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About IronShibby

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  1. IronShibby

    Destroyer XP in T10 ranked

    In the comments below it will help to imagine the voice of a 15yo girl cos it's pretty much a big whine: "Provided they do the same amount of damage." Shouldn't the dd get a greater reward for sinking a ship 10x it's own mass? >"Spot, let team destroy, then get caps when safe." <<I totally 100% agree with this concept as it acknowledges that dds are much better off spotting and letting the larger ships shoot, where possible remaining undetected at the same time. It also acknowledges that 'get caps when safe' is better than "Go get the cap and be exposed while I sit back and farm damage from targets you spotted, while you burn!". Spotting and cap contesting: - Spotting is all well and good, but destroyers are at the whim of the rest of the team more than most. In that, when I (in my destroyer) spot and f3 a target and my team are potatos shooting disparate targets without cohesion, none of those targets will drop; enemy dd's will carry on unhindered; radar cruisers will find time to get to cover, and so on. Worse yet and a faster loss when the enemy are cohesive and delete the destroyers as they appear, thus leaving our potato bbs open to destroyer torpedo mayhem. The same thing applies to carrier games; if your team has inferior air protection then you will be spotted almost constantly, and therefore ineffective, and soon get sunk by artillery or by 2,3,or 4 bomber squadrons simultaneously. Unless you go hang out down the back with the french cruisers. Carrier players might be a little more focused on taem play if carriers lose XP for each friendly ship that is sunk by enemy air power. I can think of very few games if any that were carried by destroyers who had the inferior (or deleted) carrier. Cap contesting is valuable if you can draw them into a known position and sink them; it has no value at all if your own team can't sink red ships. Speaking of farming damage, how do we punish cruisers who'd rather get easy and reliable hits on battleships while ignoring destroyers in their field of vision? Especially frustrating when they sit at our cap and can't shoot the spotted targets because of islands in the way? If I don't spot there are complaints; if I spot and f3 targets they don't get fired upon. Then we loose match after match because they got bills they got's 'ta 'pay.
  2. IronShibby

