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About Harv72b

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  1. Cossack may get you the best bang for the buck, depending on how many (if any) guineas you already have. She's a very strong T8 destroyer which combines UK smoke & engine acceleration with a speed boost consumable, plus you get very good guns, long-lasting (primarily defensive) hydro, and fast-reloading torpedoes (though only one rack). If you're looking at having to pay full price for her some of the other options might be better, though. Loyang was an absolute beast at tier 8, but the proliferation of radar in the high tiers combined with the introduction of the UK & IJN gunboat lines formed a pretty significant indirect nerf to her. Still a very good ship and worth the money, but not the dominant destroyer she used to be. T-61 is great at tier 6, but she's great at tier 6. The bright side of being at a lower tier means you'll run into multiple enemy radar ships relatively rarely, which allows you to do more traditional destroyer stuff (which T-61 excels at). The down side is that your credit/captain training potential is lower at this tier vs. T8. Anshan doesn't look like anything special on paper, but in practice if you can position yourself well and read the flow of battle she's incredibly strong. The guns do rotate very slowly, but when you can pre-position them they hit hard, and the torpedoes are very usable. Again, though, you're somewhat gimped by the tier she's at in terms of credit potential, and being a Pan Asian ship limits her usefulness as a captain trainer. Blyskawica was really hurt by the change to gun bloom mechanics introduced a couple years ago, the amount of radar found in her matchmaking spread these days, and by the other T6-8 destroyers which have entered the game since she did. She's still a very good ship and fun to play, but since she sits alone in her tech tree she's completely worthless as a captain trainer and she doesn't really start to shine until you've ground her captain up to at least 14 points. Leningrad is as close as you can get to the old (insanely good) tier 7 Kiev. Excellent guns with low firing arcs & good range and very high speed make her great at harassing fire, plus she actually gets usable torpedoes when you opt to stealth up for a while. Well worth the money. Okhotnik is incredibly fun to play, but that's largely because she plays unlike any other destroyer in the game. And once again, being just a tier 5 greatly reduces her usefulness in terms of credit/captain grinding. Tachibana was definitely worth the old sale price of 99 cents and is a blast to play, with insane concealment (4.7km with concealment expert), very good torpedoes for the tier, and pretty good guns as well. But at tier 2 she's pointless as anything more than a fun, occasional diversion, and not really worth the current (full) price imo. I don't have any of the other ships mentioned so I can't really comment on them. From having faced them pretty often, the Kidd is a very good ship in a decent player's hands. EDIT: having looked at what other destroyers you've played in randoms, I'd lean more heavily toward T-61 or Leningrad right now out of the ships I personally own. A tier 8 destroyer would make the most sense in the long term, but jumping immediately into one with no DD experience above T7 would likely be pretty painful while you adjust to the realities of high tier destroyer play.
  2. Harv72b

    Gearing or Khab? both?

    Z-52 is still a very good destroyer, you just have to play it much more cautiously during the early game than when it was first released. Having one or more enemy radars nearby basically neuters its ability to counter-spot any destroyer with hydro & then sit in smoke and daka-daka it down. Once the radars are thinned out that tactic becomes viable again, and the fast-reloading torps can be extremely effective at all points.
  3. Harv72b

    Gearing or Khab? both?

    Both. I love my Gearing, and as others have pointed out it's still a great destroyer for competitive game modes. The guns are more than good enough for what they're needed for, the torps are outstanding (both options), the AA is solid for a destroyer (and can still be boosted with Defensive AA), and the smoke is unrivaled. With the 10.5km (Fletcher) torps Gearing is still very potent in randoms, and with the longer-range 16.5s + that smoke it's the ultimate team player in Clan Battles. Once you grind out the legendary module you also get the option of 5.6km concealment, equaling the Shimakaze for best at the tier (although at the price of slower reloads on torps and guns). Really the only thing approaching a "weakness" with Gearing is the relatively lackluster speed. Khabarovsk is flat out fun to play. The tankiness, heal, and those guns allow you to be a terror to anything and everything in random battles, and on the rare occasions when you get to use your torps they'll put a huge hurt on anything they hit. It's not particularly useful for competitive modes, but the same is true of many ships which are otherwise well worth having in your port. It's basically Tashkent on steroids, so if you like the Tashkent you will love the Khab. If credits are an issue, which to buy first comes down to which game modes you play more often. If you're typically a Randoms guy (or Co-op), Khabarovsk is probably the better bet if you've enjoyed the other Soviet gunboats. If you're more concerned with Clan Battles and/or tier 10 Ranked seasons, Gearing is the much better first choice.
  4. Harv72b

