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Found 19 results

  1. I've both done it and had it done to me a few times: in nominal 1-to-1 shooting engagements the IJN DDs tend to come out winning. It always seems to play out the same way: the USN DD is overconfident, opening up and sailing in a straight line, expecting you to die quickly. Meanwhile the IJN DD dodges the floaty shells and replies with much more consistent and punishing hits. Then the US DD sees his health is nearly gone, panics and turns away ... making him an easy target for the finishing volley. I wouldn't say a Kagero could outlast a Fletcher, but my overall point is the IJN T8 are not just for the torps. The gun handling is good, and the shells are potent. I've put some thought into why the firepower of the Benson/Kidd is over-rated, but haven't managed a clear answer. The best I can come up with is that the USN DDs have to get really close to the target to take advantage of the better turret rotation and overall higher dpm. Under 5 km perhaps, the tables turn as it becomes a "knife fight" but at the more typical DD-DD combat distances of 6-7 km the description "knife fight" is no longer accurate. The effective dpm of the USN ships is great reduced because they can no longer hit reliably. I'm still trying to pin down where the boundary of knife fighting ends however. .. I don't have Kidd, but do have Benson, Kagero, and Asashio. I like them all, but perhaps Kagero is my favorite. Premium TRB, naturally. Torpedo acceleration, since I share the captain with Asashio. (PM, LS, TA, TAE, SI, CE). This Kagero build is the most lethally efficient DD I've played.
  2. So as most people are concerned about the dd spotting issue in 0.8.0 and WG is again failing in attempt to reduce CV's influence in spotting, I thought I'd give my two cents in regards to fixing dd vs cv interaction : The idea is inspired from WG's own implementation of spotting in Cyclone. Why not make spotting of dd via aircraft similar to Cyclone spotting? i.e. only the CV player is able to actually "see" the dd while others only see it in the minimap. To make it a team oriented aspect, add a message that pops up on screen like "Enemy Destroyer Located By Aircraft" so that people can check the minimap and act accordingly. This IMO will significantly improve the gameplay of dds. Right now every dd main is either playing dds with good AA or avoiding playing dds at all. Those who are playing dd are avoiding capping at large and staying with the blob not doing what they are supposed to do. More than one CV per team is only making the issue even worse. And while we're at it, why not introduce the same mechanic for Cruisers as well? Specially, light cruisers that rely on concealment so much. Or mayb couple this with a perticular concealment value, below which this mechanic applies and above which it doesnt. It can be different for different classes. This opens up opportunity for interesting build strategies where you have to choose from being permaspotted all game or being concealed partially and sacrifice some other efficiency regarding skills and modules. This is just a simple idea that may or may not make sense to you. Feel free to share your opinions
  3. KaiserPhantasma

    [2019]Best Tier V Ships For Fun

    Hoping to get advice on which tier V ship classes is "good"/downright human rights violation for your enemy as I am hoping to get a good set of tier Vs for each nation.
  4. Guess who's back with more words to write? Yep, it's me again. So first off, we need to do some housekeeping. I am an average at best WoWs player Stat-Wise. I play the game to grind upgrades and also just to have fun. In keeping with my incessant kleptomania, I have basically grinded out all the tech trees of every nation (Save for CVs. I'm working on that one still). This post is merely my opinions on how each destroyer tech tree feels to play and can be taken however you see fit. (Preferably not up your rear though. That's disgusting. I'd rather you take it with two sugars and some cream.) Okay, super serious time now. World of Warships is an ever-expanding game with a player base that grows every day. I wrote a series of posts a while back listing my opinions on various warship lines of each nation and going through the highlights, lowlights, and everything in between. With the recent updates changing the stance of the old guard and adding some new players to the board, I'd say it's time for a new set of opinions on every destroyer tech tree and how they feel to play. I'm not going to go into stats too much because other people do it way better than I ever could. Just a quick heads up, I may mention premium ships but the main line is the focus here. So here we go again - United States Navy Destroyers: United States Navy destroyers have remained the least changed throughout the history of WoWs. Since their introduction, not much has changed. They remain reliable gun destroyers with their fast firing and fast turning guns. And while their torpedoes are basically glorified sea-mines up until tier 9, they're still a fearsome tool that should not be ignored. Guns: Almost all USN DDs run 5 inch 127 mm main guns. These do about okay damage and are usually mounted in turrets with fast traverse and with good enough durability. However, their shell velocity is horrible and they arc like they're trying to reach outer space. Outside of 10km, you'd be lucky to hit anything smaller or faster than a battleship. But the high fire rate of the guns means you can spam these floaty shells out with impunity. Sometimes your perseverance might even land you a lucky hit on a very damaged target. Most of the time though, you want to be close to your enemy to be able to use your guns more effectively. Torps: USN Torps... are not very good. From low tiers to tier 7 that is. USN Destroyers only get the ability to stealth torp at tier 7 with Mahan. And even then, their range is still shorter than both IJN DDs at this tier and they travel slower and deal less damage than their Japanese counterparts. From tier 8 and up, however, the situation improves slightly with Benson, then greatly with Fletcher. Benson gets torpedoes that reach just under 10km, allowing her to torp outside of the USN radar range at this tier. Fletcher's torps are even better. While their raw damage still can't compare to her Japanese counterparts in-tier, Fletcher can output these fishes at a much faster rate. And she has two quintuple launchers. This gives her two more than Yuugumo and four more than Kitakaze (not counting TRB consumable). Moving up to Gearing, you get a choice between using Fletcher's 11.5km Torps, or new fish that have 16km range but deal less damage and take longer to reload. Back down to lower tiers, (Since this is where most new players have to start), the strategy for using low tier USN torpedos is to abuse island cover. break line of sight and let the enemy get close enough for you to use your torpedos. Once they bite, you can strike them down with devastating fire and fury. Speed and Maneuverability: United States Destroyers are alright when it comes to speed. They aren't the fastest but are still no slouch in this department. Their comparatively small sizes and shorter length compared to other nation destroyers also make them rather slippery targets to hit. They can turn fast and wiggle their cute little sterns. Additionally, the recent BBAP nerf reduces the impact battleship AP has against angled destroyers. So now you need not fear being blapped by an enemy battleship that got a lucky salvo off from sixteen kilometers away. This maneuverability also comes in handy at higher tiers where radar is prevalent and one would be hard-pressed to capture a point without at least being detected by radar once. Beating a fast retreat and dodging enemy fire in this situation is the USN destroyer's bread and butter. Armour and Concealment: Like most destroyers, the USN Destroyers have basically no armour. Everything that hits will penetrate or over penetrate. Your best bet really is to avoid getting hit in the first place. Unfortunately, USN destroyers do not have the advantage of stealth at the lower tiers. Their detection radii tend to the larger side and most of the time, enemy scouts will spot you before