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R3negade

Sharing my Benson play style in Ranked Battle

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Super Tester
1,397 posts
13,416 battles

As everyone noted, DD weights so much in a battle during this season. I was stuck in mid-rank for a while and decided to move on to DD line and really have some good results.

Here is my DD play style and some thoughts for the Ranked. Please note that I will only talk about Benson.

 

Before you start your game in Ranked, you should check and remember your concealment range, 5.9km is the best value you can get for a Benson. For fastest torpedo reload time, 98 seconds for the stock torp, and 110 seconds for the upgraded one.


So, assume you have 2 DDs in each team and in a map with 2 cap zones("North" is excluded ) this is the most common composition I have encountered.

 

Before the battle begins.

Communicate with your teammates and find a CA nearby and ask him for escort for capping a zone. In my opinion, persuade your team not to go only 1 side if this is going to happen.

The reason for not 1 siding is you will face threats from different angles, also enemy DD can limit your fleets movement easily. It turns your ranked to a game to a "which team can kill more game"

 

At the beginning of the battle you should go to the closest cap zone with your CA partner. While you are in the capture point, NEVER park your ship perpendicularity at the edge of the cap, try your best to play your ship in 1/4 or half speed and angle your ship bow / stern against the direction where the enemy torpedo will come from. Try you best to spot the incoming enemy DD so your CA mate can provide some help. Look at the battle timer, the opening torpedo from enemy will often be dropped and reach you around 18:40 ~ 17:50, prepare for it.

    If you can't make yourself and your CA for the cap zone in time or you are outnumbered, no need to fight the cap zone by brutal force. Try to stay in the cap zone and do things mentioned above, deploy smoke when you need, but don't stay inside, you are invisible but not invincible. Stay alive, you need to save your HP for further use. When you have no choice, leave the area and work on resetting the enemy who is capturing, delay the tickets they can get. Meanwhile your team should capture the zone on the other side.

 

In mid game, both team now should have 1 cap zone. There are something that you need to do for the team, go to somewhere between both cap zones / between your main fleet and enemy DD. Because you will have to prevent enemy DD from stealing your cap zone or delaying the gain of ur team ticket. Spotting the enemy DD and torps or block him from dropping torpedoes. Don't forget to pay attention to friendly BB / CA , if they over push or made mistake on their movements, go drop smoke for them, let them turn back without getting cidatel'ed or buy them some times to repair.

    If a friendly DD is playing the role above, you can go look for the opportunity to kill their DD actively by all means. After this, you should be able to steal their cap, and drop torpedoes behind your enemies. When you get torpedo hit on the enemy and caused flooding, make sure you let your team know and focus on doing fire damages on him after he used Damage Control Party. Yes, turn yourself into a gunboat now, unleash the freedom :D

 

So to sum up :

  - Check your torpedo and concealment stats

Early game :

  - Go with CA at the beginning, cap the zone if you are fast enough, do reset otherwise.

Mid :

  - Seek for the enemy DD

  - Steal cap zone

  - Provide smoke screen

  - Play indirect fire

 

Brief concept :

Capture the zone near the main fleet, You don't cap the last zone and you don't let them cap aswell (Focus on doing reset)

 

Remember to concentrate fire on the ship that used Damage Control Party. Save your HP for mid game. And communicate!!!


My tips and loadout for Benson and Captain skills :

Benson Hull B with upgraded torpedoes -- 1 more gun > more firepower, why not ?

All premium consumables

Camouflage Type 1

Modules :

  • Main Battery Modification 1
  • Gun Fire Control System 1
  • Propulsion Modification 1
  • Propulsion Modification 2   --  As you already have 4 seconds of rudder shift time, no need to shorten it. The +20% acceleration will help since you will change your speed often in Ranked.
  • Concealment Modification 1

 

Captain skills :

  • Situation Awareness
  • Torpedo Armament Expertise
  • Superintendent
  • Last Stand
  • Concealment Expert
  • Basic Firing Training   (Extra)
  • High Alert                    (Extra)

Flags (Extra)   :  

  • Juliet Charlie (Anti Detonation)
  • November Foxtrot (-5% reload time of consumables)
  • Sierra Mike (+5% Max speed)
  • Victor Lima (+0.5% fire set chance, +4% flood chance)
  • India X-Ray (+0.5% fire set chance)
  • Juliet Whiskey Unaone  (15% flood chance)

 

When you are engaging an enemy Benson, sometimes it might be a good idea to angle ur bow / stern against him and engage with only 3 guns. Focus on surviving and preserve your HP.

Also, sequential fire have a better accuracy than a full salvo in general. However, this takes time to master as you have to maneuver the ship while adjusting your aim on every shot. Do practice before you try it.


Okay, thanks for reading this looooooooong article and sorry for my poor English.:P

Feel free to comment below if I missed anything, also share about your tactic / opinion for DD play in Ranked :medal:

Still got 15 days for Ranked Battles, take it easy. I only play for 2 or 3 new stars per day, if you get defeats in a row, stop playing and let your mind relax.  The prizes are amazing and waiting to be claimed.

Good luck commanders:honoring:

Edited by R3negade

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Super Tester
1,677 posts

Just an off-topic bit though ren...

 

... I made a thread regarding the flippin Benson and you made a guide on how to Benson. Such coincidence :teethhappy:

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Member
406 posts
6,287 battles

I disagree completely - Sticking together maximises Firepower - too many times I've see a CA and a DD go off and try and solo cap, they push too aggressively, get sunk and then we are down 2 ships. As a BB Captain - I need DDs to be scouting where I am going, I need them Hunting the enemy DDs, I need them spamming torpedoes towards the enemy BBs and CAs to make them turn and expose that juicy broadside for me to Citadel.

 

Once the enemy DDs have been sunk or we have a DD advantage - then that is the time for DDs to go off and solo cap - but in the initial stages, sticking together is the best tactic IMO, once you have a Ship advantage, then is the time to push.

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Super Tester
1,397 posts
13,416 battles

I disagree completely - Sticking together maximises Firepower - too many times I've see a CA and a DD go off and try and solo cap, they push too aggressively, get sunk and then we are down 2 ships. As a BB Captain - I need DDs to be scouting where I am going, I need them Hunting the enemy DDs, I need them spamming torpedoes towards the enemy BBs and CAs to make them turn and expose that juicy broadside for me to Citadel.

 

Once the enemy DDs have been sunk or we have a DD advantage - then that is the time for DDs to go off and solo cap - but in the initial stages, sticking together is the best tactic IMO, once you have a Ship advantage, then is the time to push.

 

Yes, as I mentioned above.. if you feel you can't win this in the cap, just run away. I didn;t tell you to push the cap and waste HP, it is saving for mid game play.

 

When you let a capture zone go and cap only 1 zone, your game is quite gambling because you can only win the game by killing the enemies now. You get no advantages in cap zones, and basically you give your enemy DD a chance to go around the map and flank. Your DD go with the main fleet and try torpedo hits are quite a RNG too.

 

Also, you have good chance to kill enemy DD or atleast drop their HP pool during the first battle at the capture zone (just like what you said, they might go too aggressive). Although this depends on the DD player skill very much, the common problem I see a Benson player did is they deployed the smoke at the wrong time.

 

What I am trying to tell DDs is you go both cap zone, 1 cap zone has to be captured by your team, the last one you don't have to cap it, but you don't let them cap too :3

 

Edited by R3negade

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