    Radar and how to deal with it

    Radar doesn't kill you. Your own positioning/map awareness kills you. If you get caught out in the open and gunned down by a radar cruiser, it's your own fault for not recognizing the threat and behaving accordingly. When you do play against radar ships, it's fairly easy to mitigate the threat simply by adjusting your own play. US cruiser radars can be a pain because of their long duration and relatively long range, but as others have said you'll be able to spot those ships before you're in radar range (and should be cognizant of which islands they're likely to hide behind on various maps). Soviet radar has that extreme range, but the relatively short duration means you shouldn't take very much damage when you get lit up by it; ditto for destroyer radars. Being spotted by radar means nothing if the enemy can't shoot you. Use island cover to your advantage, and don't maneuver predictably. Make killing those radar cruisers your own priority. Keep them spotted where possible, use your torpedoes to push them out from behind island cover (or better yet, sink them while they sit there), and when you have the opportunity to do so without exposing yourself to too much return fire, add your own guns to the fire raining down on them. Mash the F3 key whenever an enemy radar cruiser is spotted. It will rarely result in more than one or two of your teammates switching their fire to that ship, but even getting one ship to target him can dissuade that radar cruiser from pushing into a position to keep you lit/continue firing at you. Take the time to watch some of @Destroyer_KuroshioKai's YouTube videos, many of which deal with exactly this issue. Flambass is another excellent player to emulate. Above all else, know your enemy! Study this table and memorize it. Heck, print it out and tape it to your monitor if need be. Also keep in mind that many high tier radar ships will be running the Surveillance Radar Mod 1, which increases radar duration by 20%.
  5. Harv72b

    DD Spotting

    From a DD player's perspective (and one who understands that spotting & killing enemy destroyers makes it much easier to pile up ridiculous numbers in the late game): When I spawn in to a high tier battle, several things determine how aggressively I'll push the objectives/go for spotting: Team compositions. If there's a lot of radar on the enemy team, and particularly if two or more of those radars are divisioned together, I have to play much more cautiously until I know where those radar ships are. I also need know what enemy destroyers I'm up against; pushing into a full health Daring in my Harugumo isn't necessarily the best idea for example, as even when I "win" the ensuing gunfight I'm probably going to lose a large chunk of my health pool. What friendly ships spawned near me. I am going to feel much more comfortable pushing into a cap if I have multiple friendly cruisers near me, or if I have a stealthier DD that I can follow into the objective. How the closest friendly ships are equipped. I have zero confidence in a Gearing sitting there with no camo or signals, so if that's the friendly destroyer who spawned near me then I'm treating it like I have no other DDs nearby. How those friendly ships behave during the first 30 seconds of the match. If the Kagero I was hoping to help spot for me turns out for the border (or doesn't connect), then there goes that plan. Same if my friendly cruisers all turn toward a different cap or just sit motionless in their spawn. Whether or not I have Radio Location on my build. One of the tough things about strong high tier gunboats which basically require IFHE, such as Daring or Harugumo, is that it's very difficult to fit RL into your captain build (even with a 19 point captain). With Harugumo in particular this can be crippling in the early game, as the ship maneuvers very poorly and doesn't have hydro to offset the threat of torpedoes coming from an unexpected direction. More so, not having RL lessens my ability to dump blocking torps in the direction of an enemy destroyer trying to push into me. Take these things into account when you're in a cruiser as well. You can help in several of these points simply by asking what their early plan is and telling them that you will support them when they push the cap...obviously that won't always help as some players pay little attention to game chat and others are actively hostile toward anybody suggesting anything to them (no matter how politely it's suggested), but it's worth a shot. Some good suggestions made above which I'll second are to get some high tier destroyer play under your own belt (this helps not only in understanding what your friendly DDs can or can't do, but also in predicting what enemy destroyers are likely to do) and/or div up with a good destroyer player. Also keep in mind that while getting a cap advantage early in a battle is helpful, it is not always necessary in order to win the game and can actually harm your chances of winning when it costs too much of your team's overall health pool without inflicting significant damage to the enemy.
  6. Harv72b