you spot them. Once again, the remedy for this is to use island cover, which is plentiful at lower tiers. This will allow you to detect the enemy the same time they detect you. And with your fast guns, you can react faster and fire faster than they can. Gimmicks: At higher tiers, players will be given a choice to take either defensive AA or speed boost. While speed boost gives you a potentially life-saving burst that could help you avoid incoming fire or make a hasty retreat, the USN Destroyer is one of the only two destroyer lines able to mount DFAA. Equipping this essentially allows you to point a big fat middle finger at enemy carriers looking for an easy destroyer kill and forces them to look elsewhere. A fully AA-specced destroyer is even capable of tearing enemy squadrons to shreds. To use Spood Beest or DFAA is really up to the player. Whether they feel more threatened by incoming fire or an omnipresent attack from above. Other than AA, the USN represents a pretty solid, no-frills DD experience. Highlights: Clemson (Best tier 4 seal clubber), Fletcher (Torpedo boat rivaling Yuugumo), Gearing (Perfectly balanced. As all things should be) Lowlights: Farragut (Frustrating to use sometimes), Mahan (basically Farragut but one tier higher) TL:DR: USN Destroyers are the most balanced destroyer tech tree and probably the best for new players. They don't excel in any particular role but don't sacrifice any aspect of their utility either. A thoroughly average destroyer line. Imperial Japanese Navy Destroyers (Torpedo Tree): Imperial Japanese Navy destroyers are a more torpedo focussed breed. Their fish hit hard and take a while longer to recharge. Recently though, a buff to the IJN 127 guns have seen a rise in IJN Gunnery and now, Japanese torpedo line guns, while still unable to match the USN ships for rate of fire, can actually put up a sufficient fight in close quarters. Guns: IJN Five-inch guns recently had their damage alphas increased. This means that the IJN torpedo line now has a higher damage per salvo than most other destroyers tier for tier. Their fire rate is still not fantastic and their turrets still take their own sweet time to rotate, but these new guns with flatter shell arcs than the USN guns can put up a fight in a pinch, and if you so wish, can turn you into a gunboat rivaling the Soviet destroyer tree. (Seriously have you seen Xatu run gunship Yuugumo? He actually out-damages Clevelands sometimes) Torps: Being typecast as the torpedo-centric line the IJN Torpedo tree sport these metal fish in spades. IJN ships get 10km torpedos at tier 6. And for almost the entirety of the tech tree, the IJN ships have the ability to torp enemies with great flexibility. This is due to a combination of their torpedoes' above-average range and the ships' above-average concealment. For newer players out there, here's some advice on your torps. Do not launch all of them at once. Staggering torps on a target is a great way to farm flood damage. Your torpedoes have a great flooding chance already, so if even one from your first salvo hits, the second salvo that hits will guarantee you a free flood's worth of damage which is fantastic to say the least. Additionally, Staggering allows you to attack enemy ships from different angles, confusing them and making them less able to predict where you will strike from next. Speed and Maneuverability: As Kancolle Shimakaze claims, she is the fastest. But that is not the case in World of Warships. In fact, IJN destroyers tend to the slower side. Not by much, but enough to be hunted down by most destroyers from other nation lines. Couple this with having less speed boost charges that need time to reload, and you have yourself a difficult ship to run away in. fortunately, most IJN ships are fairly maneuverable. They are also quite slender bow/stern on and make for a very difficult target to hit from a distance. Use your concealment to detect the enemy first. Always be ready to retreat and make use of your slender body to dodge shells like there's no tomorrow. Armour and Concealment: As with most other destroyers, the IJN have no armour to speak of. However, their concealment is the best tier for tier. IJN torpedo destroyers will be able to detect the enemy before the enemy detects them (most of the time and also not counting radar) Use this to your advantage and to pick your battles. Do not engage unless you can kill the enemy with reduced risk or if you have the upper hand. Rushing in headlong as a destroyer will do you and your team no good. But sitting at the far side of the map dumping torps every two minutes is also a waste of your great concealment and now somewhat usable guns. Gimmicks: From tier 8, the IJN torpedo tech tree can choose between mounting the smoke generator consumable or the torpedo reload booster consumable. The TRB reduces your torpedo reload from any duration to under ten seconds, giving you the opportunity to dump a frightening amount of torps into the water in one go. This does, however, mean you have to sacrifice the utility and teamplay potential of smoke screens. Right now at least, Smoke is the better option, allowing you to hide from aircraft and enemy ships, as well as conceal your friendly forces. This is particularly useful if you can get a friendly USN cruiser to provide AA cover for you. But when the CV rework comes, maybe the viability of hiding in smoke will be reduced. We shall see. Highlights: Fubuki (Nine torps at ten km at tier 6. Need I say more), Kagerou (Best concealment with versitile torps that can kill almost anything), Yuugumo (Just ask Xatu for the gunbote memes) Lowlights: Mutsuki (Half the guns of Minekaze and with an excruciating reload for her two triple torp launchers), Akatsuki (Bad concealment and has the same amount of torps as Bukki. Not really a great step up) TL:DR: IJN Torpedo Destroyers excel in their torpedo damage. This doesn't mean their guns are useless, however. Especially when you have such great concealment. Attack the enemy from the angles they least expect. And avoid radar ships like the plague. Imperial Japanese Navy Destroyers (Gunbote Tree): So recently the rest of the IJN gunboat tech tree was released. These ships represent the other far side of the gun argument for destroyers. Many guns with high rate of fire but with smaller shells and slower shell velocities. These ships can output shells at a terrifying rate and still come with the IJN's signature deadly torpedoes. Their concealment and maneuvering do suffer as a result, however. Putting them on the slightly higher side of the average detection radii. Guns: When you hit tier 4 on the IJN line, you are presented with a choice: Torpedo Focus or Gun Focus. Choosing guns puts you on a similar path at the start. Minekaze has more guns than Mutsuki and comes armed with faster reloading torps that do less damage. Hatsuharu has better concealment than Fubuki but sacrifices her torpedo range. Shiratsuyu is the same, sacrificing one gun barrel and one torpedo tube for better concealment. When you hit tier 8 however, there comes a radical change. Players have their 127mm guns taken, and replaced with 100mm guns. These have better initial velocity but have faster speed falloff due to their light weight and have lower damage and penetration values. The rate of fire on their guns, however, is absolutely terrifying. There's a reason why these destroyers are feared. And that's because they can shred any enemy that gets caught in their crosshairs. Torps: Gun line torpedoes at the start have faster reloads and do less damage compared to their torpedo line counterparts. At higher tiers, however, this gets flipped due to the launchers going from quad launchers to sextuple launchers. This is remedied by the higher tier boats having a dedicated slot for the TRB consumable, meaning that with the consumable, they can effectively launch a torp salvo of twelve fish at once. This goes surprisingly well with the higher tiers Kitakaze and Harugumo which have torp reloads upwards of two minutes. So reloading your torps takes as long as reloading your TRB consumable. Speed and Maneuverability: While the Gun line sacrifices little in the way of speed, at the higher tiers (8 and up) you will notice a significant increase in the turn radius and rudder