    Destroyer 101-Using Isokaze

    Many thanks for the positive feedback, I did put a lot of opinions in there that might have drawn some flak and disagreement. SgtSpud those are nice stats! I'll read your guide with interest :) The example of Gaede and Akizuki was a poor choice, really it might have read "Any destroyer at all vs. any other destroyer at it's tier" . I did proofread the guide for obvious blunders but it was late last night when I posted so I missed that one. I hope the point is still clearly made.
  3. This will be the guide I wish I read before embarking on a career as a destroyer driver. For simplicity I'm going to recommend that you use an Isokaze with a 10pt captain to learn how to use torpedos effectively. If you like guns then battleships or cruisers might be a better career path for you. {TL;DR:- CHOOSE ONE NATION AND ONE SHIP TYPE, GRIND IT UNTIL YOU HAVE A TIER 10 SHIP AND A 19PT CAPTAIN IN IT. Choosing one ship type means destroyers, OR cruisers, OR battleships. Jumping around will leave you inexpert at everything.} Setting Your Intent: This is the most vital part of this guide. The other more technical aspects of the game are well covered by other posts, but i'll review them quickly. My own intent is to a) Get at least one kill per battle; b) Win the battle: c) Survive the battle. All three of those things are measured in your statistics in your profile. Take a moment to read the team list and review your intent BEFORE EACH BATTLE. Hold Alt to see the team list. Have a look for overpowered ships, names you recognize, hydro or radar ships, Is it destroyer heavy/cruiser heavy and are there 4 carriers in the match ... this will vastly affect how you can approach the match. Rookies don't do this, smart players do. How to achieve it? 'Defend10' means that you must stay alive for 10 minutes, so that you become an epic free agent roaming freely across a landscape of confused, wounded, frightened battleships and perhaps no destroyers left; the carrier fighters have been shot down and it's position is known, nobody knows where you are or where you will appear next, in fact the whole map will have thinned down a lot by this point. At this point, your power DOUBLES. The cruisers that remain will likely have taken some damage; if they know where you might be, and if they are smart, they'll come looking for you. Don't be there. When you launch torpedos at this stage of the game, they are much less likely to hit freindlies. Opposing battleships will have no way to spot you, unless you make a mistake. If they have no destroyers and cruisers close by, you can let them spot you while you are working into a sure-fire range of around 4km or less. Too many winnable games are lost because a destroyer died in the first 3minutes, contesting a cap or some other pointless nonsense like trying to gun-duel because someone said so in a forum. There is an ancient fact of war; who-sees-whom first generally decides who is victorious. You want to have the following situation: You know where they all are, particularly the battleships. The cruisers are wounded, sunk or on the other side of the map. GreenTeam® has the advantage in destroyer numbers. You know where the battleships are and you plan to take them down one by one. They don't know where you are, they rightfully fear you and they're praying that you're a new player who doesn't know what to do. Your torp range is out to 7.0km, more if you account for the ship moving toward you or into the edge of your range circle. (Only potatos drive in a straight line for that long, yet it happens a lot.) Optionally you can sit in smoke and wait for the battleships to approach; they kinda have to run down the dd's at this stage since there is nobody left to gun you down. You can fire 3 torp volleys every 38seconds - yes that is a lot of torps. Fire two at the oncoming battleship, use the 3rd group as backup when he turns or passes you and presents his broadside. Cruisers are able to fire torpedos back at you and should be treated with extra caution at close range. When torpedos pass behind the target: It's likely because the battleship accelerated. The white guidance line only calculates using the current speed of the bb, so you must put your first torps long; 2nd group on the white line; and 3rd group can be held off a little bit while you wait to see how the battleship responds. However. The Isokaze will reload torps in 38 seconds - you can afford to spam them. Guns and gunship destroyers: which destroyer is the best gunship for gunning down enemy destroyers? Is it the US close range guns, the USSR longer range beast mode guns? A: None of them. Here's why; Let's say you're in Gaede and you gunfight with Akizuki. You do really well, and win the gunfight. How does that look? It looks like you still lost 50% of your hitpoints and the RedTeam® knew exactly where you where for 2 minutes or so, plus you risked receiving torpedos which would have ended you. When you see another destroyer up close, do the following sequence: 1. Decelerate and turn, creating a torpedo launching opportunity. Try to not be spotted at all, ever. Your torps can get you a kill per game consistently; your Tier 4 Japanese (read: little) guns can get you a kill every 10 games or so ... maybe. Being exposed for 20s after firing pathetic artillery is not worth it. 2. "F3 The Target" which means point your reticle at them and press f3 on the keyboard; let your team fire at the dd. 3. Fire up your smoke if you were seen. Point directly towards/away from the destroyer who may have launched torps at you. 4. Keep turning away from the dd, once you launched your torps; DO NOT EVER sit still, sideways on, in smoke. 5. Fire your torps at the dd on a wide spread, ahead of him or into the smoke. If they smoke up the white line will be misleading (because the ship will decelerate hard, to stay within it's smoke). 