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About Harv72b

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    Lieutenant Junior Grade
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  1. I would rather have a 0 damage win than a 200k loss.
  2. Two Supercontainers in a Row!

    On Sunday I was 3/3 on Super Containers, choosing "more signals" each time. 50 gamescon camos, 25 ouroboros signals, and then 100 dragon signals! I was a little amazed. (And yes, I did buy a lottery ticket! ) /I got a fourth one last week. Also 50 gamescon camos.
  3. Use your teammates. I don't mean ask them for help or try to coordinate in chat or expect them to be anything more than potatoes, I mean literally use your teammates! Keep at least one of them between you and the enemy at all times, and do whatever possible to ensure that you aren't the most tempting target for their torpedoes. This also means bypassing some tempting salvos against opposing BBs or cruisers and instead taking shots at DDs 10km away, even when they aren't charging after you. Low tier BB dispersion means that you're rarely going to land more than one or two overpens per salvo, but every hit point you remove from an enemy DD gives you a better chance of being able to finish them off when they do decide that you're their best target. And of course avoid island-heavy areas of the map wherever possible. If it comes down to the end game where you're the last big ship left on your team and there are multiple DDs eyeing you up, well that just happens sometimes. Do what you can to ensure that you take at least one of them with you. Oh, and if you don't already: put some time into playing destroyers. The more battles you have in these ships, the easier it becomes for you to predict their moves and exploit their vulnerabilities.
  4. I'm curious as to how many of the people arguing in favor of team damage thank the friendly destroyer that just torpedoed them for helping to create a more immersive atmosphere?
  5. how to do more damage

    In addition to the resources mentioned above, check out Mejash's Twitch stream. He's very knowledgeable in Warships and is also quite good about interacting with his chat. Flamu is also a good YouTuber to watch, particularly for his ship-specific build videos (although I'm sure his videos on low tier US cruisers will be outdated by now, the general advice still applies). Also, once you have replays enabled you can send a couple to LordZath for a personalized review of your play along with advice on where you can improve (and of course watch his videos on YouTube). Low/Mid-tier US cruisers are difficult to play. The lack of armor & relatively large citadels mean that you get punished severely for every mistake you make, and playing low tier US cruisers generally means you're a new player & prone to making mistakes. Just keep at it and learn from experience...the biggest humps for a new player to get over are map awareness and positioning, both of which will be driven home repeatedly in ships like the Phoenix and Omaha. Ammo choice is less about which ships you're firing at and more about the ranges & angles they're maintaining relative to you; again, there are tons of great YouTube videos to watch for more detailed instruction on this. It's also worth your time to look into joining a clan. Not only will this give you a ready-made group of people who you can division with and learn from, being in a well-established clan will net you bonus XP in all your matches and discounts on each new ship you purchase, among other perks. If you'd rather not do the team play thing at this point, there are also plenty of clans which exist solely for the direct benefits. Finally, always remember that in Warships is not about how much damage you do, but about where you do the damage. "Farming" an AFK battleship for 60k damage looks impressive on your post-battle results cards, but it doesn't help your team nearly as much as doing 20k damage against two active destroyers (and sinking them) would. Don't get caught up in the "I did more damage than you did" play style--it all too often leads to long-term results skewed significantly under the magical 50% win rate and a mentality which prevents improving upon that. Welcome aboard!
  6. Radar Yang, Radar Mu

    I've been running radar Yueyang (with radar module) during clan wars, to great effect. It works in randoms as well, but playing as a solo Yueyang without smoke can be sub-optimal at times. When you opt for radar instead of smoke in these DDs, you are basically committing yourself to an anti-DD role; those sweet deep water torps still make you effective against larger ships, but killing the red DDs should be your primary goal. As such, your map awareness has to be on point at all times...you need to be able to recognize when you can aggressively pursue an enemy DD without getting stomped by opposing cruisers & battleships in the area. This can involve going after isolated destroyers attempting to flank your team, but can also be done in higher traffic areas by using terrain to shield your ship from the rest of the enemy team. You need to be comfortable playing a high tier DD while spotted, being able to break contact when necessary without using smoke and to accurately gauge when it isn't necessary to break contact at all. The ideal scenario for a radar YY/CM in a random battle is to radar an enemy DD who has just smoked and then "capture" their smoke for yourself. Just keep in mind that even with the special upgrade, your radar duration maxes out at just 24 seconds on YY (less on Chung Mu), so without support from friendly ships you aren't often going to be able to gun down a full health DD before your radar expires. Of course, simply lighting them up will cause most destroyers to abandon their smoke and run immediately, so you'll still gain possession of that smoke more often than not. In open water you no longer have to worry about being outspotted, as any enemy DD which spots you is necessarily inside your radar range. As a side note, you also have to retrain your brain to remember that the "T" key is no longer smoke, so you don't keep hitting your radar whenever you'd be smoking up in other DDs (guilty).
  7. Brand new 19 pt Captain! - now what?