shift time of your ships. This is because the IJN Gunships are longer and therefore need a larger radius to turn. Because of this, many an unfortunate soul have taken enemy torpedoes they could have otherwise easily avoided in a smaller ship. When engaging enemy ships, just be ready to dodge the inevitable panic salvo. In fact, start turning the moment you're detected and avoid the torps before they even come. Armour and Concealment: The IJN Harugumo is one of the only two destroyers that still take full battleship AP penetration. Due to her length and wide turn radius, she also presents a very large target no matter the angle you engage from. The lower tiers have better concealment than their torpedo counterparts as stated before. But tier 8 and up have larger detection radii. At higher tiers, you will be seen before the enemy and you will take fire first. Island camping is a useful strategy but with your less than stellar maneuvering, you do have to be careful around them, lest you beach and eat a torpedo salvo. That or you can do the other thing and play as a light cruiser, raining shells down from behind cover or in smoke. Gimmicks: The gunboat tree's gimmick is their guns with their prodigious rate of fire. These things are like mini-Atlantas (Well really more like the Flint). While they lack radar or any such detection device, they still shred enemy destroyers. Highlights: Akizuki (Holy shit was she special the first time she appeared), Harugumo (Brrt intensifies) Lowlights: Minekaze (Poor man's Kamikaze), Hatsuharu (Her stock torps are basically useless) TL:DR: The IJN Gun line provides an interesting new way to play destroyers. Honestly, at higher tiers, they function more like light cruisers. They occupy a line between the smaller destroyers with better concealment and the larger light cruisers with more utility. You can take these destroyers either way on the spectrum and have them focus more on close range brawling or extend their range to turn them into battleship-burning trebuchets (Like SaltedHambagga) Soviet Navy Destroyers (Light Cruiser Tree): So the Soviet destroyer tech tree has been around for a while. It is one of the more mature lines which did see a change a while back. The mainline still focusses on destroyers with larger hulls, high speed, and high-velocity guns. In that sense, they occupy the same middle line that the IJN gunboat line takes. Between actual destroyers and larger light cruisers. Guns: Soviet destroyer guns are... alright??? Honestly, they lie somewhere between the USN and IJN guns for the way they feel. Their gun velocity is good, and their shells at 130mm have decent penetration values. But at low tiers, they turn SOOOOOO SLOWLY. You really need to stay a little further back than you're used to and take your time with these ships. At higher tiers, the guns do feel better in their twin turrets that turn faster, and their velocities allow you to engage smaller targets at longer ranges more reliably. Torps: HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. You serious? Okay. It's not that bad. Russian torpedos are great close range uppercut tools at lower tiers, and can actually be a cause for concern at higher tiers. But goodness are they frustrating at the start. Russian Destroyers do not get the chance to stealth-torp up until tier 8. And even then, their range is only 8km. An abysmal range that is beaten by every other line in the game. Seriously. If you play Russian destroyers to use torpedoes, You are doing something very very wrong. But nonetheless, the same advice for low tier USN DDs would apply. Abuse island cover and smoke. Bait the enemy in close, and use your close range speed fish to sink them instantly. Or miss and regret your decisions in life forever Speed and Maneuverability: Russian destroyers are the fastest ships in the game. By tier 7 they can reach speeds over 40 knots, with high tier destroyers making even Shimakaze feel osoi. Their speed does come at a cost of some maneuverability though. Russian destroyers tend to have larger turning radii due to this and their increased displacement. Your speed is an effective counter to USN ships with their slower gun velocities especially at middle ranges where you can very easily tick them off by simply out-running their shells. Armour and Concealment: One notable trait of the main Russian line is that the tier 10 destroyer Khabarovsk is the only other destroyer to take full battleship AP penetration. This is due to two things. Her size and her 50mm armour plates on her sides. Yes. She has side plates that can bounce Yamato shells. Keep in mind however that these plates are only on her side and do not cover the entire ship. So do not, and I stress this, do NOT attempt to charge an enemy battleship. Because you will take full AP damage and you will die. Horribly. As for concealment, all Russian destroyers have below average concealment values. They rival some cruisers, especially at higher tiers. You can choose to embrace this and go full cruiser or attempt to negate the downsides by speccing concealment. This, however, does cost more and there are better options honestly. At the risk of sounding like a broken tape recorder again, use island cover. It will help you reduce your concealment disadvantage and level the field against the enemy. Gimmicks: Russian destroyers at higher tiers have the option to run heal instead of smoke. This basically trades your ability to fire from stealth and hide to disengage for additional longevity in combat. Your heal can sometimes be the difference between survival or death, but losing smoke will force you to use low islands or shoot out in the open. (This is even more so because of the flatter Russian gun ballistics) Highlights: Um...... Khaba? I guess? Her eight guns made her the undisputed firepower king when it came to destroyers for a while. Her concealment, however, is on the level of a light cruiser. But her speed is unmatched by any other. Lowlights: Minsk (Leningrad exists. And is way better. It's a premium, can stealth torp, and has the same guns.) TL:DR: Russian main line destroyers require patience. You cannot be the first into the cap. But you can be the first to deny the cap. Your speed and your guns mean you can run them down or keep the fire on your enemy even after they've retreated past the middle ranges. But your torps are really lacking in range. So treat them like you would on Russian cruisers. As a last resort when enemies get too close for comfort. Keep yourself in between your friendly destroyer and your supporting cruisers. Or be a jackass and snipe battleships in open water. Whatever works, works. Soviet Navy Destroyers (Concealment Tree): The concealment tree for Russian destroyers only starts at tier 8. They do, however, provide an interesting alternative to the existing Russian destroyer mainline. They have better torpedoes and concealment but sport worse guns and slightly slower speed. Guns: Starting with Ognevoi, you get a bit of a Mutsuki kind of feel. Two twin gun turrets, one front, one back, with two torpedo tubes in between. The setup is distinctly torpedo focussed and your lacking firepower says it. You have fewer guns than the main line, with some minor differences to their firing characteristics as well like slightly lower damage in exchange for slightly faster velocity. Torps: Your torpedoes are actually usable now. They aren't exactly IJN tier in damage, but you have a great number of them to fire off and they can reach out beyond your concealment radius. This gives you more options to engage and plays more like a 'normal' destroyer. It has to be noted though that the T10 Grozovoi's torpedoes have a reload time of over two minutes. That's two minutes for five torps per launcher. Almost as long as the IJN tier 9 and 10 gunboat torpedo reloads. WeeGee pls buff Grozo torp reload Speed and Maneuverability: The concealment line of the Russian destroyer tech tree sports a slightly slower speed. But because of their smaller hulls and slightly reduced speed, their turning radii are slightly better. This makes them more suited to engaging in close range knife fights and allows them to better dodge enemy fishes. With this, you can also avoid enemy fire more easily and, with your high-velocity guns, engage them