6. Go re-engage the enemy somewhere else; that ship and it's torps are coming after you. *Re-engaging the enemy somewhere else is called kiting. It can be extremely valuable and effective to use. Theory and Math: Your exposure is only 5.3km, that's about as low as it gets in this game. Your torp range is 7.0km which is excellent, although they are a little slow but still sufficient for the Tier 4 Tier 5 ships you'll be aiming for. This is the math you need to learn about every destroyer you operate. In this guide we are still talking about the Isokaze; In the hands of a good player it is pretty OVERPOWERED for this tier. I've seen bb drivers threaten to ragequit cos of "Torps out of Nowhere!!!!!!!!" Which brings me to my next point: Your main targets are battleships. Ideally, they are new to the game and think that staying close to Islands provides them with cover. World of Warships has a 'circle of life', like a "Paper, Scissors, Rock" scenario which operates like this: Battleships>Cruisers>Destroyers>Battleships. Battleship guns can melt cruisers, but are not accurate enough to target dds unless they're lucky and you are really close. They have no torps, their tank is a huge hitpool; but everyone can see them. Cruiser guns can target destroyers and will melt you fast. They can easily tolerate your gunfire and are nimble enough to try to dodge your torps - they have their own torpedos too, forgetting that fact will cost you your ship. Cruisers will come hunting you. Their tank is medium mobility and medium hitpool. Do not rely on them (friendlies) to fire on the destroyer you just F3'd, they will often be so far down the back that islands will be in the way of their line of sight and their dispersal will be epic, and don't forget 73seconds in the air can affect accuracy. Destroyers can only set the larger ships on fire; which actually does help wear them down over time as they use up their damage control consumable and then burn down. But focus on putting torpedos into battleships is your main game for now. Your tank is being invisible and very nimble. When escaping the enemy 'WASD hax' should be done with your acceleration boost on, cease firing so that your Concealment Expert (CE) kicks in, and plan your direction of escape - a nearby island can hide you or keep you in the open if you run into it. *The Concealment Expert skill brings your detection range down by 10% on any destroyer and with camo it's 5.3km which is why I emphasize using a 10pt captain. *"Bow tanking" battleships: It can be fun, if you like cheap thrills and GreenTeam® is looking at a safe win, to try driving right up to a battleship before launching torpedos at her. Get right in there and get it done, Captain! -They hate that- Carriers: UGH Just hope that yours are better than theirs. DO use smoke to hide from their planes; many CV players know what a serious risk a loose destroyer can be. YES they will send 3 torpedo bomber squads against you to eliminate the risk. Avoid the section of the map that they are focusing on; stay in the part of the map near your own CV since that is probably where all the GreenTeam® planes will be. Stay nearby to your own cruisers and bbs to be a part of the "AA Bubble". Bonus strategy against CV's:- Fire your HE shells at the deck until it ignites; their planes cannot take off or land while it's on fire. (Sinking the whole bloody thing is better of course.) DO ask your own CV politely for help in locating the red CV; he may not be able to, but you can still watch the minimap to see where the red planes are coming/going to. Potato's: Are everywhere. If the West side of map gets crushed and your CV is sitting in it's starting position, DO take a sec to double click him on the map and suggest he move to the East side, something to that effect. A note about destroyers; It is not the way to have an easy life. For instance an average match might have 2 destroyers and 5 cruisers each side - so your natural predator outnumbers you 2:1 in most games. CV's are worse as they spot you with planes, you've never got enough AA to deal with it and the CV can just keep sending planes after you. If an enemy dd gets through to the CV, you will be blamed. If you called F3 on it repeatedly, it won't matter. If you take the cap and die, you contributed to the loss; if you don't take the cap someone may shoot/ram you. Tier 1 to 5 can be fun, from tier 6 you have to keep all of your existing skills plus learn how to deal with radar and not die plus learn that your smoke might well do precisely nothing at all to help you. *To be fair, there's only about 3 or 4 radar ships per side per tier 8 match these days as it has settled down a little. If cruisers are in range of your location they won't necessarily be able to get a line on your target, or they may simply choose to keep firing at a battleship for 2minutes as they are 'farming damage' instead of helping you out, So that you can sink the bb and the next one and the next. An Atlanta on the RedTeam® will be an epic demi-Unicum from hell, your Atlanta will be the squishiest potato you ever saw. Many low Tier cruisers will never consider sitting back at medium gunnery range when instead, they can be driving in front of your torps, costing you a ship kill plus a teamkill penalty; cruisers with their own torps won't understand you complaining about them firing torpedos up your [edited]. It's a lot to think about. I recently sighted the RedTeam®'s Atlanta captain on shore leave: Firing from smoke: The following things happen after you launch smoke; Everyone sees the smoke. People shoot into the smoke. They fire torpedos into the smoke. Cruisers and destroyers drive into the smoke with Hydroacoustic search on, so that they can hunt you down. So, Use your smoke to LEAVE AN ENGAGEMENT or to Hide your teammates. But mainly smoke is there for you to be able to GTFO safely. That is the pro-tip. Consumables: Always upgrade them and set to purchase using silver not doubloons. Containers: Always choose the signals and flags; you can buy the other stuff with 'currency' in the game. Super Containers (SC) are too unreliable. Silver: is [edited] (I mean that it is not fungible, not exchangable for goods and services and therefore not currency) and can only be used for buying a couple of things, and almost everything you have is not sellable for silver. Doubloons: means spending money from RL to get free XP (FXP) and should only be used for upgrading your captain until one of them is 19pts; then he will generate FXP quite rapidly. FOCUS ON GETTING A CAPTAIN TO 19 POINTS. Making