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About Destroyer_Zekamashi

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    The world will never know......
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    Harvesting salt


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  1. Are the game mechanics a CRUTCH?

    Believe it or not, I have seen players in game claiming certain game mechanics to be designed as a crutch. Concealment. High Explosive. The torpedo lead indicator. I've even seen one guy claim that citadel hits are a crutch towards bad BBs. Here in lies the question: Are these game mechanics a CRUTCH? Who's willing to bet that whenever someone reads that introduction for the first time, palms are going to hit foreheads so hard that Martians feel the shock wave? First things first: let's define the word crutch, shall we? The word can have multiple different meanings that can all fit the word fine, and be correct in one ways and not so in others. For the purposes of this post, let's stick to the classic definition of a crutch: It makes a game or ship/ship type easier to play It allows the player in question to get away with mistakes that would otherwise be punished Nowthat that's clear, in this post we will be looking at the aforementioned items at the start Concealment High Explosive The torpedo lead indicator Citadel hits I will not be explaining what these mechanics are or what they do. Most people here should already know this. If you don't there are plenty of other threads explaining it, and there's also the forum "search" function. No, these game mechanics are not a crutch. These mechanics exists to for a reason called balance. A cruiser really does need its HE shells to reliably damage an angles battleship. And a destroyer really needs its concealment to sneak around and get good torpedo salvos off from unexpected directions. The torpedo lead indicator helps the player gauge the speed and direction of potential targets. Can these be called a crutch? Some yes, some no. Some a little bit of both. Its hard to explain, but read below: First off, every destroyer player's best friend: concealment. The waifu of DDs and the bane of BBs that aren't called Missouri. The best friend of CLs. Whatever you want to call it, concealment is the life of destroyers and to some extent certain cruiser lines as well. I've seen people arguing over this in the ingame chat. Concealment is NOT a crutch. Its the difference between life and death, and can sometimes make or break a game. Using this mechanic, a skilled captain can turn the tides of an entire match, by sneaking off a cheeky torpedo into that BB that's been bow tanking for 10 minutes and flood him out. Is that using a game mechanic like a crutch? No. That's a skilled captain using it and playing to his ship's strengths to punish an enemy for reversing too long(Its mainly the receiving end of this scenario that calls the mechanic a crutch). Thats not a crutch, that's just smarts, really. Not to mention that there are so many things that can already counter this perfectly. Radar. To some extent, Hydro. Catapult planes. CVs. Other DDs. Is concealment a crutch? No. Moving on to one of the elephants in the attic comes the good ol' HE shells. The bane of BBs themselves. Are these a crutch? Unlike concealment, which is just a straight no, this one is a little harder. HE is not inherently a crutch, but there are ways it can be used LIKE a crutch. Don't follow? Sort of in the way an assault rifle is not inherently a crutch, there are ways you can turn it into one if you really wanted to: Now, HE exists as a means for ships like destroyers and cruisers to be able to do reliable damage to the big bad battleships by means of superstructure hits and DoT from fires. While it isn't meant to be a crutch, there are ways bad players can turn it into one, at least in a sense. I am not saying that HE is or isn't, because that's just too big a topic for one person. These are just my opinions. While HE is not, in design, a crutch, what tends to happen is that players who can't really aim well on their own with AP shells will tend to load up HE and always just spam spam spam the HE at absolutely everything. While yes, you can pick up spectacular results by doing this, new players really aren't learning the proper way to play their ship. Some ships, like the Germans and RN, benefit greatly from AP. And new players especially never realize this, because their HE is already doing the job just fine. Why switch over to an ammo type that can and sometimes will just bounce clean off when you can always get at least some sort of result with HE? Their game sense is never going to improve. Their aiming habits are never going to improve. They get so used to the HE that they never even consider the possibility of using AP. And I do understand that sometimes players are forced to fire HE. Sometimes battleships angle. Sometimes even cruisers can bounce your AP at weird looking angles. While HE is not really a