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Found 41 results

  1. LittleWhiteMouse

    Premium Ship PREVIEW: USS Black

    USS Black is still a work in progress. Please be aware that all of the statistics and performance discussed here are subject to change before release. Hell and fire was spawned to be released. Quick Summary: A reward-version of the Fletcher-class Destroyer with Radar. Cost: Black is not for sale and can only be earned by achieving Rank One in five seasons of Ranked Battles. Patch & Date Written: 0.6.1, February 11th, 2017. Closest in-Game Contemporary: Fletcher, Tier 9 American DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique USS Black is a Fletcher-class destroyer but, like most premium ships, she has a few changes to make her stand apart from her sister ships. The changes summarize to the following: Black has access to the USN Radar consumable as an option in her third consumable slot. Her deck armour is 19mm instead of 13mm. The torpedoes she launches are slower, longer ranged and harder hitting than Fletcher's with a faster reload. Black swaps out the two twin-gun 40mm Bofors mounts behind her #2 turret for a pair of twin-gun 20mm Oerlikons instead. She's slower than Fletcher by 1.5 knots. She turns slightly better than Fletcher. PROs Armed with five, rapid fire 127mm rifles. She can fire up to ten 13.7km range torpedoes, doing 21,600 damage each and a with reasonable 96s reload per launcher. Decent anti-aircraft armament for a destroyer, including the option to take Defensive Fire. Excellent handling, including a small 560m turning circle, a 3.0s rudder shift time and 34º per second turret traverse. Good concealment values, dropping down to 5.8km with proper specialization and providing a huge stealth-firing window. USS Black can combine smoke and radar, making her the ultimate spotting & support ship. CONs Her 17,100 hit points are on the low side for a tier 9 destroyer. Horrible gun ballistics which makes gunnery of any target outside of 10km punitive. Her torpedoes are the slowest ship-launched fish in the game at 43 knots, taking a full two minutes to reach maximum range. On the slow side for a higher tier destroyer with a maximum speed of 35 knots. Her consumable "options" aren't really optional. If you take anything other than Radar in her 3rd slot, you're a fool. Doesn't appear to have Missouri's massive credit-earning potential. Here it is. This is the second reward ship for Ranked Battles, requiring primacy in five seasons to unlock her. Even in her preview state, Black has caused a lot of fuss. This seems to be a trend with these reward vessels. This is not likely to ever be a common ship. While it can be argued that over time, more players will have reached rank one in five seasons, the natural attrition of the player base will also see some of these veterans hang up their cap and stop playing. Flint isn't commonplace. Black promises to be even more rare. That doesn't undermine the dangers to the meta that an unbalanced ship can present. Still, the alarm that has met Black's preview statistics has been considerable. While not quite an Alabama Drama Llama in scale, the sky is once again (or is it still?) falling in certain community groups. I stress that what we're seeing presently is nothing more than a preview of the ship and not her final form. Things can change. Hopefully this thorough look into USS Black's current build will provide enough insight to see where changes may or may not be needed. Black shares the same camouflage scheme as USS Flint, the first premium reward ship for Ranked Battles. #GetBoat OptionsBlack has the same options as the Fletcher-class but with the added bonus of getting access to Radar in her third consumable slot. You have to swap out Engine Boost for this. Her Radar is identical to that found on Baltimore and Missouri, with a 9.45km acquisition range for 35 seconds. I firmly believe that Wargaming made a misstep with Black's consumables. Swapping her Engine Boost for Radar is a non-decision with radar being optimal in the majority of situations. A more balanced option would have been to make players of USS Black choose between a Smoke Generator and Radar. Thinking this would balance her is, of course, contingent on believing that a destroyer having radar is acceptable at all. We'll see if this consumable combination survives testing. Consumables: Damage Control Party Smoke Generator Engine Boost or Defensive Fire or Radar Module Upgrades: Six slots, standard USN Destroyer options.Premium Camouflage: Can I call this tier 9+ standard? It provides the same bonus as the Missouri: A 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. Firepower Primary Battery: Five 127mm rifles in single turrets in a superfiring A-B-P-X-Y arrangement. P turret is forward facing behind the torpedo launchers. Torpedo Armament: Ten 533mm tubes in 2x5 launchers mounted before and behind the rear funnel. Black is armed with five 127mm/38 Mark 30 naval rifles. These are the same guns first seen on the Benson-class destroyers at tier 8 without any significant improvement in performance. This staple of the USN Destroyer line is known for its tremendous rate of fire and excellent gun handling but also its famously poor ballistic qualities that lead to a very high shell arc over range. So while Black can potentially dish out monstrous levels of damage, landing those hits is considerably more of a challenge than the 130mm of Soviet Destroyers, for example. These