    mini map

    It is at the lower "AA off" setting whenever your AA is off. As I said, the "AA on" ring is already available in the form of your AA range. What it sounds like you want is the option to have another ring displaying your (assured) detection by aircraft range. I'm guessing that the reason they didn't put that in from the beginning is that for many DDs (the ships you're most likely to turn AA off on) this circle would be so close to the maximum AA range that the two rings would be indistinguishable on all but the largest screens with the minimap blown up to the largest possible size. To give an example, the C-hull Benson, which has very usable AA guns, ranges its anti-aircraft fire out to 5.01km; its assured aircraft detection range (AA off) is 3.6km. The Minekaze, on the other hand, has only 2 AA guns with a range of 0.99km whereas it is automatically detected by aircraft at 3.12km (making it one of those ships where it's pointless to ever turn your AA off)--in this case you could see the separation of the two rings, but you'd likely have trouble distinguishing the AA ring from the ship itself. Not saying your suggestion is without merit, I just wanted to be certain that you actually understood how aircraft/anti-aircraft spotting works (many, many players don't).
  7. Harv72b

    Tactical Tip Tuesday.

    Tier X is not a magical promised land where all of your teammates are unicum players and everybody does exactly what you want them to. Don't be in a rush to get there, and don't imagine that being in a higher tier ship will make you a better player--stay at the tiers you are comfortable in until you have mastered play at that level, then repeat the process with each subsequent tier. If you're struggling to master the play at any tier, devote the time necessary to improve. Watch YouTube/Twitch videos, ask questions on the forums, ask more experienced players in your clan to critique your replays or even work with you in a training room (oh, and join a clan), and keep practicing. What rushing down the tech tree too quickly will do for you is magnify all of your mistakes and make it far more difficult for you to learn from them. While not every player in the high tiers is particularly good (most of them aren't), enough are that you will be repeatedly punished every time you make a tactical error and that punishment will usually result in an immediate transfer to spectator status. In lower tiers the inherent weaknesses built into all the ships will allow you a chance to recover from most mistakes, even if you're up against a super unicum player, and make it that much easier to correct those errors in your gameplay. It will also be more fun for you while you do that.
  8. Harv72b

    mini map

    Your AA being on or off has no bearing on your detection range, except when it is actively firing. In that event, it extends your detection circle to exactly the maximum range of your AA guns, and the minimap already offers an option to display that. When you turn your AA guns back off, your concealment rating immediately returns to its default level (there is no bloom time for AA, like there is for main guns).
  9. Harv72b

