View Full Version : Fletcher setups?
kitran
04-19-2005, 03:41 PM
So I've been using the Fletcher from level 12, but have really switched around the components to get the best setup I could find.
Right now I've got the Aiming FCS, the DD II Heavy engine, and no armor. I last just as long with the armor I can afford to put on and none, so I figured I'd save some cash. I've also go 5x 5" 54 cal cannon (the 1005 fps model) since it shoots the furthest for now. Anyone suggest any alternative setups that might help me out more? I play both large fleet engagements as well as small 6v6 DD fights as well. Thanks!
-Kitran
papajohns
04-19-2005, 06:43 PM
armors can be used as banks..since you get all the money back when you resell the armor back..
so rather than let your money sit in the bank..put it in armor..that is unless you want the extra speed without the armor
Psychosis
04-19-2005, 11:25 PM
- use dual 4inch cannons, they are the staple gun of the Fletcher
- mount torpedo tubes for backup and use them at short range
flamingpanda
06-01-2005, 07:50 PM
4" can't penetrate through half-decent armor. Use single 6"
Skipster
06-19-2005, 03:04 PM
I had good results with my Fletcher using dual 4", no torps, 1/2 size crews, and as much armor as I could fit (about .6" deck, 1.5" belt, 3 bulge, and 3 bulkhead)
SWPIGWANG
06-21-2005, 11:47 AM
My fletcher before I sold it for mogami and atlanta.....
4" dual L x 5
4x2 torpedos
no armor for full-er crew. (gunners and bo)
Dual 4" have good natural accuracy, and with APC they are effective against DD level armor well enough, while still have enough range to hit beyond the edge of the lines. Personally I pack 2 bind APC and 2 bind heavy HE. By the time 6" singles are accurate, you can probably use CL Atlanta...... The 4" simply serves better in 6v6 DD as 2k dp potential broadside hurts and it'd outgun/equal most things once in range. Anything it can't deal with guns it can torp. (Qs and such) The thing is that in DD battles, range really isn't too important as long as you have enough range to deal with torpedo whores, since a over heat dash or two will get in range most of the time against a opponent that is not trying to run away completely in a tail chase, and one would lose a few hundred dp for normal players. (people like laoji/nicotine don't count) For large games, 6" or 5"L can be considered as anti-large ship sniper weapons, but fletcher isn't the best ship in big games imo....
As for armor, what armor its on a normally crewed fletcher is useless outside the newbie zone anyway. (though completely evil if it where) Speed is a better bet as a few knots can mean you out run the q that is trying to hump you or not.
SpitfireMK461
09-04-2005, 08:31 PM
Question about fletchers.
I'm in a neutral DD currently, level 16, and im getting close to buying my fletcher. Which guns would you suggest me using? single 5" or double 3" (until i get larger guns, that is)
gapiro
09-05-2005, 01:24 PM
double 3... more guns then
Kaeru
09-12-2005, 09:29 AM
I used the 5/54s. It lacks the weight of fire of the dual 4"s, so you have to be somewhat accurate but they do do 200 damage or so with heavy HE. I had level 38 gunners though, but only at 50% ability (give or take), so i was accuratish and well over the level requirement but my crew was too far for torps...
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