weapons are very much par for the course for American destroyers and offer nothing in the way of surprises for veterans of the American destroyer line. By tier 8, destroyer caliber guns begin to lose the arms race versus the armour values found on capital ships. Even upgraded with Inertial Fuse for HE Shells, her rounds cannot penetrate tier 8+ Battleships anywhere except their superstructure. Her 127mm guns can only penetrate 21mm of armour without the skill while being able to best up to 27mm of armour with it. This value is important -- it's sufficient to damage the bows and sterns of all cruisers and select deck areas on most of these ships. But it's as a destroyer hunter where these guns excel, provided you can close the range. Their very fast turret traverse rate of nearly 34º per second allows the ship to be thrown into evasive maneuvers while maintaining her gun lock on target. This makes her a very real threat to any rival torpedo or gunship. Like USS Sims before it, Black has what the community has often referred to as "naval mine" torpedoes. Their speed is downright laughable at 43 knots (115.1 meters per second under the game's compressed distances). It takes these torpedoes almost a full two minutes to reach the end of their impressive 13.7km range. With a 96s reload, this allows you to put a second salvo in the water before the first is little more than 3/4s done their first run. The good news is that they have a very short surface detection range of 0.9km. However, given their slow speed, her targets have approximately 7.8s worth of reaction time which is fairly standard. Their real weakness is if they're picked up early. They're so slow that some ships can turn away and even outrun the darned things.Black's torpedoes are, at best, area denial weapons. While possible to ambush someone at point blank range and make their life miserable (and short), more often they're used as a fire and forget series of water-mines, helping push the Reds away from a given area. During testing, there was a bug present where Black's torpedoes weren't doing anywhere close to the right amount of damage. Though listed as capping out at 21,600, their damage was all over the map and never where it should have been. Several of the testers and I took USS Black out into training rooms and slammed fish into various bots, ensuring we got midship strikes with single torpedoes. Strikes against ships without anti-torpedo defenses never got higher than 12,804 damage. Hits to the Yamato's torpedo bulges did 8,368. Yet hits to a Mogami (A-Hull) did 13,093 while hits against the upgraded (C-Hull) did 12,397 damage. This is despite the torpedo bulges for these three respective ships reducing damage by 55%, 13% and 18% respectively. The math doesn't add up. Bug reports were filled out. Did I mention this ship was still very much a work in progress? Black's torpedoes will be a heck of a lot more fun to use when they work properly. Maneuverability Top Speed: 35.0 knots Turning Radius: 560m Rudder Shift Time: 3.0s The Fletcher-class, and by extension USS Black, has great agility. With a tiny turning circle and excellent rudder shift time, Black appears equally well set up to dodge fire as Fletcher. However, it should be noted that she's 1.5 knots slower than her sister ship. But there's more to this ship than that. Black bleeds speed faster than Fletcher does in a turn while maintaining a comparable maximum speed with her rudder hard over. It takes Fletcher approximately 20.4s to drop down to 30.6 knots in a turn while Black will drop to 30.3 knots in roughly 12.9s. This makes the Fletcher "skid" more through the first leg of the turn while Black's hull bites in. Thus, Black has a quarter of a second's advantage in progressing through a 90º turn at top speed and almost two-thirds of a second for full a 360º turn. Though Black has the same rudder shift time and turning radius of Fletcher, Black is slightly more agile in a turn despite their similar stat profile. Who'd have thought? Durability Hit Points: 17,100 Min Bow & Deck Armour: 19mm One of the strange differences between Black and Fletcher is Black's deck armour. It's 19mm on Black versus the 13mm found on Fletcher. This isn't a significant change but it has two highly situational benefits. First, it provides some protection against high explosive shells smaller than 120mm in diameter. HE Shells of this size, without a buff from the tier 4 Captain Skill, Inertial Fuse for HE Shells will simply shatter on impact for no damage. However, this caliber of gun isn't too commonplace within Black's matchmaking spread, being limited to the main battery of the Akizuki and the secondaries off of Russian and German Cruisers (yeah, like those are worth fussing over) and some of secondaries off of German Battleships (okay, THOSE are worth fussing about). Second, 19mm armour provides some defense against AP shells. Anything smaller than the 283mm off the Schanrhorst is unable to overmatch Black's armour. If (for whatever reason) a heavy cruiser decided to shoot AP shells, this creates a chance for the shells to ricochet off her deck if they come in at too shallow an angle. Yes, I know. Neither benefit is going to come into play very often. Overall, Black's hit points are on the low side for a Destroyer -- well behind the German Z-46 and the Soviet Destroyers (including the new ones which are also works in progress). It's only against the Yugumo that she has any advantage. Thus, engaging enemy destroyers