    Advice for Uptiered DD players

    Understand the threats you're facing. This means looking at the team list and identifying which enemy DDs outspot you, which outgun you, which carry hydro & which might have a nasty surprise like radar for you. Learn the ranges and duration of the various radars you could be facing in the high tiers. Find the biggest potential threats on the enemy team and spam the bejeebus out your F3 key any time they're spotted. Also look for divisions on the opposing team and keep mental track of which ships are in them; if you're up against a dangerous Missouri/Neptune/Fletcher div and somebody spots the Missouri, there's a very good chance the Neptune & Fletcher are nearby as well. Alternately, understand when you aren't facing any real threats: Leningrad is normally a lousy ship to try for early caps in, but if the enemy team only has a Blyskawica and a Tashkent for destroyers and just a single Chapayev for radar, your Leningrad suddenly becomes a very viable capping ship...particularly if those ships are spotted on a different flank. Don't over commit. Contesting caps during the early stages of the battle is still a very good thing, but charging full speed down the middle of them is not. Take angles into the caps, just skirt the boundaries at first, and try to have your bow pointed back out of the cap, with some handy terrain nearby to duck behind where possible, before you are spotted. You can even take a page from top competitive play and back into the cap in the first place. Be cognizant to where your threats are likely to approach from (Radio Location will help with this if you have the captain points available), and don't hesitate to throw preemptive torps down those angles before any ships are actually spotted there. If you get spotted, or see a cruiser getting close to having you inside his radar range, just bail on the cap for now--you can always come back later, but only if you're still alive. Also pay close attention to how much support you have at the cap, if any, and adjust your play accordingly. Do not sit in your smoke inside a cap. Aside from the obvious torpedo magnet quality that smoke has at any tier, sitting inside a smoke cloud robs you of the vision you need to see enemy ships coming and identify that you need to escape before you're being pummeled by focused fire. It also robs your teammates of the vision needed to properly support you--your battleships can't dev strike enemy radar cruisers if nobody is spotting them. When all else fails, at least do what you can to secure a trade. Maybe you pushed a little too far, maybe you ate a torpedo at the same time a random catapult fighter spotted you, maybe an enemy division is chaining radars against you, whatever the cause it's pretty obvious that your ship is going down within the next few salvos. Instead of popping a futile smoke (which will then become an enemy smoke) or focusing all your attention on surviving for a couple extra seconds, sink your efforts into doing as much damage as possible to a key enemy ship before your hit points reach zero. Getting sunk in a bottom tier destroyer during the early stages of a battle is not the worst thing that can possibly happen to you or to your team: getting sunk during the early stages without exacting a toll on the red team is. It's not a goal you should be entering the battle with, but when you find yourself in a hopeless tactical situation then trading your Jervis for an enemy Chung Mu is absolutely worth it, even if you aren't the one who gets that kill! On the other hand, smoking up in a vain attempt to survive or throwing desperation torpedoes at no ship in particular instead of keeping your guns firing and that Chung Mu spotted for your teammates is often going to result in a dangerous target escaping while you drop into spectator mode anyway.
  10. Harv72b

    DD driver ... best use of smoke?

    Yes. The only tier 7 ships capable of mounting radar at this point are premiums, with Belfast no longer being available for purchase while Atlanta and Indianapolis have some pretty significant shortcomings which limit their threat level in the hands of most players.
  11. Harv72b

    DD driver ... best use of smoke?

    A thousand times this! To give a recent example from the other end of the spectrum, I played a game last night in my Z-52. Like every other battle, the first thing I did was scan the team lists to look for threats: only two radars on the enemy team, a Des Moines and a Chapayev. I spawned near the C cap on Sea of Fortune and immediately steam toward it along with a friendly Fletcher, and a Zao supporting us from several km back. As I get to the cap I launched preemptive torps to cover the path from where my RPF was pointing to the most likely entry/exit point for an enemy DD and promptly got spotted. I continued to push in for a few more seconds, popped my hydro, and slowed while smoking as an enemy Jutland came into view 5.5 km away and his torpedoes sailed by harmlessly several hundred meters to the east. He tried to smoke while backing out, but yeah... About this time I got lit up by radar. The instinctive reaction here is to immediately pop your speed boost and run became ZOMG spotted!, but...our Fletcher had eyes on the enemy Chapayev just inside his radar range, while their DM was sighted way over by the A cap. The Chappy's line of fire on me was blocked by a large island, and the only other enemy ships with angles to shoot me were the Jutland (who was bow-on to me and thus not using all of his guns) and two battleships ~10km away, one of which had just fired on our Zao. Since Chapayev's radar only lasts for 20 seconds, during which I was only going to be shot at by two enemy ships at the most (and one of them was only going to get one shot at me if he took it)...I just sat there and kept the Jutland spotted while pouring my own shells into him. I wound up losing about half of my health in the engagement (their Republique did choose to shoot at me and landed several shells), but we were able to take that Jutland out of the game early and in doing so, completely blunt the enemy push on that half of the map with just the three of us. The Chappy's radar went down as expected, I finished capping C unmolested, and our combined torpedoes and HE spam quickly had both enemy battleships running for their lives as the other 9 players on our team rolled over them at A. Easy win. If I don't go in knowing the Chappy's capabilities while keeping tabs on the nearby threats to me, I panic and bail on the cap, their Jutland survives to get back into stealth, and with superior numbers and vision for the red team, myself and my two teammates are forced into kiting mode while hoping the rest of our team can win the fight at A (never a sure thing in randoms, regardless of numbers). Maybe we win, maybe we lose.
  12. Harv72b

    DD driver ... best use of smoke?

