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dwightlooi

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About dwightlooi

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  1. dwightlooi

    Kitakaze Module - Long range or rapid fire?

    BB Shells don't slow down as much. At 13km the 100mm/65 is at a flight time of 14.3 secs. They are also falling almost vertically, so get you range 1 pixel off and you fall ahead or behind the target. Good luck hitting Cruisers much less DDs.
  2. dwightlooi

    Suggested Torpedo Fix for high tier IJN DDs

    Torpedo hit rates will of course depend on YOU and how YOU USE THEM. However, that doesn't change the fact that Wargaming has given the Torpedo Specialist IJN DD line worse torpedoes than their counterparts in other lines. I believe that this should be rectified and I have made suggestions which does so without making the IJN DDs Overpowered. I am doing so by:- Giving IJN DD players a choice between fast, long ranged or stealthy (Deep water) torpedoes -- the choice itself being unique to the IJN DD line. The Long Range Torpedo itself being basically Gearing Torpedoes with a bit for damage and a bit worse detection. From there, you can trade range for speed or you can trade the ability to hit DDs for stealth. These changes do not affect the game balance much and restores the attractiveness of the IJN line and it's Torpedo Specialty.
  3. dwightlooi

    Kitakaze Module - Long range or rapid fire?

    Long range = Suicide Your gun bloom goes further and more enemies can see and shoot at you You can't hit anything at >12.5 km anyway I don't even take the Fire Control upgrade (so I can have a 11.3km gun bloom)!
  4. dwightlooi

    Whats the difference between Aki and Kita?

    Kitakaze is the BEST IJN gunboat. The recent BB AP nerf against DDs specifically excluded the Harugumo, but not the Kitakaze. The Kitakaze (36 knots) has the crucial speed increase over the Akizuki (33 knots) -- you can actually disengage with the Kitakaze. The Kitakaze picks up one torpedo tube and 12 km torps. The Kitakaze picks up the 6th Upgrade slot (with the critical gun or torpedo reload buffs) If 4 turrets is not enough, 5 is not enough.
  5. dwightlooi

    Harekaze Skills

    I only run 19 point captains Arpeggio Captains on IJN ships (with the exception of Yamamoto) so I can move them around at will -- I have six Arpeggio 19 pointers. I only run the B Hull which gives the HSF a unique blend of stealth, speed and effective guns at Tier VIII. With the penetration buffs to the 100mm/65 guns I no longer take IFHE Here are my skills pick as a Destroyer Hunter:- 1 Point: Priority Target, 2 Point: Last Stand, Adrenaline Rush 3 Point: Survivability Expert, Basic Firing training 4 Point: Concealment, Radio Location Here are my skills pick as a Multi-role Destroyer :- 1 Point: Priority Target, 2 Point: Last Stand 3 Point: Survivability Expert, Basic Firing training, Torpedo Armament Expert, Demolition Expert 4 Point: Concealment I don't go looking for a gun fight in Tier X games unless I know the enemy DD is hurt. I do go looking for a gunfight in Tier VIII games (yes, even against the Akizuki, albiet I'll try to spot him from outside my detection range and make him take a few friendly salvos first).
  6. dwightlooi

    Ibuki — Japanese Tier IX cruiser.

    The Ibuki is a turd. Coming from the Mogami it is basically a downgrade at a higher Tier. You lose 5 guns and you pick up heal. The loss of 5 barrels is tremendous. The Ibuki is no better than the Mogami with the 203s (which is pretty bad). You get heal for being up tiered. The problem of course is that with cruisers if you are well positioned and not focused you do fine heal or no heal. When you are caught in the open or focus, two salvos and you are deleted before heals can be used to any practical effect. The Ibuki really needs to be modified to make her more enjoyable rather than serve merely as a penance for the Zao. I suggest two changes (none of which really upsets game balance):- Give Ibuki the 5 x 3 155mm turrets back as a choice. Give the Ibuki forward biased rather than rear biased torpedo arcs.
  7. dwightlooi

    Suggested Torpedo Fix for high tier IJN DDs

    Asashio is a Premium (paid) Tier VIII DD. It is basically a Kagero with special Very-Deep-Water Torpedoes which can only hit BBs and CVs Type 93 mod 2 DW -- 20 km range / 67 knots / 20,966 dmg (0.9 km detect / 112 sec reload) The Asashio also has Torpedo Reload Booster which, combined with her relatively fast and very stealthy 20km torpedoes makes her the ultimate long range Torpedo Spammer against BBs. Her utility is limited when there are Cruisers and DDs screening the BBs because her torpedoes are usually spotted enroute by things which they cannot hit.
  8. dwightlooi