crutch, there are ways that it can, at least in a sense, be used like a crutch. I may not have done a fantastic job explaining this bit, and if there is any confusion I will try my best to clear it up. Moving on to the next finger cramp is the torpedo lead indicator. Gonna keep this one short. This mechanic has been called a crutch by players who feel that it should be on the DD player to decide the proper lead for their torpedoes. If you've ever tried playing DDs or any ship with torpedoes, calculating the lead in less than a minute is not an easy task. If the TLI wasn't a thing it would take HUGE amounts of hours to perfect and even then its never a guarantee that they'll hit. All it takes is a slight turn or speed change to throw off most, if not all the torpedoes. The TLI is mainly a tool to gauge speeds and directions for anticipative torpedo spreads rather than firing down the line itself. Its a very helpful tool and, IMO, is not a crutch. Last comes citadel hits. In short: My laziness is taking over the rest of this post, as well as a couple other things, but mainly finger cramps and laziness. Discuss below
  2. Was going by what was on the WoWS wiki because I didnt have my game client active to check. Gonna get around and fix things likt that later. Fletcher torps are 19k and Yugumo is a little over 23k so either way its still ~4k difference
  3. In a recent Dev QnA, WG stated that the IJN DDs are not in line for any love. While I can understand where they're coming from, I do disagree heavily with WG's decision. This post is written for the purpose/aim of being presented directly to and considered by the WG developers. In the QnA, the question was "With the introduction of the PA DD's super-stealthy DWT, can the IJN DDs have their torpedoes un-nerfed?" WG's answer was a simple "No plans currently......" followed by their argument. According to WG, the IJN DD torpedoes out-damage those of other nations, which is true, and thus is a fair trade-off for the high torpedo detect. What is the flaw in this argument? Simple. Torpedo Reaction Time. Coming straight from the WoWs wiki, the TRT formula goes: (TorpDetection[Kilometers]) / (TorpedoSpeed[Knots] * 2.6) * 1000 = Reaction time. Using this formula, the reaction time of the fully upgraded type F3 torpedoes aboard Yūgumo is found to be ~9.6 seconds. Next, using the same formula for Fletcher, the American tier IX destroyer, the reaction time is found to be ~6.4 seconds. Also worth noting is that Yūgumo type 93's are 10 knots faster than those found on Fletcher(76 knots vs 66, respectively), yet Fletcher torpedoes still have near a 3 full second advantage in reaction time. In short, the final question from all this: Is the increased damage done by IJN torpedoes worth the difference in reaction time? My answer is no. It is not. With the difference in reaction times, Fletcher torpedoes are far more likely to land multiple hits due to the much short reaction time. In terms of torpedo damage, Fletcher's top torpedoes, the ones used in this example, do 17,100 damage top. Yūgumo F3 torpedo damage caps at 21,366. Is a 4k damage advantage worth the disadvantage? Not really. That difference may not sound like a whole lot, but believe it when you're told that the amount of difference that those 3 seconds make will blow your mind. How? The rate of turn and rudder shift. While it varies between ship types and each ship themselves, it goes without saying that the easier they would be to dodge. For every second the torpedo is spotted, most players will turn either towards or away from them. Regardless of which route the player chooses, every second the torpedo is spotted before it hits is time the rudder is turning, and time that the target is turning. Think of the tier X american battleship Montana, for instance. In her straight-out-of-the-box configuration, Montana will take ~11 seconds to turn her rudder from straight forward to hard port/starboard. If Montana were to be the intended target, and also the one to spot the torpedoes in the water, by the time the torpedoes strike home, Montana's rudder will have shifted almost entirely to hard flank and will be turning at maximum rate to minimize hits, usually resulting in only 1-3 hits. In the same scenario, Fletcher torpedoes have a significant advantage. With their reaction time of 6.4 seconds, the battleship's rudder would have only shifted about halfway and the ship itself will still take more time to fully react to the turn orders desperately being spammed by her captain. But in the end, with their shorted reaction time, Fletcher would land 4-6 hits on a target that, in an identical situation, her IJN counterpart Yūgumo would only have landed 1-3 hits. Conclusion: Fletcher torpedoes do more damage, because more of them hit. On top of that, Fletcher would also have an easier time striking more maneuverable targets such as cruisers if the destroyer manages to catch them off guard. A Yūgumo stands a chance to miss a torpedo salvo completely, "What's all this