    Mejash recently created a new account specifically for this reason (along with things like dealing with credit shortages etc.) and has already posted up videos detailing his climb up the Pan Asian and Soviet (Grozovoi) destroyer lines: Playlist at your Tirpitz story!
  13. Harv72b

    DD driver ... best use of smoke?

    In most PvP battles, your smoke is best going to be used selfishly. Meaning, as a way for you to break contact when needed and/or so you can sit in it and daka-daka. Smoking random teammates will get you some positive karma from time to time and may even make a huge difference in a few battles, but the majority of the time your teammate(s) aren't even going to notice the smoke. Even when they do notice, a large portion of them are going to have no idea how best to use it. If a nearby teammate specifically asks you to smoke them that's one thing, but in my experience doing it on your own initiative is going to result in a lot of wasted smokes. As far as when best to use it selfishly, it varies from ship to ship and game to game. Generally speaking, unless we're in the mid- to late game and you're using it to rain down HE on the last few enemy ships remaining, the less often you use your smoke the better. Particularly as you climb up to the high tiers your spotting is crucial to your team's success, and you cannot effectively spot when you're inside smoke or running away behind it. As noted, there are exceptions to this rule--with its 6km hydro Z-52 can both spot and wreck enemy destroyers while crawling along safely in its smoke, and the short-lived British smoke is incredibly useful for making a series of hit & run raids against enemy ships--but for the majority of destroyers the less time you spend in smoke, the better. Try to get over the natural DD player fear of being spotted. With proper map awareness, you should be able to tell immediately upon being detected just how much damage you're likely to take as a result (if any), and whether or not that damage is going to be justified by the amount of damage you can inflict upon the ship spotting you. To give one example, if you get lit up by a Minekaze in your full health Nicholas and there aren't any other enemy ships around, your first instinct should be to charge and gun that Minekaze down, not to drop your smoke screen and go back into hiding. This seems obvious, yet I constantly see players decline these favorable gunfights and smoke up, also depriving their teammates of the chance to take out a dangerous, stealthy opponent. On the other hand, if that Minekaze has 3 cruisers backing him up while your own teammates are taking a leisurely tour of the spawn area, you want to get in what damage you can but use that smoke charge to escape the instant the health exchange starts going against you...but still not immediately (never assume that just because multiple enemy ships can shoot at you, that they will shoot at you, particularly in lower tiers). Another misplay I see often (and still make too often): when setting yourself up in smoke to pepper opponents with your HE rounds, make sure you're taking into account which ships you'll be able to shoot at and for how long (before they're likely to be sunk by your team or run out of range). Parking yourself in a smoke cloud so you can join several teammates in focusing down a single battleship that's already on less than 10k health is not a good use of your smoke when that's the only enemy ship within range. Ditto for smoking yourself up to shoot at two/three enemy ships who are already near your maximum gun range and traveling away from you. In those scenarios, if you feel like you just have to send some shells their way, go ahead and openly fire while continuing to get yourself into a better position for subsequent engagements--if you start to take significant damage from secondaries/better than expected enemy aim, you can always break off the engagement and go dark again before your health gets critical (or use your smoke to do so if an unknown threat suddenly pops up and starts chunking you). If you're anything like me, seeing something done is going to be a more effective learning tool than just reading about it. There are a multitude of excellent destroyer players who stream on Twitch and/or post YouTube videos--spend some time watching them, and ask questions whenever possible. This list would include Flambass, Mejash, Destroyer_KuroshioKai, and of course Lord_Zath's Replay Theater for detailed analysis on all kinds of Warships replays (to include your own, if you so choose). Watching competitive gameplay such as King of the Sea and top Clan Battles teams is also an excellent way to see how destroyers can remain extremely helpful to the team even while doing little or no damage; just keep in mind that these tactics are being implemented in a game mode where the entire team is actively working together and thus won't always translate well to randoms. I don't play nearly enough PvE to attempt to give advice on how best to play it.
  14. Harv72b

    Spoiler Alert! Coal

    No, the clan coal bonus is applied only to any amounts of coal you receive.
  15. Harv72b

    Santa Crate Value Estimates

    This. FWIW, I'm disappointed that premium time is not a potential drop in this year's Santa crates. This, along with doubloons, was always the one non-ship reward which nearly everybody appreciated getting.