    Suggested Torpedo Fix for high tier IJN DDs

    It is exactly the same as the Asahio's DW torps and 0.1 km worse than the Pan Asian DW Torps. How is it out of line?
  9. It is relatively easy to fix IJN Torpedoes. The three choices high tier Torps (not all available to all DDs of course) should be:- Type F3 -- 8 km range / 76 knots / 21,366 dmg (1.8 km detect / 131 sec reload) Type 93 mod 3 -- 12 km range / 67 knots/ 23,766 dmg (1.7 km detect / 153 sec reload) Type 93 -- 16 km range / 62 knots / 20,966 dmg (2.5 km detect / 150 sec reload) Type 93 mod 3 (Fast) -- 12 km range / 72 knots / 20,966 dmg (1.8 km detect / 153 sec reload) Type 93 mod 3 (Standard) -- 16 km range / 67 knots/ 20,966 dmg (1.8 km detect / 153 sec reload) Type 93 mod 3 (Deep) -- 16 km range / 67 knots / 20,966 dmg (0.9 km detect / 153 sec reload; hits BB/CV/CA/CL only) For reference these are the American Mk 17 torpedo stats:- Mk17 -- 16.5 km / 66 knots / 17,900 dmg (1.4 km detect) Notice that I did not ask for anything for nothing. All 610mm Torpedoes do the same (nerfed) damage All 610mm Torpedoes detection ranges are the same (except the DWs) All 610mm Torpedoes have the same reload time (153 secs) Players essentially get a choice between Fast, Standard and Deep settings for their 610mm Type 93 (the famous Long Lance torpedo in WWII) Players can apply Torpedo Acceleration to (Fast) and get a 77 knots 8 km torpedo, but it takes 2 skill points Players can apply Torpedo Acceleration to (Standard or Deep) to get a 72 knots torpedo with a slightly better (12.8km) range, but it takes 2 skill points The idea is to impart upon the High Tier Japanese DD line their identity as a true Torpedo Specialist without making them over powered. Only the Japanese DD line gives you a choice of fast, standard or deep water torpedoes. These torpedoes do more damage than those of other lines but not as much as before. Also, the detection range is higher than other lines, but not ridiculous like before. * Note: The "new" Standard Type 93 mod 3 is superior to the USN Mk17; having about the same range, about the same speed, but about 3K more damage. As it should be both because it is a 610mm torpedo (vs 533mm) and given that the US DDs much faster guns and far better AA.
  10. dwightlooi

    Not worth playing high tier destroyers now

    It is relatively easy to fix IJN Torpedoes. The three choices high tier Torps (not all available to all DDs of course) should be:- Type F3 -- 8 km range / 76 knots / 21,366 dmg (1.8 km detect) Type F3 -- 12 km range / 72 knots / 20,966 dmg (1.7 km detect) Type 93 mod 3 -- 12 km range / 67 knots/ 23,766 dmg (1.7 km detect) Type 93 mod 3 -- 16 km range / 67 knots/ 20,966 dmg (1.7 km detect) Type 93 -- 16 km range / 62 knots / 20,966 dmg (2.5 km detect) Type 93 (DW) -- 16 km range / 67 knots / 20,966 dmg (0.9 km detect; hits BB/CV/CA/CL only) For reference these are the American Mk 17 torpedo stats:- Mk17 -- 16.5 km / 66 knots / 17,900 dmg (1.4 km detect) Notice that I did not ask for anything for nothing. 610mm Torpedo damages are nerfed and equalized All 610mm torpedo detection ranges are the same (except the DWs) The F3 is a 5 knots faster version of the "mainstream" Type 93 mod 3 but loses 4km in range The "mainstream" Type93 mod 3 gains 4km range but loses 2.8K damage* (vs the current version) The "deep water" 16km Type 93 option replaces the 20km option, trading ability to hit DDs for stealth Players essentially get a choice between Fast, Normal and Deep settings for their 610mm Type 93 (the most famous torp in WWII) Players can apply Torpedo Acceleration to get a 72 knots torpedo with slightly better range than the new F3 but it takes 2 skill points Players can also apply Torpedo Acceleration to get a 77 knots 9.6km torpedo, but it takes 2 skill points * Note: The "new" Type 93s are superior to the USN Mk17, having about the same range, about the same speed, but about 3K more damage. As it should be both because it is a 610mm torpedo (vs 533mm) and given that the US DDs much faster guns and far better AA.
  11. dwightlooi