from a fair distance away. Armour and Concealment: Interesting note, the tier 10 Grozovoi has the same concealment radius as the tier 10 Daring. Both sit at 6km. And while the Daring has better turning speed and faster firing guns and torps, Grozovoi has better heal, a bigger heal pool, more damage per gun, and a higher overall speed. Honestly, it is a bit surprising that not many more people give the Grozovoi a try. But back to the rest of the line, Concealment is about average. But you will still be out-spotted by a lot of the other enemy ships. And this line being in the high tiers, you have the dreaded RADAR to worry about as well. Once again, your best armour is not to get hit in the first place. Though you won't take full battleship AP penetration so that's nice. Gimmicks: At tier 10, you get to use the following: Damage Control, Smoke, Speed Boost, Repair Party (Heal) and Defensive AA, each in dedicated slots. You have the same amount of consumables as the Worcester, which gives you a great deal of added utility on top of your already usable concealment, guns, and, albeit slow reloading, torps. While you are more limited in the number of charges you have for each consumable, the fact that you have that many things to use without having to sacrifice anything is a great blessing already. Highlights: Ognevoi (Nobody expects the Russian Torpedobote), Grozovoi (Just ask Xatu what he does with his.) Lowlights: None really. There are only three ships in this line anyway. So... TL:DR: The Concealment tree, while limited in content, provides a great alternative for those who prefer to be able to get in a little closer. You still have the option to go full cruiser, but this is a bit of a disservice to the better concealment of this line. Honestly, these ships could make great counters against Royal Navy Destroyers. But I need to do more experimenting on that front to figure that one out properly. Kreigsmarine Destroyers: Some say that the KM DD line has been powercrept to the point of obsolescence. They used to be the king of the cap, able to deny any capture point they wished to with their improved hydroacoustic that has better range and longer duration. But these days you see very little use of these destroyers. Guns: KM Destroyer guns are a bit of an odd kind. Their high explosive shells have good penetration but lacklustre damage and fire chance. Their armour piercing shells on the other hand, also have good penetration, likely over-penetrating thinner targets on full broadside while lacking the power to fully penetrate all angles. Additionally, their gun reload is close to that of the IJN destroyers. Their arcs aren't bad, being rather low but are still higher than the Soviet railgun shots. Torps: German torpedoes are once again, quite odd. They don't do that much damage and aren't that great in salvo volume either. Hitting all your torps on a battleship sometimes won't guarantee you the kill. But what sets them apart is their higher reload speed. Fully upgraded, you can bring their reloads down to close to a minute, allowing you to put out fishes faster than enemy battleships can bring their damage control back up. Speed and Maneuverability: German ships have a speed in between Russian and American destroyers. They are fast and have decent maneuvering to boot. They are a bit fatter than most other ships though. So you will have a harder time dodging incoming fire. And destroyer AP will have an easier time arming inside your hull and causing full damage. Armour and Concealment: German destroyers have a higher than average detection radius. They aren't as bad as Russian Destroyers but will be detected before Japanese, American, British, and Pan-Asia destroyers. So use islands and your smoke. Your hydroacoustic search can also help force out enemies hiding in smoke or even deny the entire capture point. Gimmicks: German destroyers have hydro. At lower tiers these help you avoid blind torpedoes aimed at your smoke screen. At higher tiers, they can be used to detect anything in a capture zone, effectively denying it to enemy ships unless they have an island to hide behind or are simply plain mad. With the prevalence of radar however, you will also have to be mindful of where you set up. Highlights: Z-52 (The king of the cap. Nothing can contest this ship’s ability to contest capture points) Lowlights: T-22 (Her guns have just the most pathetic penetration) TL:DR: German ships are like a blend of Soviet Hull, American shells, and Japanese guns. While they will lose in a straight up gunfight, the point is not to get into a straight up gunfight. Play a defensive role, using your hydro to deny the enemy from entering any key area you wish to protect. But be mindful to keep an option for retreat. Royal Navy Destroyers: The newest line in the game has players enamoured with their even higher gun fire rates. They seem to be the be all-end all of gunfighting destroyers… or are they? Guns: From the lower tiers all the way to tier 8, Royal Navy DDs run 120mm guns. These are great against enemy superstructures and unprotected bows. Their shells feel about the same as USN 127mm guns, with slightly less float. But at tier 9 and 10, you get your gun calibre cut down to just 114mm. This puts it below the standard penetration threshold for most ship superstructures, making IFHE a necessity on high tier RN DDs. Torps: Royal navy torpedo systems are in between the USN and IJN torpedo systems in terms of usability. They reload decently fast, and output a significant amount of damage on impact. The fact that you can single launch them as well makes for a frightening prospect of having ten torpedoes hitting right on a single target. Speed and Maneuverability: Royal navy destroyers aren’t fast. Additionally, these ships lack speed boost. They will be beaten to the point, and if they get into trouble, they will have to rely on their smoke screens exclusively to get out. One perk they have however, is the trademark Royal Navy turning and acceleration which allows you to maintain almost full speed when turning. This also means that when aggressively dodging while running away, you won’t lose as much speed as you would normally. Armour and Concealment: Royal navy ships have good concealment, up to the higher tiers, with the tier 8 Lightning’s 5.5km coming just shy of Kagerou’s 5.4km detection radius. But at tier 10, the Daring sits at 6km, putting her on par with the Grozovoi and only slightly beating out the Z-52. Your concealment is usable, but just expect to get detected first. Islands are your best friend once again, especially since you have Hydro to detect behind or around them. Gimmicks: Royal Navy destroyers from tier 6 can equip a unique Hydro. This version only has a range of 3km, but lasts way longer. It is useful then, as a tool for sniffing out enemy ships in smoke or avoiding torpedoes while in your own smoke. Not that you’ll have that much of an issue anyway. Your smoke screens don’t last very long, and you can only set a short screen. You do have many charges though. So you are encouraged to keep moving in between your short cooldown smoke charges. Highlights: Jervis (Lucky little boat at tier 7. A bit like Gadjah Mada, but also different.), Lightning (Like a tech tree Harekaze with great guns), Daring (A great balance of guns and torps with a small heal giving her longer staying power. Even though IFHE is mandatory) Lowlights: Icarus (Poor man’s Galant), Jutland (Poor man’s Daring) TL:DR: Royal Navy Destroyers do require a bit of adjustment to get used to their short smoke screen durations. But these ships have the most aggressive and defensive potential, depending on how you play and spec them. Pan-Asia Destroyers: At first, Pan Asia destroyers appear to be just USN destroyers with deep water torpedoes. But, the truth is… well that is actually the truth. Partly at least. PA DDs do have some unique traits of their own however. Guns: Pan Asian guns are a mix of everything. You start with some low power gun calibres, then jumping to 130mm with Fushun, back down to 120mm with Gadjah, and finally settling at 127mm with the last three ships. Their fire rates are fair, decently balanced most of the way. Up to tier 10 at least. The YueYang got shafted hard with a nerf some updates ago. Her guns now