money in the game: is not the point. If you grind your destroyers up tier by tier you'll have enough silver for the next ship, including fitout. If you are short on silver then perhaps you are simply not doing enough damage to get paid. Survive each battle until the end, get at least one red ribbon. High tiers and large vessels seem to have more issues with silver, I haven't yet had an issue with it perhaps because I don't play battleships/cruisers much at all. Concentrating: If there are idiots in the chat channel use your CTRL+Mouse button to click on the chat box and turn off chat. If someone is spamming the function keys (you can't stop them) you can report them for misconduct in chat. AFK players can be reported but also remember; if some player (it'll be a cruiser) refuses to push and does not help the team at all; he can be reported for 'Unsporting Conduct' instead. If you still can't concentrate then turn off the radio or whatever is distracting you; or just get sufficient sleep to concentrate properly. YOU ARE NOT REQUIRED TO PLAY SOMEONE ELSE'S GAME. Remember that if you have a superior grasp of strategy, then by definition he/she won't understand what you are doing. Reporting and Complimenting: (definitely worth it's own post.) I DO COMPLIMENT a player who gets 3 kills, even if he's a tool/[edited]/doughboy or anything else. I DO NOT usually report a player who has made a kill which helps the team. oh and the teamkill/teamdamage system is a joke so don't waste your energy on it. (A battleships shoots me with main guns. He turns pink. Ouch.) That system has multiple failures so it isn't worth much of your time. Spotting: happens automatically so you don't need to think about 'how do I spot", but a team player will be thinking "Where do I need to spot?" and it's fairly simple: put yourself in front of your team and in spotting range of the RedTeam®, such that your battleships have something to shoot at when you spot them. Taking Caps: Is a privilege you get for winning the game; winning the game means sinking enemy ships. The caps distract many players from their jobs so they get out of position, ignore the flanks, or sit in the 'B' cap in the centre of the map and imagine that the entire RedTeam® won't melt them down. This explains why so many teams are winning on points but then lose the battle; the opposition has spent it's time owning 3/4 of the map and can't be eliminated as they come around the corner in massive numbers; the team "defending the cap" is immobile, highly visible, and gave the RedTeam® a lot of time to choose the terms of engagement. The team with numbers can continue chasing down ship after ship; the caps will be taken accidentally as various ships run across the map to find new targets. In the picture below, Green team has sunk one more ship than RedTeam® and surrounds the enemy. Capping will be irrelevant in this battle. Taking the extra cap did not result in sinking an extra enemy ship, but the reverse may be true. Notice the upgraded consumables. Also notice the clock reads 6 minutes remaining - The Fubuki gets a nice position for a volley on the bb thanks to surviving well into the 2nd half of the match. GreenTeam® has more caps, RedTeam® has more ships. Which side would you like to be on. Team strategy: The 'Attacking/Aggressive Strategy':- an example of attacking strategy is, for example; Blob goes to A, a few go to B, and a spotter goes to C since that vessel may have landed close to C at the outset of the match. *But you wouldn't actually sail straight into that 2x2 grid square would you ... why give away your location for free? When it goes red, launch torps down it. If the other team also plays aggressively, you will have quite a battle on your hands. If you're lucky, they play the defensive strategy. An aggressive strategy usually includes having someone stay behind to watch the cap you already hold. This is very different from 'The Defensive Strategy'. The 'Defensive Strategy': There is no such thing. It's just a bunch of people sitting around waiting to be murdered. Allow me to labour the point: The defenders give away mobility. They don't support their own attacking players who went out to prosecute the RedTeam®. (It's rare to find all 12players on a team so stupid as to agree to this idea. ) They lose a couple flanking ships. They give away Intel in the form of their present location, with the result the aggressive team attacks when where and how they like, and each vessel can remain unseen until they fire the first volley. The bb's come around the corner together, and focus fire (aka focus down) one ship at a time. The opposing destroyers spot you before you spot them, simply because they choose to remain unseen and usually the 'defensive' destroyers get mown down by superior numbers. The defending team never, ever focuses fire on attacking ships coming around from both flanks or in numbers. Or, the West side of the map is lost and the defenders try to hold one cap, making certain that the aggressive team can choose the best angle of attack while remaining covered, wether covered by landscape or covered within the blob of 4, 5 or 6 ships. I have never seen this strategy work in any game. "Yo Cletus!" "Wut!" "There goes them thar cruiser out West!" "Cawl 'im back!" "Wha?" "We want thum thar RedTeam® ta know where ALL dem Green ships is!" If your team goes defensive you might be able to do a) Gain a kill but probably not b) Winning or c) Surviving. ***** THERES A TON OF STUFF I HAVEN'T COVERED. This guide is already too long. I haven't covered U.S. and USSR destroyer gunship strategy because I don't play that way, however many players do so and they do very well out of it. This is not that guide. ***** Use the following captain skills on Isokaze to obtain the numbers I have used: Bonus Material: Managing your winrate: Here is the excellent guide from LWM :- Getting 19pt captains, and why bother? Keep this link bookmarked once you get into a Tier 6 destroyer and write it down or memorize it (the section pertaining to radar). http://wiki.wargaming.net/en/Ship:Consumables /surveillance radar. PS, Kronshtadt is missing from that list. Yes I learnt that the hard way. Revolution. Shibby.
  4. IronShibby