leading to, anyways?" is probably the thought running through most of the heads of the readers right about now. Bear with me here. Now, as shown in the previous example, Yūgumo torpedoes are less deadly than Fletcher ones for the difference in reaction times. The difference between the two results in a massive advantage in terms of landing hits vs targets. And why play a feast or famine ship, like Yūgumo, when you can pick mainly feast aboard a ship like Fletcher? How many people feel that way? Well, a lot. Data from https://na.wows-numbers.com/ Note the difference in overall battles played. Fletcher beating out her competitors and even the second place contender by over double. Again: Why play a feast or famine ship when you can only play feast? If its average damage you want to go by, then: And if you wanna go by WR: Now, I'm not normally one to bring stats into an argument, but as shown by these numbers, it is safe to conclude that the IJN DDs are under-performing on average compared to other destroyers. And these are just the tier IX DDs in the game. The story with Shimakaze and Gearing at tier X is a similar story, but Shimakaze is managing herself quite well against her competitors as opposed to Yūgumo at tier IX. A very similar pattern appears when comparing other tiers, like VII and VIII, albeit better than Yūgumo. If you wish to view those, please refer back to https://na.wows-numbers.com/ as I will not be posting screenshots of those for the sake of time. "But it's not the ship, its the captains playing it!" Arguable, but think of it this way: The IJN DDs have the highest skill floor compared to other lines. This can result iin not only deterring players from the line to begin with, but the ones who do play the line are the MOST punished for mistakes. The line is definitely a "Skilled captains only" line to play, but given the state of the line in general, and with the amount of things that can so easily go wrong (Space between torps)or just happen (Radar) , even the best players can sometimes have a hard time making the line work, as, once again, the line is a very Feast or Famine line to play. Also once again: Why play a feast or famine line when you can play anything else and just FEAST? CONCLUSION and suggestions to help the line: The IJN DDs have the most going against them. They're the greatest ones to be effected should hydro, Radar, and catapult aircraft be present. RNGesus forbid a tier X CV. While this does not make them BAD, it DOES give them the absolute highest skill floor to play. As stated countless times before, the line is a very heavy feast or famine, and requires very specific circumstances to be met before they can really shine. Minimal Radar, Hydro, preferably no CV at all, but if there is, the bulk of the aircraft are somewhere else and fighters aren't trailing you like a bunch of pilot fish, permaspotting you and all your torpedoes the second you launch them. They are really more a one-trick pony when its all said and done, and they aren't even as good at their trick as other lines of other nations are, especially at higher tiers. They have the worst guns and arguably the worst torpedoes as well. They're the least flexible line, and the approach to fixing the line, IMO, would be to increase the flexibility that the line lacks currently. While currently, the IJN DDs are certainly not bad by any stretch of the imagination. But they require very specific scenarios to perform at their peak, and those cases are fairly rare. There are many things that can screw over an IJN DD more so than any other line, such as Radar and Hydro. Unspotted enemy DDs. Aircraft. What would be the best approach to "fixing" the line? In the end, that is up to WG. Although my suggestions to help the line would be: Lower their torpedo detection to give them a little bit more room to work with, especially vs maneuverable targets. Give them a little buff to their reload and turret turn times. Nothing major, but give the line a little more flexibility that the other destroyers offer with ease Maybe some sort of new national trait. Maybe hydro won't have as big an effect on their torpedoes as it would on others. Maybe give the IJN the option to slot two torp modules and switch between them in battle for changing circumstances (Doubtful, but one can hope and dream) The aim of these changes and suggestions is to overall increase the competitiveness of the "Possibly Worst Best torpedo line in the game." The ending of this post was a little bit rushed because of time, and will be updated sometime within the next 24-48 hours. As stated at the beginning, the goal of this post is to be presented to and considered by WG devs, and if anyone else would like to have a nice, constructive debate down in the replies I would love to be a part of that. Share your thoughts and opinions. What do you think of mine? Are these valid points, or are the the stupidest ideas you've heard of ever since shock collards for blue whales? Discuss!
  4. Detonations need to go!