reload as slowly as the Shimakaze or Z-52. This cuts her DPM hard and with the added radar nerf incoming, drastically reduces the YY’s once notorious reputation to a mere shadow of its former self. Torps: Deep water torps are a peculiarity. They do not hit destroyers, but can deal extra damage to all other ship types as they hit lower in the hull. The torpedoes reload at a fairly decent rate, around the same as USN torps. However, Pan-Asia Destroyers actually have the ability to stealth torp from tier 6. This allow them to strike enemy ships with reduced risk. But you are reliant completely on your guns when engaging enemy destroyers. Speed and Maneuverability: Pan Asia destroyers are about average in terms of speed. They are on par with USN Destroyers with some minor differences. With their small sizes, they also have the maneuverability to dodge incoming shells with relative ease. Armour and Concealment: Pan Asia Destroyers come in second overall for concealment in most tiers, being out spotted by a small margin only by IJN torpedo destroyers. This is intentional however, as Pan Asia destroyers need that concealment to engage targets first. Gimmicks: Deep water torpedoes are a gimmick in themselves. But another apparent gimmick is the Pan-Asia Smoke. With the right skills and flags, a Pan-Asia destroyer can effectively remain concealed in smoke for almost the entire match. This smoke has a long deploy time and lasts relatively long as well. Perfect for providing a concealing screen for your friendly cruisers to make a flash slash attack. Another gimmick of the PA DDs is the ability to mount radar at tier 8 and above. This radar is limited to a range of 8.7km and only lasts for 20 seconds, but 20 seconds is all you need to reduce a confident enemy DD in a cap to a shambling wreck. And don’t get me started on using teamplay and divisions. Highlights: Gadjah Mada (A tier 7 Gearing. Great concealment, great guns, alright torps), Cheng Mu (Did someone say Fletcher with Deep Waters?) Lowlights: The low tiers (Too few cruisers and battleships to engage. And your guns tend to be weak af) TL:DR: Pan Asia DDs have good guns and good concealment, making them usable in a knife fight. But their torpedoes only strike ships larger than destroyers. Keep that in mind the next time you blind-torp a smoke screen. In Summary: USN DDs are the most balanced and best for newcomers IJN Torp DDs are great when you play the flank and get in close IJN Gun DDs are great close range shredders or long range trebuchets RU Heavy DDs are light cruisers with great guns. RU Torp DDs are underrated KM DDs do tend to be overshadowed RN DDs are also a good starting point but will require some adjustment due to their different smoke screens. PA DDs are a mix of everything, but with deep water torps. General Strategy for destroyers are to identify enemy ships, avoid those that have a good chance of killing you, moving your position accordingly, engaging enemy ships and screening your own fleet. Islands can be your greatest ally or your worst enemy depending on how you or your enemy uses them. And is, as Yuro says, the greatest difference between the skilled and less skilled players. So. That was a mouthful. I hope this helps someone who is looking to get into destroyers. And if not, I hope it was at least a good read. Until next time, Fair Winds.
  5. Hi, have you heard about the new stats of the T10 RN destroyer Daring? It is now featuring a repair party and a special 22.5 degree auto-ricochet angle (which is the same as Des Moines). Please refer to this post. So how do you like it? Personally, I think it is OP. With the supreme concealment and overwhelming reloading speed, it is already a best defensive DD, why would it need special auto-bounce angle?! It hardly makes sense to me that RN ships seems always have some special tweaks. For example the super repair party, super-duper 15 degree auto-bounce angle on cruisers, super HE on battleships and their outstanding concealment. To me, it looks like the RN ships in WoWS are built by the Ministry of Magic and all other ships are built by Muggles. But on the other hand, the current stats of HMS Vanguard, it is... I really want to know why WG would add so many magics to RN ships. I will be grateful if you could share your opinions on the stats of RN ships with me.
  6. Eh... So this one will probably be the last one I do for a while (At least until enough shifts in gameplay happen). Per the usual disclaimer, This is all just my opinion. Take it as you will, a guide, a gospel, a badly cooked salmon filet, but this is purely subjective. So. Destroyers are probably my second favourite ship type to play. Fast, agile, able to deal large amounts of burst damage with torps, Destroyers are the WoWs equivalent of the assassin characters in RPGs (Or the Scout and Spy from TF2). Understandably, this makes destroyers the first pick for edgy edge lords who generally like to live on the flank and refuse to play the objective. But most people who do stick to destroyers all the way to high tiers are those who are competent and know how to balance playing the objective and flanking to deal damage. I myself started on the IJN line but reached tier 10 on the USN DD line first. (Because USN DDs are just so much better at securing caps and winning) Now for those who are still undecided as to which Lolibote Destroyer line to start with, here is a basic description of each line with a brief guide on what playstyles they bring to the table. (Keep in mind the date this thread was created) I will not be going over the exact specifics of each and every value and statistic for every destroyer because that would detract from my point of how these ships feel to play and also make this thread way too long. I may touch on premiums, but not all of them. As usual, we begin with the United States Navy Destroyer Line: Guns and Layout: From tier 1 to tier 9, American destroyers are armed with guns mounted in single turrets along the entire ship's hull. At tier 10, Gearing gets three twin guns in AB-X. The guns get increased damage and fire rate as tier increases, but the general characteristics remain the same. These guns have low shell velocity and high arcs, making long-range engagements difficult at best. In close quarters, however, the high fire rate of these guns can shred any enemy foolish enough to get in close. (Those who have gun duelled a Myoko in a Kidd know what I mean) Armour Piercing rounds are effective against light cruisers in close range, but in general, you want to be running High Explosive. It is more effective against enemy destroyers and battleships. Torpedos: Up to tier 7, American torpedos are, as the wiki describes, a bit of a joke. You could hit an enemy battleship with every single torpedo in a single salvo, and it would still survive with a significant amount of health remaining. Seriously. But from tier 8 onward, American torpedos get a significant improvement. Admittedly they do start off a bit slow, but the tier 9 Fletcher is a very effective torpedo boat, almost rivalling Yuugumo at the same tier. Concealment, Armour and Speed: American destroyers are still quite small. Even though their concealment is larger than their torpedo ranges for most of the line, past tier 8, they have detection ranges rivalling their Japanese counterparts. Their armour is thin, but average for a destroyer. They can feel a bit sluggish when it comes to speed, especially when you swap speed boost out for defensive AA fire, but handling is in general pretty good. Gimmicks: American destroyers at higher tiers can switch out their speed boost consumable for defensive AA fire. This special DFAA multiplies the ship's AA by four, making you a nightmare for any carrier unwitting enough to attempt to drop you. American destroyers also get the longest lasting smoke screens in the tier for tier. Then there is the USS Kidd, which is the only tier 8 destroyer which gets repair party, giving it the highest potential survivability in its tier. (TL: DR) American Destroyers excel in close quarters combat. While their concealment leaves something to be desired at lower tiers, their guns can shred all who oppose you in your capping conquest. Islands are your best friend, helping you block sightlines and avoid damage. Use