Jump to content

ReddWolfz

Members
  • Content Сount

    108
  • Joined

  • Last visited

  • Battles

    12872
  • Clan

    [WOLFK]

Community Reputation

10 Neutral

1 Follower

About ReddWolfz

  • Rank
    Chief Petty Officer
  • Insignia
    [WOLFK]

Contact Methods

  • Website URL
    https://sites.google.com/view/wolfkhome

Profile Information

  • Gender
    Male
  • Location
    New Mexico

Recent Profile Visitors

480 profile views
  1. ReddWolfz

    Gearing, Why would i play this over anything else

    I found better success with the Fletcher as well for a long time. For myself I find/found they play very different due the the difference in size and handling between the two. In the Fletch, I find myself being more aggressive, being able to engage in extended, running, gunfights with opfor DDs (in efforts to knock them out at first contact) and in general being an open water gunboat pest to capital ships. I feel the reason for this is the Fletch presents a much smaller silhouette and combined with being faster/more nimble which translates into more misses when fighting an opfor DD even when they have support. In contrast with the Gearing, which, while it brings a higher DPM to a fight, is slower and chubby. This translates, again for me, to taking more hits thus tending to be on the negative side of the health trade when fighting another DD (especially when they have support). I began to have much better success in the Gearing when I shifted to playing less aggressively early in the game, focusing on quick burst damage (chipping at DDs not trying to kill them at first contact, resetting caps, spotting, tossing torps for area denial) before ducking behind cover and re-positioning to do it again. Mid to late game I work to take back caps as needed and engaging DDs with lower heath (and hopefully without as much support) and of course tossing torps at CAs/BBs looking to make a push. At this point I find the balance of dealing vs. taking damage turns in the Gearing favor more often than not. I'm not by any stretch of the imagination a great DD player, so these are just my observations experiences in making the transition from fletcher to gearing within my admittedly limited skillset.
  2. ReddWolfz

    Is Ernst Gaede a slouch?

    OP makes be want to go back and play the EG again. I only played 30 games in it as I charged up the German DD line when it first came out but I had good success in it (70% WR). Perhaps the meta has changed much since then leaving the EG lacking. One thing for sure has changed is far fewer DDs sit in smoke. This means far fewer opportunities to use hydro offensively and be a cap bully. In any case the EG is very much a boat that does a lot of things OK but nothing specifically great. As for tips.. stay away from the 150s. upgrade to the 8KM torps (if you don't already have them) and focus on spamming targets that are at max range (or 1km beyond) that are closing), engage other dd's at your max detection range or beyond, don't get into a close in turning knife fight. Once spotted begin turning away immediately (always have escape in mind while driving DDs).. if the opfor dd opens fire, consider what other help he has (CA's etc) close at hand before returning fire. You don't have to kill him on the first engagement, damage as much as you can while breaking the engagement and preserving your health.. Any dd becomes more dangerous and can have a greater impact on the game the longer you stay in it. If you do fire, switch to AP as soon as he shows his side. As you turn from an engagement, consider poping your hydro especially if you have ffriendlies behind you. You will be up tiered so know the radar ranges of the Cleveland, Atlanta, and Indy.. stay outside these ranges at all times if you have the opportunity AP on broadside CAs run AR and or BFT if you have the capt. points.
  3. ReddWolfz

    Grozovoi — Soviet Tier X destroyer.

    Very true.. for the most part, early/mid I focus on cap control/contesting I play the Groz (and all other dds with the exception of the Khab) near a cap point to work on opfor DDs that blunder into view.. when the opfor DD has support close in I focus on doing fast 'chip damage' on them (hopefully pushing them back and or making them easier for others to kill) and then scurry behind cover. once undetected I reposition (maybe pop a heal) and try it again.
  4. ReddWolfz

    Help me out here - Chung Mu vs YueYang

    From my view point post nerf... there is no real reason to push beyond the ChungMu to the YY if your primary focus is randoms. As I've indicated on other YY threads, it can still be effective in day to day randoms post nerf (and I still enjoy playing it) BUT there is nothing it does better than the Chung right now. Having the extra range on the torps is nice in some situations but for the most part I find the faster reload of the torps on the Chung makes it more usable. The Chung also has equal or better DMP over time given the same build on each capt/ship (I have not done the math but that is my perception from running both ships) If very coordinated team play is your focus then the YY running radar can be very powerful when working in coordination with another dd and supporting cruisers. working with a gearing, z-52, or daring in particular I've found.
  5. ReddWolfz

    Moskva Concealment should be buffed

    Thank you for the correction I messed up the numbers in my head there. with legendary it 19.44*1.08== 20.99 or simply 21KM again thank you
  6. ReddWolfz

    Should WG Buff the RN DD line?