    Reporting players at battle's end

    I DO report afk'd because they affect my winrate; and as has been discussed in this thread:- one report likely gets ignored, so that report does no real harm. But One hundred reports over a week will get that account investigated ... I hope. I guess my faith in WG isn't dead yet.
  5. Incorrect. It has no concealment against radar.
  6. Short version: Tier 10 random battle; i'm playing Asashio and a Shimakaze wants me to Cap B and when I don't, he spends the next few minutes ramming the Asashio, disrupting the whole team, and flaming me in chat. Then we lose. As many of you know by now, Tier 8 cruisers and various ships have radar. Tier 9 and 10 certainly do. So it isn't wise to rush into the centre cap in an IJN destroyer and park where the whole world can see and melt you in 10 seconds. The cap itself isn't going anywhere, and once you have numerical advantage you can take it. But, you won't need to since they all dead. As you may also know, the Asashio is a challenging ship to play at all times and requires a 'special' style of play which only gets more demanding in an up-tier match, ie, there's a bunch of Tier 9 and 10 running around when Asashio is Tier 8. In this particular match I also get criticized for sinking a battleship - my job - and rammed by a particular idiot (I won't name). This idiot began to get flamed by our own team for his stupidity until I turned off chat altogether. Then I got radar'd and died yay :-) Photos attached, but for brevity here's the chat: (Tool):asashio....should be called an albatroz (Tool):asaashio wth (Tool):Attention to Square E4 (Tool):Attention to Square D4 (Another Tool): I say sink him (Tool): i will (Green Team1): Asahio can't take on other dd's = bad idea to send him into cap (Another Tool): hen get targets i'll go in (Tool): look at him (Green Team2): [edited]HAS BB TORPS ONLY (Tool): the shitter could at leastr spot (Green Team1): and so could you - instead you tried to ram him & got beached (Yes he really did try to ram me. All the same I was able to get clear and snap off two volleys at long range against battleships near C and got 2 hits, but it should have been more) (Tool): still have a cap (I got a kill on a Montana at this time, there was only 3 bb's in this match on each team.) (Tool): he hits a torp on a bb that was 5v1 and dead (Green Team1): stop [edited] & fight At this point I mute the chat channel. For the record, I can and did take on another dd hoo-rah. This is what a traitor looks like. Ramming it's own team instead of doing the job. My ability to fire torps downrange was impeded and that player should have been helping us win, not wanking about. My battle ends radar'd and dead. It was nice to get a kill and some damage, but both myself and the entire team were distracted and crippled by that one player. It would be laborious to list the faults of that player but they made it impossible for us to win. *FYI the Asashio no longer caps or spots because it can't. It kills battleships.
  7. IronShibby