them to your advantage as much as you can. Highlights: Clemson (Seal Clubbing here we come), Fletcher (This thing is really powerful) Lowlights: Mahan (Just not very good at anything) Second on the list (with the usual weeb joke stuck here), the Imperial Japanese Destroyers: Guns and Layout: IJN Destroyers start a bit like American destroyers, with single guns but mounted on slower turning turrets. But from tier 6 onward, Japanese destroyers switch to twin gun mounts mounted in A-XY formation. This means that more of their guns are mounted on the rear than in front, making firing while retreating a more viable option. The guns themselves are relatively similar to the USN guns. The same calibre, about the same damage, but sporting a significantly lower rate of fire compared to their western counterparts. Additionally, their twin turrets turn relatively slowly. This makes IJN destroyers much less suited to gun duelling at any range. Torpedos: IJN torps are powerful, to say the least. Tier for tier, they have the best damage potential, with the range to realistically utilise them against enemy ships. From the very start of the tech tree, Japanese destroyers get the ability to torp outside of their detection range. This means that you can safely strike any enemy ship without getting detected. Their damage is also one of the highest tier for tier. With just two well-placed torpedos, they can sink an enemy cruiser with ease. And even a single hit will spell disaster for any destroyer. And the speed of these metal fishes is nothing to sneeze at either. It is advised to keep a tight spread on your target to get as many torps to hit. Concealment, Armour and Speed: Japanese destroyers have the best concealment ranges in game. The tier 8 Kagerou and Harekaze can reduce their detection range all the way down to 5.4km, making them the most stealthy ships in the game. Armour wise, the thin profile of IJN dds makes penetration damage much less of a threat. However, their armour is slightly weaker than average. (Not that that makes much difference when it comes to taking HE damage). Without speed boost, the IJN ships feel a bit slow (OSOI joke here). You will have a hard time outrunning enemy ships when trying to disengage. Gimmicks: The IJN gimmicks are once again, TORPEDOS. These fish, while questionable when it comes to hit-rate, are deadly when they do connect. Additionally, higher tier Japanese destroyers (With the exception of Shimakaze) can equip torpedo reload booster. Being able to launch up to 16 fishes at once makes for a terrifying sight, be it spread far apart or concentrated close together. This is fantastic for psychological warfare and effective in making cautious enemies think twice about entering any point. Line Split: The IJN Line splits from tier 5 to an additional, more gun focussed line. This line stops at tier 8 with Akizuki, which has an even higher shell output than Gearing and a single quad torpedo launcher. Additionally, Akizuki has the highest default health pool for any destroyer in its tier. However, it has to be noted that using the Akizuki effectively requires a lot of investment in the way of captain skills and upgrades. Without these, the duck is quite difficult to do well in. (TL: DR) IJN Destroyers can hold their own in head to head combat but will struggle. Their concealment does allow them to engage first and spot targets first, assisting their allies in spotting targets while capping objectives quietly. Torpedos have a high skill ceiling and require a lot of game sense to use effectively. Highlights: Fubuki and Shininome (The jump from the comparatively anaemic Mutsuki is very welcome), Akizuki (DAKADAKADAKADAKA), Yuugumo (Surprisingly effective gunboat) Lowlights: Mutsuki (Low output in both torps and guns), Hatsuharu (A painful stock hull grind) Next, we have my personal favourites, the Kriegsmarine destroyers: Guns and Layout: Tier 2 to 5 ships get 105mm guns. From tier 6 to 8, German Destroyers are equipped with 128mm single gun mounts that turn slowly and have average fire rates. Tier 9 and 10 ships get the same guns mounted in faster turning twin mounts. Admittedly I did skip the 150mm option all the way through, so I have no idea how those feel. The 128mm guns maintain the typically German shell characteristics. HE with better penetration but lower damage and fire chance and AP shells with high damage against broadside targets. Shell arcs are flatter than USN shells, but engaging at range is still challenging. Torpedos: German torpedos do not do a lot of damage when compared to other nations' fishes. But they travel fast and reload quickly. The most effective tactic is firing one salvo, waiting about fifteen to thirty seconds, and firing another salvo on the same target. Nothing is more satisfying than hitting an enemy with two salvos and watching them helplessly flood to death because they burned their damage control. Concealment, Armour and Speed: The KM destroyers do have above average detection ranges. Going head to head with Japanese destroyers, these ships will get detected and fired upon first. Additionally, their increased size and displacement makes taking heavy penetration damage from battleships a real risk (On top of that is the fact that you will just eat more shells because of your size). They do have decent speed and handling to compensate, allowing to dodge incoming shells with relative ease. Gimmicks: German destroyers from tier 6 onward get German Hydrocoustic search. This does not come into play that much until you reach the higher tiers where approaching an enemy ship's smoke screen and exposing them becomes more viable. And at tier 10, the Z-52 gets 5.9km hydroacoustic search range, giving them an active radar within their detection range. This makes them the king of the cap, especially if that capture point has islands in it. (TL: DR) German Destroyers start off as more support type destroyers. At higher tiers, however, they can hold their own and effectively deny any capture point they choose. Their size does make them an easier target to hit but their maneuverability can help get them out of any unfortunate scraps. Highlights: V-25/ G-101/ V-170 (Forward firing torpedos WHOO), Z-52 (My personal favourite. King of the cap with a large enough health pool) Lowlights: Z-23 (A little hard to play especially with all the competition at tier 8) On to the next, the big bears. The Russian destroyer line: Guns and Layout: Up to tier 7, Russian destroyers are equipped with single mounts. After tier 8, they get twin mounts. Their guns are 130mm guns, are similar to German guns but with better HE damage and fire chance. On top of that, they have higher shell velocities, making long-range engagements against enemy cruisers a much more viable option. AP damage is also nothing to sneeze at, allowing you to penetrate medium to lightly armoured targets. You can deal a lot of damage at range with your output and shell speed. Torpedos: There are no destroyer torpedos as useless as those found on Russian destroyers. With a minuscule four kilometers of range (Up to tier 7) coupled with long reload times, using these fish is a suicidal pursuit. Things do improve at tier 8, with the line split introducing more torpedo focussed destroyers. But in general, Russian DD torpedos are more of a deterrent or distraction than an offensive tool. Concealment, Armour and Speed: Russian destroyers are the largest destroyers of the bunch. They have thicker hulls as well however, meaning they are more likely to take penetration damage from AP, and their detection range is on par with light cruisers. They do get a healthy speed advantage though, reaching 40 knots with aplomb. Because of this speed, however, their turning circles are a bit wider. Stay at range where your speed can help you outright outrun enemy shells. Gimmicks: Russian Destroyers are pretty clear-cut. Their gimmicks are their speed and high-velocity guns which make them ideal for harassing enemy ships and rushing down unwitting destroyers in smoke. At tier 9, the main line gets the option to swap smoke out for repair party. And the secondary line can switch engine boost out for defensive AA fire. This effectively allows russian destroyers to fill the role of a light support cruiser for friendly