If you're not on the ball with map awareness I recommend switching the consumable buffs for IFA or PT, as I mention at the end. Wont affect the build much, but will make it easier to play. Twitter: twitter.com/flamuchz Discord: discord.gg/Flamu Stream: www.twitch.tv/flamuu Insta: instagram.com/flamugram/
None of them have good enough torps to get full usage out of it. Marsielle does have goodish secondaries so maybe on that and the two others but not roon you get citadeled out of nowhere
This ship is very good for a Secondary Build Role since Update 12.10 is released. More than I expect about is definitely a meme but Napoli does firing SAP shells on secondaries in which cannot set on fires.
I run almost the same build, but I traded Concealment for Survivability Expert and Turret Traverse, and it feels pretty strong. 11.5km detect with 11km secondaries works just fine. That way Top Grade Gunner is even more effective.
Napoli is a Schlieffen with SAP secondaries, disguised as a cruiser lol. I hope WG will introduce a proper cruiser secondary line (preferable for italians or germans) soon.
Maybe all secondaries should have ranges according to what gun the secoondary is for example borodino has 2 nevski turrets in the back that thing in any non stupid secondary setting is a t10 just by 2 nevski turrets and 2 soyuz turrets but nevski turrets are litteraly just props somehow their dispersion is litteraly shells going trough each other and missing ship at 2km what a joke. Such big guns should be a second main gun like torps that you can switch and with ships that have main guns used as flak should just turn off their guns to shoot flak and maybe cvs fixed too one can only imagine such good changes
Bruh you must be new or somethin cause since subs arrived maps underwater has a wall at max depth. Ships when they hit any underwater structure dissapear. Ships that sink in open sea still dissapear due to hitting that wall before foin under and sinking phsics just dont exist so they jump out of the water and 5 sexonds after contact with the ground it despawns.
OK guys, I have to ask this question...Did they nerf credits in Ranked this season??? I just had an epic game with win, also with blue credit booster and got...267k It was a tech tree ship, Asturias, so there's that but I had imagined I'd have gotten at least 500k. Anyone else noticing that this is off?
I've never been able to get the Napoli to work. it's obviously my gameplay, not the ship, but it just seems like it's not doing what it could be doing. I caught a broadside ship a while ago, and did negative damage to them. if I had been in a des Moines, a hindenburg, a petro, a minotaur or any other t10 cruiser, I feel I would have wrecked them. but I only got overpens and ricochets
Pretty sure fire % for setting and receiving is team wide and set before the game starts, hence lots of 1 shot fires and not setting more than 1 fire even after 100 shots fired in a conq or something
If you have 18% fire chance, and you're firing at a t10 (which has 50% fire chance reduction), you will set a fire on your first shell 9% of the time. If start firing at 6 different ships during the game, you have about a 50% chance of setting a fire on the first shell. Taking another example, if you are using harugumo and firing at a ship without dcp, there is a 10% chance you will not set him on fire with the first 90 shells. Which again, if you do this with 6 different ships during a game will happen 50% of the time. It's not rigged, it's just rng and confirmation bias.
This is broken. It's already a pain to fight with the rudder, smoke and citadel protection. This just makes it stupid. You can Yolo with much lower risk than many many other ships.
He would have been very disappointed if he had popped his "Spotter" plane for that last battle, since he forgot to change it from the fighter consumable instead of the spotter plane. That is why he couldn't see the Repub in the smoke.... GG though.
If you're not on the ball with map awareness I recommend switching the consumable buffs for IFA or PT, as I mention at the end. Wont affect the build much, but will make it easier to play.
Twitter: twitter.com/flamuchz
Discord: discord.gg/Flamu
Stream: www.twitch.tv/flamuu
Insta: instagram.com/flamugram/
these secondaries on a ship you cant run away from are insane
Hey what about marseille, agir/siegfried, schroder, roon???
Wanna see 12.5 hinden for the lolzz also
i thought those ships don't have any improved dispersion, also secondary roon is just a bad idea
@@aznfooamount of secondaries disagree with you
@@mertc8050 accuracy does not
None of them have good enough torps to get full usage out of it. Marsielle does have goodish secondaries so maybe on that and the two others but not roon you get citadeled out of nowhere
then by your logic, yoshino is also a good secondary ship because it has harugumo guns on the sides @@mertc8050
This ship was strong, now it's a meme.
They better buff cv secondaries too graf zeppelin.... immelman/richtofen that would make it enjoyable
lol blame the Russians
@@mertc8050no, that would make them op. So enjoyable to you. It won’t save you when you face me
Lol ok.@@arkadikharovscabinetofcuri3465
Napoli is boutta get nerfed hard like the Agir because Flolo is having fun in it
Always blame Flolo 🗿
Ran into this build yesterday and lost my mind on how much dmg they did
If it wasn't for the lack of any support abilities Napoli would be an easy S tier. Definitely my favorite ship for CBs.
Imagine a 5km Hydro and ,even , a 8% speed boost NAPOLI buff? OMFG my mouth is already watering ^^
So basically she needs to be a priority team focus target.
In my opinion most of the higher fast tiers need to be I've seen the Yolo Emilio take out 3 BBs the other night was funny to watch
She is when i play her. If i get spotted everyone targets me.