    Not worth playing high tier destroyers now

    Japanese Torpedoes are the WORST in the game. You have a choice between impossible to use 8km torps, below average 12km torps (4.5km less range and higher detection than American 16.5km torps) or 20km torps that are very slow and has twice the detection range of everything else. Its a bad-bad-bad list of options. Japanese DDs also have the slowest turning and low rate of fire guns. With the exception of the Shimakaze, Japanese DDs are also slow. If you go with the Asashio for Deep Water Torps to get around the high detect or craprange, these can't hit CLs and CAs whereas Pan Asian ones can. Such is the price you pay for 0.2~0.4km better surface detection range -- which today isn't even better than the Brits. The recent buffs bring Japanese DDs from terrible to bad. And, this is from a player who took the Hatsuharu, Shiratsuyu and the Shimakaze to Rank 1 in separate seasons.
  12. dwightlooi

    WG enough bending the knee to DD!

    Let me just put it this way.... As a GAME MECHANIC, AP should not be effective against DDs (or thin skinned anything for that matter), period. That is what HE shells are for. As a MATTER OF REALISM, AP generally will not fuse when going through unarmored hull sides or bulkheads. That is why Battleships have more than tin can decks above the more heavily armored splinter deck or citadel roof. Even if it doesn't go straight through, it'll end like a solid slug and a dud. I am all for AP doing minimal damage to DDs and Cruiser fore/aft sections. However, I think HE should always do full damage.
  13. dwightlooi

    Last 3 Commander Points on Yueyang?

    I run the following commander skills in this specific order of priority... Priority Target (1) -- Indicates # of enemies aiming at you Last Stand (2) -- You can steer and move when engine or steering is damaged Survivability Expert (3) -- +3500 hp Concealment Expert (4) -- -10% detect (5.8km detect with camo and ship upgrade) Radiolocation (4) -- indicates direction of nearest enemy Torpedo Armament Expertise (3) -- -10% Torpedo reload time (104 sec reload with ship upgrade) Adrenalin Rush (2) -- 0.2% reload bonus for every 1% HP loss. I play the Yueyang with radar (no smoke) and the following ship upgrades:- Slot 1: Main Armaments Mod 1 (less chance of guns and torpedoes getting damaged or destroyed and faster armaments repair) Slot 2: Surveilance Radar Mod 1 (+20% radar duration) Slot 3: Aiming Systems Mod 1 (better accuracy) Slot 4: Steering Gears Mod 2 (faster rudder) Slot 5: Concealment (-10% detect) Slot 6: Torpedo Tubes Mod 3 (-15% Torpedo reload) The Yueyang's guns are fast enough (3.0 sec). I find little need to upgrade the guns' rate of fire. Generally, you do not engage DDs 1 vs 1 that you can't comofrtably kill anyway. Fast torpedo reload is a lot more useful. Concealment is an absolute must as is Radio location to maximize the hunter killer potential of the Yueyang.
  14. The Yueyang is a Hunter Killer DD. The Shima is a torpedo boat -- a torp spammer. You shouldn't put yourself in a position that you need to confront a Yueyang 1 vs 1 or at a firepower disadvantage. You are supposed to lose, so don't get into that fight. Here's the problem with the Yueyang (I took it to Rank 1 so trust me I know). It can't hit much of anything with its guns past 7 km or so. At 8 km the shells take 5 secs to land and against a kiting or maneuvering target it is not going to land a lot of shells. In a 8~9 km fight it'll mostly miss 70% of his shots while a Shima will land 80% (I took it to Rank 1 too). Also, the Yueyang is not very fast and has no smoke cover. Catching a Yueyang coming towards you means that it can't run and it it'll be gunned down by you and your allies.
  15. dwightlooi

    Possible Solution to Radar

    To be honest, I believe that:- Radar should be A LOT LONGER RANGED than 8.5~11.7 km. Radar should be 20+km or basically cover the whole map! However, radar should not see through mountains and islands Also, radar should not automatically detect anything within radar range and line of sight Instead, radar should simply DOUBLE the detection radius of whatever ship it hits. Also, there should be no such thing as stealth radar; anyone your radar hits should also sees you! This is more realistic and more logical. But, this is a game not a simulation so those are not paramount. More importantly, this is more fun. You can always duck behind terrain to hide from radar. Also, radar may make a DD's detection range 12km instead of 6km to the radaring ship, but it'll also make a CL's detection range 19km instead of 9.5 km. BBs, well, they are basically going to see you unless you are behind an island. I know it'll take considerable coding to effect this mechanic, but it'll make WoW a better game. I truly believe that.
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