destroyers. (TL: DR) Russian DDs are not made for contesting caps. They are at their best when harassing the enemy at range, outrunning incoming fire with their speed. Their torpedos are usible at higher tiers but once again, should not be the focus. Highlights: Ognevoi (A bit of an outlier, but the most fun I've had), Khabarovsk (Holy damn this thing can put out damage), Grozovoi (100 AA rating for a destroyer. Nuff said) Lowlights: Everything below tier 8 (AAAAAAAAAAAAAAAH. But this is just my opinion) Finally, we have the newcomers. The Pan Asia destroyers: Guns and Layout: Pan Asia destroyers are a mish-mash of ships from other nations. You have a Minekaze at tier 4, you get a russian ship at tier 6, and American DDs from tier 8 onward. One notable ship is the tier 7 Gadjah Mada, which can best be described as a tier 7 Gearing. Paired with the right upgrades, the Gadjah can sport a fire rate rivaling the tier t10 American Destroyer. This makes the Pan Asian the ultimate destroyer hunter at tier 7, overshadowing most, if not all the other options. Gun wise, the Pan Asia line sports guns which are effectively identical to the USN Line. All their advantages and weaknesses apply as well. Torpedos: Pan Asia Destroyers are unique in that they get deep water torpedos. These special fish do not hit destroyers, but can hit enemy cruisers, battleships and carriers. This is a disadvantage in the initial destroyer duel, but after the point is cleared, you will be able to deal much more damage in hits and flooding. When it comes to speed, these torps swim about as fast as their American counterparts in teir. Not bad, but not great either. Concealment, Armour and Speed: Once again, the Pan Asia destroyer characteristics are very similar to American destroyers (Almost a copy-paste). Pan Asia destroyers do trade a bit of their survivability for added concealment though. Handling is once again very similar, if not the exact same. Seriously. It's almost laughable how similar these lines are. It's almost like they just went, "What if <Ship> but with deep water torps?" Rant aside, handling is about average. Enough to get you out of the engagement should you wish to retreat. Gimmicks: Pan Asia destroyers get two unique features. A smoke screen that is active for 30 seconds and lasts 70 seconds. With premium smoke, you can reduce the cooldown time to 80 seconds, meaning you could set a new smoke screen every 10 seconds. Then, at tier 8, Pan Asia Destroyers can switch out smoke for Radar. This radar reaches a range of 7.5km and lasts for 20 seconds. A pretty poor radar for a cruiser but a very potent utility for destroyers especially if working in a pair. (TL: DR) Pan Asia destroyers have the USN guns, speed and maneuverability. While their deep water torpedos can put them at a disadvantage in a destroyer duel, their guns are more than up to the challenge. Get in close, eliminate the opposition and free up space for you to get the bigger targets. Highlights: Gadjah Mada (This is the most fun destroyer to play at t7), YueYang (The second most effective destroyer in Ranked [Z-52 forever!] Fight me.) Lowlights: The low tier destroyers up to tier 5 (Just not enough targets to hit with deep waters here) In Summary: (Because some of you would have fallen asleep by now) The USN DDs are the best all rounders and the best for newcomers The IJN DDs are focussed on stealth and torpedos. Except Akizuki, which makes her quite fun The KM DDs are great at constesting caps with their Hydro The RU DDs are focussed on ranged guns and speed The PA DDs are US DDs but with deep water torps and a tier 7 that is actually fun to play I hope my opinions have helped those who are as yet, undecided. And for those who have already been there and done that, I hope this was at least a good read. Unfortunately, this marks the end of this 'Opinions' series. I am not well versed enough on carriers to have an opinion on them. Maybe I'll do video guides in the style of Yuro and XboxAhoy when I get a new PC. Until then, Fair winds.
  7. <its a long post> Recently i experienced consecutive lose due to the terrible destroyer players. I do respect privacy. so I'll not pin-pointing out the certain RED-rated people Yah of coarse some of y wanna play destroyers though you're suck at it. and others just blame war gaming for making destroyers having huge impact on Victories or loses. Personally i don't want bad players to play DD which leads to not only him/her, BUT leading entire team to HELL. Cruisers and Battleship with bad players doesn't matter. Cause they don't really play huge roles as the DD. Anyway, these are not the ones i wanted to say its MATCHMAKING I heard that matchmaking is based on player's skill and other contributing factors but here's the example our team has 2 Unicom battleships and 2 DD potatoes enemy team has 2 rated excellent DD and 2 rated GOOD battleships guess who will win? its the enemy team. and the reason is quite simple. Game was designed for CV => DD > BB > CA/CL =>DD No matter you're Super Unicom or what its almost impossible to win DD with BB. The team with Terrible DD players are getting unbelievable disadvantage compared to team with decent DD players. These solutions can be the key (EX) we have 2 DDs one of them is terrible player one of them is good and decent player (Balanced) We DO need Good and balanced match making by the "Subcategories" TOO others ships? doesn't matter DDs? YES IT DOES MATTER. Cause they play vital role on winning the Game hopefully war gaming solve these originated problem since i lov playing WOWS thanks
  8. 30cmtruedamage

    Few questions about DD

    Haii , So I finally decided to give a try to DDs. Have been playing with CVs for a while but now thought to give it a change . Started with IJN DD . Just wanted to know if I must look for isolated BBs , hunt in groups or what . And please also tell me what is the best distance to torp enemy if my torpedo range is like 7km . I guess 5 - 6 km is fair enough distance for parking my dd in smoke ? Many thanks
  9. I'm appallingly bad at playing Japanese destroyers. Yet the gameplay, the challenge of it, keeps me coming back for more punishment. Lately I've been trying very hard to buff my DD skills, in the following order: Learn to not die. Learn to cap, scout, smoke, defend, and generally be useful for your team (and not die). Learn to sink ships (and not die). Learn to win 1-on-1 DD fights (and not die). Steps 1 and 2 I've cleared, but step 3 ... the business of connecting torps with unfriendly ships... I'm having all sorts of problems with. In a BB or CA, map awareness is all about the predicting the flow of the battle and knowing where to go. Which I'm OK with. With DDs it's much more about making short timescale predictions of what an enemy ship will do. Guessing right, left, straight, speed up or slow down. And most often than not I guess wrong. As for risk assessment, that idea of judging how close it's safe to get before putting fish into the water... Let's just say I'm considering of making a compilation video: "A Hundred Different Ways to Die in a DD". And just when I think there can't possibly be any more surprises ... no. 101 and 102 make their appearance. I was doing so badly with Hatsuharu and Fubiki that I repurchased Isokaze and headed to low tiers for retraining. This turned out to be a surprisingly good idea. Isokaze is of course a powerful DD tier-for-tier, and I found that having a little more breathing room to explore different tactics without being insta-deleted actually improved my gameplay at higher tiers too. Next step: winning 1v1 DD fights. Another thing I'm really bad at, partly because I panic and behave predictably, and partly because I consistently fail to predict my opponents moves. Playing Isokaze, I realized a lot of it comes down to confidence. I even won an Isokaze-vs-Isokaze fight on Straights the other day, the first time ever I've sunk an enemy same-tier DD single-handed. It wasn't pretty or pleasant, but I got the job done. I really like the IJN destroyers, especially Hatsuharu. Nimble and stealthly, ideal for contesting caps or scouting, with (compared to Mutsuki) a decent set of guns. IJN DDs have a steep learning curve, and "do not suffer fools gladly", but are all the more rewarding for it.