For those that cannot read asymmetrical battles is the 23rd
@@marcom2248 catch 22
This ship is very good for a Secondary Build Role since Update 12.10 is released. More than I expect about is definitely a meme but Napoli does firing SAP shells on secondaries in which cannot set on fires.
How brooooooken is flamuu. - malteseknight
Had one you would like yesterday. Torp killed Shima for win in Minotaur, 1v1. Sadly…. The mobile game
He was waaaaaayyy too aggressive at Shima. Then again, we had 20 seconds left
I run almost the same build, but I traded Concealment for Survivability Expert and Turret Traverse, and it feels pretty strong. 11.5km detect with 11km secondaries works just fine. That way Top Grade Gunner is even more effective.
Napoli is a Schlieffen with SAP secondaries, disguised as a cruiser lol.
I hope WG will introduce a proper cruiser secondary line (preferable for italians or germans) soon.
FLAMU MAKE SECONDARIES AGIR GREAT AGAIN!
This only wild yield to a hard nerf of Napoli. The only interesting italian cruiser. Sad.
WoWs 2025 - every ship has AI 18 km secondaries. Main guns are optional.
Maybe all secondaries should have ranges according to what gun the secoondary is for example borodino has 2 nevski turrets in the back that thing in any non stupid secondary setting is a t10 just by 2 nevski turrets and 2 soyuz turrets but nevski turrets are litteraly just props somehow their dispersion is litteraly shells going trough each other and missing ship at 2km what a joke. Such big guns should be a second main gun like torps that you can switch and with ships that have main guns used as flak should just turn off their guns to shoot flak and maybe cvs fixed too one can only imagine such good changes
5min i and Im like "how is he still alive???". I would have been first blood for sure doing exactly the same moves.
Gunther_Lutjens_1963 strikes again
It does make you wonder what they will do about Sicilia, if these secondaries are strong
The wrath of the spicy smoking meatball that shoots AI rounds
4:28: The wreck of the Minotaur just flickers and disappears. Good coding as always.
Bruh you must be new or somethin cause since subs arrived maps underwater has a wall at max depth. Ships when they hit any underwater structure dissapear. Ships that sink in open sea still dissapear due to hitting that wall before foin under and sinking phsics just dont exist so they jump out of the water and 5 sexonds after contact with the ground it despawns.
that's how it's supposed to go
OK guys, I have to ask this question...Did they nerf credits in Ranked this season??? I just had an epic game with win, also with blue credit booster and got...267k It was a tech tree ship, Asturias, so there's that but I had imagined I'd have gotten at least 500k. Anyone else noticing that this is off?
I've never been able to get the Napoli to work. it's obviously my gameplay, not the ship, but it just seems like it's not doing what it could be doing. I caught a broadside ship a while ago, and did negative damage to them. if I had been in a des Moines, a hindenburg, a petro, a minotaur or any other t10 cruiser, I feel I would have wrecked them. but I only got overpens and ricochets
Sadly if you like it this much. It well be nerfed to the ground next patch.
How did he get manual secondaries on napoli isnt that a BB skill that allows you to do so? Because i cant find manual secondaries for cruisers
Got ran down by by a nose in Napoli in a Monty and barely seemed to do any damage to him and got chewed up
nice i had to pay 400 doubloon to reset mine -_-
Don’t show them that you have fun . Otherwise they will need the shit out of it
So...new commander skills set up...but no more free commander rebuild time period. I guess that's gone for good.
There’s a button on the news, it gives 1 wk of free cmdr respec
great fun now.... wait for that nerf
Pretty sure fire % for setting and receiving is team wide and set before the game starts, hence lots of 1 shot fires and not setting more than 1 fire even after 100 shots fired in a conq or something
If you have 18% fire chance, and you're firing at a t10 (which has 50% fire chance reduction), you will set a fire on your first shell 9% of the time. If start firing at 6 different ships during the game, you have about a 50% chance of setting a fire on the first shell.
Taking another example, if you are using harugumo and firing at a ship without dcp, there is a 10% chance you will not set him on fire with the first 90 shells. Which again, if you do this with 6 different ships during a game will happen 50% of the time.
It's not rigged, it's just rng and confirmation bias.
Isn’t the better Ap grenades a good skill on the Napoli?
You have to trade either SI, AR or extra secondary range for it, not worth
@@stefanocrosazzo3262 so heavy Ap doesn’t automatically cause more citadels?
@@romanzzz01 nope, it only increases flat damage, it doesn't affect penetration
This is broken. It's already a pain to fight with the rudder, smoke and citadel protection. This just makes it stupid. You can Yolo with much lower risk than many many other ships.
Well, better that than more back line sniping.
Complaining, because you shouldnt camp and snipe with Napoli? Wtf is wrong with people
What is this video quality?
Please stop and ask all the other streamers to stop. You're just gonna get Napoli nerfed
To be fair it's a little OP and probably needs nerfs.
@@yomammasaurusrex9571 no. We finally have a legit secondary cruiser that is dependent on teammates to be effective.
And it doesn't rely on fires
He would have been very disappointed if he had popped his "Spotter" plane for that last battle, since he forgot to change it from the fighter consumable instead of the spotter plane. That is why he couldn't see the Repub in the smoke.... GG though.
What are you talking about? Napoli only has fighter available
Napoli can only use fighter, it doesn't have spotter. I just misspoke since I run spotter on 99% of ships.
i love it been only playing secondary ships.