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FatFluffyPenguin

Tips for Shima

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So I just got Shima but I've yet to play a battle in it.

I found Yugumo quite enjoyable and good, is there anything I need or can do differently in Shima? What is the optimal way to play it?

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Longer reload, more tubes. No TRB

Some people like to fire 10 torps at 1 target, and 5 torps at another target.

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Consider your torp choice carefully. With so much 12km radar and plane spotting, I find more success with the 20km Type 3s.

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4 hours ago, Rina_Pon said:

Consider your torp choice carefully. With so much 12km radar and plane spotting, I find more success with the 20km Type 3s.

Finally! a fellow man of culture!

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19 hours ago, Rina_Pon said:

Consider your torp choice carefully. With so much 12km radar and plane spotting, I find more success with the 20km Type 3s.

I am with this , despite the speed, Shima is no fun in any engagement if spotted , and if you can get it, the unique upgrade can be an interesting upgrade with its own caveats. Also learn that speed does not made it up any better in defense , you are not faster than any cannon shells and certainly not faster than planes , YY ( the Asian T10 DD ) got 13.5KM torp and most consider it pretty meh these days that kind of tell how high tier torpedo plays are .

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3 hours ago, Mechfori said:

 Also learn that speed does not made it up any better in defense

I saddens me to say this, but Shimakaze kinda sucks now, to the point that, honestly speaking, I'd rather drive a Yugumo.

I've been finishing up the grind for the Legendary module, so played quite a few Shima games lately. As I wrote earlier, only the F3 20km torps really work and if we are talking spamming torps to the back of the map, well, there's a ship for that: Asashio. Asashio is hands down a better damage dealer because the DW torps are so much stealthier. In situations where a Asashio would get murdered - cap contesting against Daring or Gearing, say - Shimakaze brings nothing additional to the table because the F3s are not going to hit anything besides a battleship even if they technically could. Yugumo, meanwhile, is just that much more nimble than Shima, it means you can more comfortably dodge and dance, which means using 12 km torps becomes just viable enough that it somehow works.

I don't enjoy playing Asashio, I find it inflexible and somewhat boring, but in the current BB heavy meta it's hard to do less than 100k dmg / game in this ship. In contrast I struggle to get more than 60k in a Shima.

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16 minutes ago, Rina_Pon said:

I saddens me to say this, but Shimakaze kinda sucks now, to the point that, honestly speaking, I'd rather drive a Yugumo.

I've been finishing up the grind for the Legendary module, so played quite a few Shima games lately. As I wrote earlier, only the F3 20km torps really work and if we are talking spamming torps to the back of the map, well, there's a ship for that: Asashio. Asashio is hands down a better damage dealer because the DW torps are so much stealthier. In situations where a Asashio would get murdered - cap contesting against Daring or Gearing, say - Shimakaze brings nothing additional to the table because the F3s are not going to hit anything besides a battleship even if they technically could. Yugumo, meanwhile, is just that much more nimble than Shima, it means you can more comfortably dodge and dance, which means using 12 km torps becomes just viable enough that it somehow works.

I don't enjoy playing Asashio, I find it inflexible and somewhat boring, but in the current BB heavy meta it's hard to do less than 100k dmg / game in this ship. In contrast I struggle to get more than 60k in a Shima.

You would give up 30% torp DPM and 10% speed, 17% rudder shift, for a mere 50m turning circle, and 0.1km concealment? What?

Edited by Verytis
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well Yugumo got a significantly faster reload on their torp , sure its only 2X4 vs 3X5 but the flexibility it offers could be put to good use where the Shima , during that more than 100 second ( if you go with all the torp reload upgrade, else its like 2 minutes ) , can basically do very little. When WG nerf the IJN ( and others ) torp detection range they had simply go over reacted and the 20KM F3 is prime example , now that they add the Euro DD which had much faster torp and pretty much not that bad range either with a well not good but at least not so bad detection , it kind of highlight how the F3 torp are totally out of the so call BALANCE , its not by any mean  a fast torp , but check how French and Euro DD torp goes with their detection and one wonder if its not a discrimination against the IJN at all.