  10. The 'Voi Russian Destroyers I mean. I kinda like the concept. And I kinda want to get back at those Carriers. Though I heard the Groz got nerf.
  11. It's been a long time since I've played my main account, due to personal reasons. I'm back because some may know of the current state of AW. (I don't want to be reminded) Yea. Now world of warships runs far better with my crap laptop (med settings with 30fps :O) Frames don't help me learn to aim does it? Well anyone got quick tips on some ships? I mostly play US cruisers/Russian dds. Battleships aren't really my thing. Nor is German/British lines (too hard for me to play)
  12. Was comtemplating on getting the IFHE + DE combo on US DD. The low fire chance is very concerning and i just dont know if the combo is worth it or should i just go for AFT and grab DE to stealth fire and annoy BB to death. Say NO to RDF because that wallhack just got me killed so many times while trying to be sneaky - yep WG screws this up and remove every "skill ceiling" available in the game along with the +50% FT ammo crap
  13. So, with it now being 2017, any news on new Ships for the british tree, odd that even after 3 years all they have is a cruiser line... Especially considered in 1939 at the start of WW2 the british had the single most powerful navy in existence 15 battleships (with 9 building) 7 Carriers (with 6 more in construction) 15 Heavy Cruisers 41 Light Cruisers (with 9 more building) 8 AA Cruisers (with 16 building) 1 Mine Laying Cruiser (with one more building) 181 Destroyers (with 24 building) 65 submarines (with 11 more building) 54 Escorts (with 80 more building) 44 Minesweepers (with 10 more in construction) and lastly 2 monitors To give them only a line of cruisers long after the US and Japan have complete trees is just insulting Would also like to see modifications to the cruiser listings, since cruiser is a blanket term for a large amount of ships such as heavy, light, battle, escort, armored and protected Speaking of cruisers I would also like to known about HMS belfast re-sale? Only just back into the game after it is no longer completely garbage to find i missed hms belly
  14. exiovus

    balancing smoke

    Hello everyone, I have a suggestion that the smoke launcher ability on some cruisers and all destroyers have a draw back, I'm sure that I'm not the only player who gets annoyed when a destroyer positions himself inside smoke then spam's HE rounds at my ships, my idea changes this to a more realistic option. when a destroyer uses smoke they can't possibly see you on their own at least in real circumstances. (my point is, if you can't see them how can they see you?) option 1: Destroyers get Hydro acoustic search allowing them to see ships that are outside of their smoke. option 2: use it like it's meant to be used to escape incoming fire and detection, rather then hide inside it and be a menace while spamming HE. option 3: once a ship fires inside smoke they become spotted unless their are no enemy ships in line of sight. option 4: leave it as it is so that destroyers and some cruisers can remain a menace and virtually invulnerable while in smoke.
  15. So yeah, which ships would be nice for tournaments. Assuming the format is the same for World of Tanks e-sports
  16. Hi, I just started my Japan line. The second ship has a good maneuverability which allows me to do some close combat. However, when up against destroyers around 3-5km, I ALWAYS die. The reason is, for whatever reason, the torpedo is only sighted when it gets to a point where it is like 200-500 metres from the ship. At this point it is inescapable. It's so annoying! I can easily escape torpedoes that are about 1-2 km but not when I am only 5 seconds from impact. Is it meant to be that way or is it a bug? How can this be combated?
  17. Select one of the choices....
  18. war4sure

    IJN Tech Tree Split?

    Some time earlier during the CBT, a modder stumbles upon a localization file that includes a line that contains description for Shinano, a tier X CV. WG also confirms Shinano will be in the game, and even showed her in one of their videos. Currently Japanese CV line in game are made up of ships build as a carrier,but Shinano came from a Yamato-class BB. So, I can tell much that sooner or later we get to choose whether to work up on purpose-built CV or converted ones. The split probably start at tier V like this: Shoho(V)>Chitose(VI)>Kaga(VII)>Akagi(VIII)>Ibuki CV(probably,IX)>Shinano(X) The same might also be done with destroyers, since I looked at WG planned tech tree for Japan and saw Akizuki there.The split for Japanese DD line are probably like Soviet heavy tank line, at tier VI you get to choose to grind for the IS if you're into the IS-7,or KV-3 if you prefer IS-4.Since Akizuki is a Anti-Air DD,the destroyers leading up to her are those that traded surface combat capability for increased AA stats. So it might looked like this: Surface Combatant Mutsuki(VI)>Shiratsuyu(VII)>Fubuki(VIII)>Kagerou(IX)>Shimakaze(X) AA Performance Mutsuki(VI)>Hatsuharu(VII)>Michisio(VIII)>Yuugumo(IX)>Akizuki(X) Take note that this was based on the planned tech tree and changes might happen throughout the development.
  19. I was looking for a guide like this when I first started playing but couldn't find one, so I made it. I am not an experienced player ~ only started with open beta but thinking like this really helped me. I went from hitting one or two torpedoes a game to hitting 5~10. For this to work you need to know how your target is moving relative to you. I do this by checking both the mini map and zooming into the target with gun sights before going to torpedo sights. I always use the aiming guide (press x) but use it only as a reference (lead indicator). If you fire on the aiming guide you will only hit beginners And one more from the comments: And some more for anyone dorky enough...(thx amade) Again, I'm pretty beginner at this so take the where to fire advice with a grain of salt ~ thinking this way just helped me visualize how a target moving would affect its position relative to where my torpedoes might go. Any advice from more experienced players is welcome.
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