    I saw a detonation of a friendly Fletcher about a day ago. The last time I saw one was sometime in the first half of December.
  5. IJN DD status

    The IJN DDs are a heavy “feast or famine” line to play, because their main weapon relies on the enemy team being dumb as bricks. Their gunpower is laughable in terms of alpha, but their slow reload and turret turn time is, well, sub-optimal at best. An IJN DD will pretty much always lose a 1v1 DD engagement vs a DD from any other nation unless the enemy is low HP to begin with. Not enough to make up for her lack of real torpedo effectiveness outside of farming potatoes, but why play a “feast or famine” line when you can play something like a Fletcher and mainly feast? The lowest you’re gonna get Shimakaze’s torpedo reaction time is about a hair or so above 8 seconds with her F3s and TA on the captain. Not too bad, if it weren’t for the 6.4km range. Basically a suicidal weapon to use. Meanwhile Fletcher gets more or less the same torp reaction time at a much safer distance that ALSO reloads faster, but also gets better guns in terms of RoF and turret turn speed. Doesnt quite have the IJN alpha but the sheer RoF makes up for it easily.
  6. Dont you have a bridge to hide under?
  7. BBS must CAP First-NOT DDs

    Unless this happens:
  8. this is my point, you are talking as if there is no problem with the game, I and others are being destroyed by invisible enemy as close as 3 klms away, my question is why, I know how the game works  and i get is a answer the same as you have given me if the game is playing correctly, in my case it is not and I can get no answer as to why.

    1. Destroyer_Zekamashi


      Because the game is working fine. Nothing is wrong. Any ship that’s that close will always be detected unless they’re either A.) behind an island, or B.) in smoke. And in both of those cases something called RADAR exists. And if not Radar then Hydro. If you’re not seeing enemies that are 3km away then something is wrong with your client. Maybe your graphics card. Idk

    2. warfish55


      thanks for your reply, nothing wrong with pc, people cannot understand what the problem is, I have many friends with the same problem, might be distance from server ping 107 here Tasmania Australia , everyone tells me how it should work, I already know this and people cant seem to understand the problem and give me the answer as if the game has no problem,

      there is a problem and its not any pc issues.

  9. finnished

    Last time I checked no ship in the game has a detection range as low as 3km unless they’re either A.) behind an island or B.) in smoke. And in both cases they’ll need someone else to be spotting you for them
  10. Pictures Replacing Words

    Now all that needs to happen is for someone to make a Shimakaze one
  11. Playing on Bad Teams

    Kinda reminds me of a time some dude rage PMed me when I was in battle and I got back to port to find near 400 messages of rage spam
  12. Playing on Bad Teams