    Haida offensive build

    Firstly, it works. Also, this was the closest torpedo dodge i've ever managed :)
  8. IronShibby

    Haida offensive build

    Normally i'd agree with you. But the Haida is only useful up close. I only went against the CE dogma after some thought.... during your gunfight 1v1 with a destroyer how much is CE helping? How much when you're within 9.5k of a Cleveland? How much does it help when i'm silent at 6.4km from a target, and CE would only bring my detection down from 6.3 to 5.7? Is the CE better protection than an island? Fire guns = seen = CE irrelevant. Yes I do have it on every 10pt captain in every other destroyer i own ... I just couldn't fit it into my 'Offensive' 12pt captain build. First game out, first kill:
  9. IronShibby

    Haida offensive build

    I bought the Haida recently; played a few games and; I suck. The current captains skills layout was taken directly from the littlewhitemouse review, and I couldn't make it work. I have now gone with an offensive build instead: Firstly I am not getting torp hits, not at close range in caps as destroyers move; and nothing at all at 6-8km's. I can lose the range in favour of getting some hits. So the first new item is TA. It would be nice to have the faster reload, but there still won't be a high number of torps spewing from the deck tubes even if I installed TAE. And the guns are anemic; they aren't getting kills on dd's in a short time and don't have any noteworthy effect on cruisers and battleships. Being a destroyer, I really wanted Last stand but i'm just going to have to be careful. Also concealment expert is notably absent; however in a Tier8 matchup your only worthwhile concealment is an island. Once I start shooting, i'm going to be seen. CE will come with the next 4 points, eventually, but this vessel needs to be close to get kills; RedTeam® know i'm there either because i'm firing, or because of radar/hydro which should be considered ubiquitous for simplicity sake. The upcoming and desirable skills are LS, CE, and SE but I will have to earn those. The smoke will allow me to exit engagements but it's not magic; with a small area of smoke there are various ships willing to spam the smoke ring and get the occasional hit ... bad news for me doing 1/4 speed. Then radar anyway. Yes I get hunted in this ship. Therefore I want to kill destroyers quickly, therefore BFT and IFHE (German dd's made me a spoilt brat for firepower). Quick kills so I can leave; it's got to be kills or it's a pointless exercise. Taking 99% of the hp of someone is not an achievement that helps the team. Expert Marksman cos I want to have shots down-range first. Let the fun begin.
  10. IronShibby

    Nerfing Gaede Back to 128's

    Yes i've been avoiding ops due to my preference in dd's (and the fact that they don't seem well-suited to it). However i'll try that advice, i've got some cruisers and battleships lying around.
  11. IronShibby

    Nerfing Gaede Back to 128's

    Thanks i will look into that. On your picture there's a 'Daily Win Bonus' 200% ... that seems to indicate that you won the battle? I still need to learn all the ins and outs of how XP works. For example, in a match where i sunk 4 ships and got no elite xp, it may have been due to a low tier or some other game mechanic but I thought it was because of the loss.
  12. IronShibby

    Nerfing Gaede Back to 128's

    It's now at 0.6 so i'm going to list this approach as successful. 128's FTW!
  13. IronShibby

    Nerfing Gaede Back to 128's

    Yes lately i'm finding it's HE for a while until the dd's are gone, or at least the one or two nearby; then switch to AP for most of the rest although i'll change to HE for bb's if i've got time for the changeover.
  14. IronShibby

    Nerfing Gaede Back to 128's

    Yes i'm working on that ... I have a few premium ships and have kept a bunch of elite destroyers from further down the chain. A couple of my guys are at 15. I'm having good results with the 128's so far, the Gaede will stay in my collection for sure. I'm a bit tired of getting a few kills in a game, then the team i'm on melts anyway and we lose. This means no elite xp are awarded despite your high stats <deep sigh> Anyway the Z39 will go to 19pts, then Asashio, then maybe Graf Spee or MAASS i'm not sure. I've always thought a 19pt Clemson would be fun :)