-op mode. Therefore, because you'll almost always take damage if you play your intended role right, the AR's buff to your ship's damage per second should never be neglected. Remember, AR boosts ALL your armaments, be it the main battery, secondaries, torpedo launchers, and AA mounts. I know I'm beating a dead horse here, but not picking up the AR skill is akin to leaving money on the table. I don't have to tell you that WoWS gameplay design isn't about having mutually beneficial exchanges with other players. You've got to take every advantage the game gives you to beat your opponent and win. Otherwise, you're practically setting yourself up for failure and becoming a liability for your teammates. If you want more information about the Adrenaline Rush skill, I would suggest that you check Notser's video titled "World of Warships - 0.6.0 Adrenaline Rush Preview." (kzfaq.info/get/bejne/o9ejaLiftt7Jl2g.html) Don't get me wrong, Pack-a-Punch is an okay captain skill, but I would only recommend picking up the skill on cruisers that already have an above-average secondary armament and good to great torps. Otherwise, the skill is quite sub-optimal if picked up on a ship that has neither of those. In Cerberus' case, if you compare her to all the other 31 Tier X Cruisers, she has terrible secondaries and perhaps slightly below-average torpedoes. Thus, the PaP skill is unquestionably not suitable for Cerberus. If you want to see the rankings for yourself, you can check these two links from the "Ship Tool" website: Secondaries: shiptool.st/filter?g=TPtD&ty=C&n=ABFGHIJRSUVWZ&tn=10&tx=10&c=top&p=sec&rs=6&os=sec&op=Hitting_DPM&o=desc Torpedoes: shiptool.st/filter?g=TPtD&ty=C&n=ABFGHIJRSUVWZ&tn=10&tx=10&c=top&p=torp&os=torp&op=Torpedo_DPM&o=desc Furthermore, adding 1.44km to her range on her already 7.3 km range for the 6 x 2 102 mm secondaries isn't that beneficial to you. 8.74 km is dangerously close, especially for a ship that basically has armor equivalent to a dinnerware set of fine china. PaP won't give you the value you think it gives you because (unless maybe you also pick up the IFHE skill - Inertia Fuse for HE Shells) those 102 mm secondaries can only penetrate up to 17 mm of armor (21 mm with IFHE). With only 17 mm of armor penetration, you can't even deal secondary battery alpha damage ANYWHERE on ANY of the ships you'll be facing at Tier 10 (Tier 8 to the Tier 11 Super-ships). And with just a 6% chance to start fires, it's also unlikely that you'll be starting many fires via her secondaries. The inability to start fires is especially true if you also pick up IFHE. While you'll be able to penetrate and cause damage to most ships and some areas on battleships now, IFHE reduces the base fire chance on ALL of your guns by half (Main Battery: 18% down to 9%, Secondaries: 6% down to 3%). For more information on Armor Thresholds, check here: wiki.wargaming.net/en/Ship:Armor_thresholds As for the argument for taking the PaP skill to buff her torpedoes, at first glance, it might seem like a good idea until you realize she has only one torpedo launcher on each side. Also, the Cerberus isn't very maneuverable to be like a torpedo-dropping "super slithering sneaking snake," either. On top of a 96-second reload on her torpedoes, you have to ask yourself: "Is it logical for me to have a skill that gives me a 15% damage buff towards those 2 x 4 torpedoes, which I can only launch just four of them on either side of the ship, with them also having below-average damage, every 96 seconds?" I hope this helps you better understand the game. Good luck out there.
@EvoraGT430
@EvoraGT430 5 ай бұрын
@@CrispyBacon101 TLDR: AR is pretty much mandatory on virtually every surface ship.
@CrispyBacon101
@CrispyBacon101 5 ай бұрын
@@EvoraGT430 lol, thanks!
@snorkman2
@snorkman2 5 ай бұрын
​@@CrispyBacon101AR is far superior to pack a punch, but for fun on a few ships I run pack a punch. For instance I have a unusual play style in the Belfast 43 where I build the forever smoke build which involves real aggressive but measured plays, very exciting yet I understand that having secondaries blasting is painting a target for blind fire. Point blank single launch torps really benefit from Pack a punch especially fending of aggressive BB pushes. I don't disagree though AR is just plain better.
@VUO4E
@VUO4E 5 ай бұрын
One day we''ll have a chat about fire chance and the BS official %.
@marcom2248
@marcom2248 5 ай бұрын
The sub haters love this line. The other BB player love it too because this line is easy to kill.
@Rolkatsuki
@Rolkatsuki 5 ай бұрын
good analysis on the Cerberus.
@Notser
@Notser 5 ай бұрын
Thanks for watching and appreciate the feedback!
@MartyInLa
@MartyInLa Ай бұрын
Isn't the ship's smoke a crawling smoke, so you'll always be moving anyway so you don't need the acceleration?
@ushaw9
@ushaw9 5 ай бұрын
I found them to be very effective against Subs. Pretty good really.
@Notser
@Notser 5 ай бұрын
They are, I’ve found them to be very effective if played well against submarines
@ahemschmeyer
@ahemschmeyer 5 ай бұрын
I have the hector. The crawling smoke isn’t that great and getting hit from blind fire happens a lot. I assume the same will happen with this line.
@matthewcasady6276
@matthewcasady6276 5 ай бұрын
The best way to avoid blind fire, or at least reduce the damage, is to keep moving. Crawling smoke makes it easier to do that. Just be sure to angle to enemy ships, particularly any ship with torpedoes, leave yourself room to maneuver by islands, and don't travel in straight lines, even in smoke.
@matthewcasady6276
@matthewcasady6276 5 ай бұрын
The other problem with taking extra range that you handly use is that it increases your detection rage every time you fire, even if you aren't firing at your full range. I don't like to invest in a skill that decreases your survivability, and increased range very much does that.
@CareraDrift
@CareraDrift 5 ай бұрын
Notser will you be back on Twitch ?
@Notser
@Notser 5 ай бұрын
Unfortunately I don’t have the time anymore to stream daily and it sucks that Twitch doesn’t have good archival. If I’m going to stream I will be streaming to KZfaq so the video lasts forever versus the 15 or 60 days on Twitch.
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