    Bad teams in WoWs is something that will always exist, no matter what you do. Nothing will ever fix that. Not in WoWs or in any game. However, these types of teams can be the root cause of all kinds of frustration. And frankly, who can blame them? When you have people who are sitting on the A line trying to snipe ineffectually at long range in a range-specced Minotaur or Des Moines, then that can really get under your skin, especially when it happens game after game. First thing's first, what is a bad team? For the sake of this post, we'll stick to the good ol' reliable. We'll define a bad team as: 'A team full of players who have the thinking capacity and communication skills of a cinder-block.' There is NOTHING wrong with mediocrity, and players can be "bad" for any number of reasons. They might be new to the game, or they might just be part of the "I play for fun" crowd. And that's fine. Whatever floats their boat, but sometimes that comes at the expense of yours. Don't let it. Now that that's said, how do you cope with it? Second thing, you need to realize that there are some teams that you just can't carry. Teams full of people who can't tell the different between an apple and a pear sometimes are just too much for one person or even a three man unicum division to carry. Some games are lost from the start for a number of reasons, and sometimes you just gotta cut your losses and get yourself as high up on the scoreboard as you possible can. But by not means does this mean to just give up. Always try your hardest to carry as much weight as you can, and sometimes, albeit rarely, sometimes you can nab victory from the jaws of defeat by torpedoing a pair of DDs in their smokescreen or something. More often than not though, trying for that Solo Warrior is like trying to kayak up Niagara Falls. So how do you carry? Step 1: Use the chat; The chat function is there for a reason. Use it. Sometimes when you need something done, like for that Moskva to use Radar or your friendly CV to strike a certain target, it helps to ask NICELY. Say please and thank you, and always compliment them for it to make them more willing to to it again for your later in the match if you need it. Now this of course is a double edged sword. If you come across as rude and snotty about it, that makes your team even less likely to do what it is you want/need done for you. There are always people who are gonna be stubborn even if you ask nicely, but restrain your anger. Just bite your tongue and cut your losses, say "well thanks anyways" in chat and leave it at that. Bad or stubborn players are always gonna be a thing, but yelling at them isn't going to make them play any better. Its just going to get you reported a bunch and possibly even chat banned. Its just not worth it. Step 2: Know your ship and the map; This isn't new to many veteran players, but knowing what your ship can and cannot do can be extremely useful when your team are all busy trying to fit a square peg in a round hole. For example, my Khabarovsk CAN tank lots and lots of hatred in the form of evasion tanking, and can whittle down key targets, and constantly be a pest that's hard as hell to get rid of with its potential max HP pool of ~41k. It cannot, however, take hits for an extended period of time, nor can it charge half the enemy team and expect to live to tell the tale. An Island Cockroach Des Moines can hold down a flank pretty well on its own. If your team manages to pull a cap and the enemy team is trying to fight it back, your DM can be extremely useful here to hold down the fort if you play your cards right. BBs can outright nuke targets like cruisers if their aim holds true and a little blessing from the RNG gods. Stealth DDs like Yugumo, Shimakaze, Fletcher, and Gearing are all fantastic for area denial via walls of skill and recon, as well as using smoke to cover the teammates who need it. Whether of not said teammate with take advantage of it is a coin toss, but you'll never know until you do it. Step 3: Capitalize on everything you can; Even the best of players make mistakes, and being able to take advantage of when they do can make a huge difference in the long run. If the enemy Zao is burning your team to the ground but accidentally shows a little too much broadside, if you can punish him for it, he'll likely be forced to disengage for a little while to lick his wounds, that is if you don't punish him to the point where his HP bar drops to 0, that is. Always keep an eye open for the enemy making any sort of mistake that your can capitalize on. But again, know your ship. DD AP isn't going to do much to even a broadside CA unless it's suicidal range, so don't break your stealth. Use your torps instead. Know your ships, yada yada yada.. punish mistakes Step 4: Carry as hard as you can; Carry like your life depends on it, which it usually does. Play to your ship's strengths as best you can, communicate best you can, and play the best you can. Carry your team with every bit you have in you. Sometimes it might just be enough to snatch a victory from the very jaws of defeat, and your team will be looking at you as if you're Jesus himself giving them a free $50,000 car. Sometimes, on VERY rare occasions you might even nab yourself that elusive Solo Warrior medal. Sometimes, and more often than not, however, some teams are just too bad for even you or your division of unicums to carry. When that happens, don't give up, but just be ready to cut your losses and place yourself as high up on the scoreboard as you can. As stated before, bad teams are a thing, and will always be a thing. Theres no guide that anyone can make, there's no handholding game mechanic that you can implement. Bad teams are forever, and now, you can at least try to consistently carry your teams through any scenario to the absolute best of your ability. If you're gonna go down, don't do it quietly. Until every last shell is fired and every last bit of fight in you is expended, never give up. Never surrender. Never stop carrying. Good luck and fair seas, captains!
  13. Reworking Detonations

    I detonated one of my best friends who I just so happened to be in a match with
  14. replay checkbox in settings

    Replays, at least the way I enabled them, are enabled once and forever. I think what you're complaining about is training rooms, but those are extremely easy to re-enable every patch and doesn't even take a full minute other than rebooting the game client