I do agree with both of you but its not in any way different, in short , Shima does not offer a tier up of performance gain it should get vs Yugumo today, its prime should be that F3 torp but of course WG long had destroy that specialty ( then they launch Ashashio , and Asian DD ... you kind of had to wonder ) No playing Yugumo do not really excel above playing Sima but neither the other way, and yes Shima today really do not bring anything positively worth that gain of a tier to the table for sure , especially if you need to go back using that 12KM torp ( but now with slower reload even though you got more torp per salvo ) , Halland gain 15Km torp against its T9 pier  without the heavy detection penalty on the torp, Gearing got 16KM torp over Fletcher's 10.5 again without heavy penalty on detection , and we can say similar for most other DD including IJN's own on mid tier but Shima is singled out and penalized for having that 20KM torp , but that 20KM torp is suppose to be what made Shima , Shima , long range, stealthy and speedy , well its long range alright but speedy ... no longer and not much even back then , and stealthy , that must be a joke right !!

And let's not forget the economy a T10 had vs what a T9 had

Edited by Mechfori

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1 hour ago, Mechfori said:

well Yugumo got a significantly faster reload on their torp , sure its only 2X4 vs 3X5 but the flexibility it offers could be put to good use where the Shima , during that more than 100 second ( if you go with all the torp reload upgrade, else its like 2 minutes )

Or, just choose to conserve the 3rd set of torps, while still able to maintain Yugumo's torp DPM if you don't feel confident enough.

There are downsides to firing torps more frequently too, because you're dropping hints about your position everytime you fire.

You also need to be in an effective position to use those torps, when they come off CD.

 

Alternatively, you can stack all 3 sets together if you want to go for a clean kill.

 

Unlike Kagero and Yugumo, Shima actually offers a substantial boost to torp DPM that is not seen since Akatsuki.

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12 hours ago, Verytis said:

You would give up 30% torp DPM and 10% speed, 17% rudder shift, for a mere 50m turning circle, and 0.1km concealment? What?

Playing at T9, for one. Cheaper to run, and more forgiving MM. It's a physically smaller target. As well as the turning circle, I'd have to consider acceleration and braking (Yugumo seems snapper but I dont have numbers).

To explain a little, I know the basic selling point of Shima over Yugumo is the 3x5 launchers. In practice though, I don't land enough torps in a typical game to make the concept of "torp DPM" meaningful. When I do have a strike opportunity, the 8 torps of Yugumo are more than sufficient to kill the enemy ship, and reload more than fast enough to be ready for the next attack. While the "one in reserve" can save you sometimes, I don't make good use of it.

It comes down to familiarity I guess. I'm basically a specialist in the two launcher IJN DDs, Hatsuharu, Shiratsuyu, Kagero and Yugumo. I'd need to adjust my playstyle more to get Shima to work.

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If you get a decent launch in the Shima you are going to pretty much dev strike anything, with a reasonable "hurt em bad even if you don't get it exactly right" backup.

The three launchers allows a lot of flexibility in terms of spread configs. Super wide (nothing comes close to that wall of torps), really concentrated, 2 sets for the initial strike then the third to get an uncontrollable flood.

The three sets are also really handy for anti-dd work when combined with RPF, in smoke or not. You load a torp every 7.8 sec with the shima, and every 10.9 sec with the Yug. Both will pretty much sink (or cripple) any enemy DD you hit, for me the extra torps in the water makes the Shima a bit more dangerous. 

I haven't really run the 20km ones, only the 12km with moments of madness with the short range ones. For long range torps I switch to Euros.

For torp botes my measure is getting torps in the water at as high a rate as I can. The fastest platform to get into position helps as well. Detection is pretty much the same between these botes, but i use RPF on both to manage that as much as I can to avoid getting surprised.

I don't think you will have to adjust that much having the extra torp turret Rina  

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What I find is that the whole IJN torpedo boat line play pretty consistent from Mutsuki on , it's all down to individual play style , for Shima unfortunately it's always that ( artificially ) cursed 20km Torp. If one had to get back using the 12km Torp , even with that 3X5 configuration , it really do not allow the boat play any extra different Vs Yugumo or even Kagero. Yes it's more potent and a wall of 15 is not to be discounted, or using them launchers individually for flexibility but it's still same kind of play .

The whole idea to get to Shima initially is to get to those devastating 20km just as Yamato's 460 but while the 460 remain effective it cannot be said for Shima's 20km and there is the dilemma.

I personally had no preference between Shimakaze and Yugumo , they both do decent enough and also both power crept to a fair extent and if you had the Gearing with unique upgrade it kind of could be play as a torpedo boat while able to fend for itself if knife fight asked for. And not to discount YY's stealthy deep water that goes 13.5, Halland's super fast and difficult to dodge that can go 15km .. all of which made the 20km a text book example , a counter one. 

Edited by Mechfori

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