    For myself I'm finding the Daring very effective (when I don't screw up). Its play style is very different and what I can only term as 'bursty'. When contesting caps or hunting DDs.. I'll move in to find a target (with ifhe loaded to start) or better let them find me.. get off 5-6 salvos (switching to AP if they are showing some side) then drop smoke and break the engagement. then circle back around and do it again (depending on the presence of opfor radar) . When the team is pushing I'll get out in front hydro (almost 4min with extender mod) and screen for incoming tops. Yes the torps on the boat are sub optimal (at least I can't seem to make them work consistantly for me) but they are nice for general area denial and to shoot at incoming CA/BBs and force them to turn and show some side. I also look for CA/BB in range that are showing some side.. drop smoke and get off 10-15ish full salvos of AP into the superstructure getting 1.5-3k dmg per salvo then going quite while setting up to do something else. Bottom line for me is, IMO, they have to be played with a lot more forethought (they are slow getting to the right position) and patience.
  7. ReddWolfz

    Yue Yang Build After nerf

    I went 'all in' on the guns.. dropping TTM3 for MBR in slot 6+AR+BFT I choose RDF over IFHE simply because I prefer the additional intel it provides to me (and thus the team) over the extra damage IFHE can bring. I'm finding the YY still very competitive though my approach to playing is having to change to fit the new performance envelope.
  8. ReddWolfz

    Moskva Concealment should be buffed

    I play the Moskva a lot (both in randoms and clan battles) and agree a 1km buff to its concealment (bringing it to 12.8 after CE and Concealment mod) would be nice but I personally don't think its needed. Its shell velocity, range and accuracy (19.1 with Legendary mod) means one can hit anything they can see (assuming there is not a sand bar in the way). Sure everyone shoots at you (because you are dangerous to everything) but I feel that is part of my job as a Moskva driver, draw fire away from my team mates. BB's can seem to keep themselves from firing thus giving away their position and intentions way to early. Can that go bad quickly if RNG decides it not your day? Sure but I find more often then not, I can both deliver significant damage and keep pushing back DD's with the 11.7 KM radar and the rail guns. Playing it 11.7km of the furthest edge of a cap, or 13.8-15km if there is a DM/Woooster helping early to mid game (engage targets in the space between your detection range and max range of your guns) then pushing in with a plan (not simply yoloing in and getting over extended) once the opfor has been thinned out some again drawing focus (oh <bleep> Moskva! KEEELL IT!!" away from your friendly BBs and DDs. while pushing anything that shows some broadside (not to mention setting fires) So yeah.. a little better concealment would be nice but its not really needed as far as I'm concerned.
  9. Yep for sure... I didn't mention it because I, personally, have not seen many Gearings set up with the legendary mod when running in randoms. I run it and with everything invested in guns reload is 2.7sec giving it about 16% better DPM then the post nerf YY with better concealment. In this configuration, I prefer the Gearing to the YY, especially for competitive situations. However in relation to zippychippy's question, "why would you play the Yueyang...", I still play the YY as much as I do the Gearing outside of competitive modes because I feel the YY's detection gives it a slight advantage in randoms more often than not in randoms. Plus the trops make BB drivers rage. :P
  10. For me I like the lower detection range over the gearing. The only T10 dd that can out spot the YY is the shima IIRC. Pre nerf I pushed to find the opfor DD and bully them with the high DPM it had. Post nerf I'm playing it softer, letting the opfor dd blunder into view and let friends chunk them before opening up. with MB Mod 3 and BFT reload is still a respectable 3.2 sec or less with AR kicking in. in my first post nerf games I could feel the nerf for sure but I still found the YY strong, just needed to adjust my approach to things to compensate. Like dEsTurbed1, I tend to run the gearing or shima mostly when i'm playing DD in a competitive move (clan battles etc) but the nerfed YY can still be a beast.
  11. ReddWolfz

    WOLFK is looking for captains to join our ranks.

    @Primace sent you a PM
  12. ReddWolfz

    Z-52 in the current meta

    I'll have to try that out. I can see that build having a very big impact mid to late game when opfor DD's have been thinned out and one has less of a risk of being out detected. Even keeping to the 10km range I can see I can see firing off a salvo ant max range then working closer for another salvo just as the first is getting to target. Bottom line like DK said, the ship is still very strong (imo in almost any configuration) just have to shift play style to account for the meta.
  13. ReddWolfz

    USN CL skills at 12 pts

    IMO.. if wasting... erm... spending gold is not a concern of yours, I'd respec now into CE (as it will help keep you alive in any CA) instead of IFHE and burn the last 2 on EM. From the sound of things you are going to need to respec once again when you get to the woooster anyway.
  14. ReddWolfz

    High Tier USN DD Captain Builds

    I personally find the capt build below works well for both fletcher and gearing (running the legendary upgrade) PT AR, LS SE, TAE RL, CE
×