    @Taylor3006 pretty well covered it above. To do the immediate swap using elite XP: Send the 12 point captain to your reserve. Transfer the 19 point captain to your Fletcher. Choose the 200,000 credit option when it asks you about accelerated retraining. Click on the "+" icon which you will see to the right of the 19 point captain's XP bar. It will show you the amount of elite XP needed to instantly retrain him, along with how much you will have left after doing so. If you don't have enough elite commander XP to complete the retraining, it will use free XP for the remainder. Note that this will require 125,000 XP to do in the case of a 19 point commander! Confirm that you wish you to complete retraining. Repeat the process with the 12 point captain in your Benson. This captain will require only 20,000 XP to finish retraining. Alternately, you can shuffle the commanders as above, selecting the 200,000 credit option each time, but then re-transfer them to the Sims and Monaghan. Any XP earned on these premium ships will be put toward their retraining on their new "permanent" ships (Fletcher & Benson). The XP totals needed remain the same as above, but this way you're trading the time necessary to grind out that XP in order to conserve your elite commander XP/free XP. There's a handy-dandy table in the Warships wiki which tells you the amount of XP needed to retrain commanders of each level; by using the 200,000 credit option first you cut each of these totals in half.
  8. You had potential damage. You put your ship in harm's way. Edit: Just to ensure our conversation doesn't degenerate, your statement that I took exception to was " A dd could simply do no damage and spot the entire game.... just know the limits of the radars and enemy ships detections..... never put yourself in harms way." To which I pointed out that it is nearly impossible to both spot and never put your ship in harm's way. I later clarified that I meant effective spotting, and not simply having a BB or heavy cruiser pop up by coincidence. Spotting in a manner which allows their team to bring effective fire on the targets they are painting...in order to do this in all but the most extreme cases in a high tier DD, it is essential that you put your ship at risk from time to time. What separates the good destroyer players from the rest is how well they manage that risk. To put this into greater context, a Shimakaze holding down the west side of Two Brothers alone can remain unspotted almost indefinitely. They can help their team tremendously by launching long-range torpedo salvos, even if none of those torpedoes hit, as this effectively slows the enemy push on that flank and allows the rest of the team to (hopefully) push toward a win while enjoying a numerical advantage on the other side of the map. In this case, though, the Shima is not effectively spotting as none of its teammates can bring fire on the targets it paints. There is some benefit to the team in simply showing where these ships are, but it's not "spotting" in the truest sense, and it certainly isn't rewarded in this game. On the other hand, if that same Shima is instead leading the charge on the eastern side of the map, it can & should provide very effective spotting for its teammates, while also launching torpedoes & doing Shima stuff. But because the rest of the team is pushing behind the Shima and because it then has to push as well in order to continue scouting, it runs the risk of blundering within radar range of an unspotted cruiser, or rounding an island at the wrong time & finding itself 5km away from an opposing DD, or it happens to spot a Yueyang or Chapayev which then counter-radars and lights the Shima up. In any engagement in which a friendly force is behind the Shimakaze, that destroyer by definition has to put itself at some risk in order to do anything beneficial to the team. And in doing that, it should be rewarded for the effort, even when that effort does not translate into personal damage or capture/defense points (a point I don't think you & I disagree on, or if so only in the sense of the weighting of those rewards).
  9. I'll give you the Shima, and as many games as it takes to "prove" your point: effectively spot for your team for an entire match without ever being spotted yourself and while taking no damage. Note that "effective spotting" means more than just keeping battleships lit (which they'd be able to spot without you anyway). I won't even ask you to do any capping at all, although I will ask you to please not be on any of my teams while you try this. EDIT: By all means, feel free to use your torpedoes normally while trying.
  10. Your initial point was that a destroyer could spot all game without putting the ship at any risk.
  11. You are still mistaking results for risks.
  12. Both of the things you mention negate the ability to spot effectively. I main destroyers and I've played a good deal of T10 battles of late, after the radar boom. I'm not one of those people who think radar "ruins the game"--it's very much possible to be effective as a DD even in radar-heavy battles, it just requires some different skill sets vs. the old fashioned ninja method. But for all but the most skilled DD players (a category I do not fall under ), it truly is all but impossible to consistently spot for their team without risking (and often losing) their ship, at least at these tiers--any time you approach closely enough to spot a radar cruiser (for example), you run the risk of being counter-spotted by another unknown enemy ship or aircraft. And in the case of a ship like Chapayev or Yueyang, any time you spot them at all you are by definition inside their radar range.
  13. On the bright side your efforts did net you 20 additional US containers, which in turn gave you a big leg up on completing the Halsey collection (along with a good number of stars & stripes camos & signals along the way). It does still suck, and I do feel your pain--I forget which ship it was, but I had the same thing happen to me some time ago. But there's always the next ship.
  14. It is literally impossible for a high tier destroyer to both spot and "never put [itself] in harms way." Maybe in a battle on Ocean where that DD enjoys a significant spotting advantage over all enemy DDs, but even then it's going to take a good deal of skill in terms of keeping track of where all enemy ships are, particularly those with radar. Plus the only way it's really going to happen is if the opposing team only has a Kiev/Tashkent/Khabarovsk as its DD and does not have any Russian radar cruisers...a lot of required factors combined with a map that very rarely comes up anyway. I didn't cap the XP screen as it wasn't part of the point I was trying to make after this battle, but I lost 10k credits and it was a win; without premium time I would've lost 91k. That's 169 of my team's 180 capping points, i.e., 3 "solo" caps, to go along with very respectable damage totals (both personal and spotting). By my calculations I had 1598 base XP in the match, which is a solid total but probably not an accurate indicator on how much my play influenced the win. I saw another viewer make the point during a Twitch stream last night that this might be intentional on WarGaming's part--by throwing so many consumables on high tier ships now, which of course "have" to be premium, they are making it a near requirement to run premium time and/or pay for premium camouflage on tier 10 ships in order to come out ahead on credits even after fairly good battles. Which is their prerogative to do, but it also somewhat spoils all of the other efforts they've made to keep Warships a truly "free to play" title.
  15. Brand new 19 pt Captain! - now what?

    I think your other questions were well answered already, but regarding this one: you can use your elite captain XP to instantly retrain captains when switching ships as well. Pay the 200k credits to cut the amount in half, and then click the little + icon next to the captain's XP total to accelerate him to the next level (fully trained for that ship, in this case). So if you'd rather save some doubloons, leave him in the Benson at least until you've piled up some elite XP. FWIW, I run exactly what @Ace_04 does on my Gearing.