isn't without risk -- Black simply doesn't have the big hit point totals to trade fire effectively, especially if she begins to struggle to land hits. This Akizuki didn't have the Inertial Fuse for HE Shells skill on her Captain. Short of hitting Black's superstructure, she couldn't hurt her with her HE. Had she been shooting a Fletcher, it's possible some of the splashes against her upper hull might have struck the deck and penetrated, but that's very unlikely given their flat trajectory at this close range. Concealment and Camouflage Surface Detection Range: 7.4kmAir Detection Range: 4.0kmMinimum Surface Detection Range: 5.8kmConcealment Penalty while Main Battery Fire: +3.81km (vs 12.9km gun range) Black has excellent concealment values for a tier 9 destroyer, bested only by the Yugumo. When fully kitted out for stealth, she weighs in with a 5.8km surface detection range and just over 9.6km when firing her guns in open water. Without boosting her range with Advanced Fire Training, this gives the ship a 3.3km stealth-firing window with her main battery. It's not unreasonable to see why there's very little need to extend the range of Black's guns, especially given the punitive ballistics at targets more than 10km away. More importantly is how this rather small surface detection range allows Black to shadow enemy ships and keep them spotted. There is no ship currently in the game that is as adept at spotting as Black. By keeping her guns silent, she can creep along, trailing enemy vessels from a safe distance. Should they try and blow smoke, she can make use of her Radar consumable which has a 9.45km range to continue to provide eyes on a beleaguered target. The only answer to such sneaky spotting tactics is to hope that a friendly ship can spot Black and put an end to her shenanigans, usually in the form of aircraft or an enemy vessel also equipped with radar, like a Soviet Cruiser. Black's worth is often measured by how well she can support her team. Black gives you some very powerful tools for controlling vision, with an American Smoke Generator, which provides 127s worth of cover to team mates while at the same time lighting up the enemy. In this way, under ideal circumstances your team can see the enemy and the enemy won't see yours. Black can continue to contribute by dropping her fish without losing her concealment values. Where her torpedoes are concerned, Black has an enormous stealth firing window when specialized for concealment. This is an obscene 7.9km. However, it should be noted that it will take Black's torpedoes 52 seconds to reach a target that's a mere 6km out. That's a long time for a ship not to make any course adjustments, so it's best not to use the lead indicator on the torpedoes and instead go for more of an area-denial approach to hedge your bets. Anti-Aircraft Defense AA Gun Battery Calibers: 127mm / 40mm / 20mm AA Umbrella Ranges: 5.0km / 3.5km / 2.0km AA DPS per Aura: 54 / 34 / 37 It's possible (though admittedly a bit of a waste with Black) to turn this ship into a passable AA escort. It's unlikely that this ship will ever be without some form of buff to its AA firepower, as Captain Skills aimed at improving her firepower will also affect her AA suite. This provides Black with an approximate DPS value per Aura of 64 / 41 / 45 which is rather respectable, especially for a destroyer. However, this isn't going to dissuade tier 9 and 10 air-groups from loitering in your vicinity. It's only with a heavy investment in skills and (for some reason) taking Defensive Fire that Black can make her anti-aircraft armament into a very real threat to enemy attack planes. As this would require you to drop Surveillance Radar, it's really not worth it. Black's AA firepower is enough to dent attack plane squadrons. But like most destroyers, you'll want to keep your AA turned off most of the time. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Playing destroyers in general isn't easy. However, Black is a little more forgiving than most. The Fletcher-class is already one of the better destroyers at tier 9 (and arguably, in the game as a whole). Black provides a set of training wheels in the form of her radar consumable to make life just that little bit easier for an inexperienced player. In the hands of a veteran, the combination of Black's consumables, concealment rating, agility and torpedo armament make her an enormous threat to the enemy team. For players who enjoy the support role, I can think of few ships as exciting as the (arguably overpowered) potential that Black provides. With the monopoly on radar for a ship with such a small surface detection range, Black will inspire many rage-threads in the future, I have little doubt. This ship lives to use and abuse spotting mechanics and strip any pretense of vision control from the enemy in local engagements. Mouse's Summary: Black is a Fletcher-class destroyer with Radar. If you didn't know it already, the Fletcher-class is hella-good in World of Warships. And now it has radar. The most rewarding use of this ship is through the control of vision in an engagement. Spot the enemy and protect your own team with smoke. The torpedo bug annoyed me to no end. Black is still very much a work in progress. Be aware this is a preview, people, not a review. So, this is a rather late preview. It's not a lack of effort, but moreover from a change in preview policies from Wargaming itself. Community Contributors should be getting earlier access to ships. What's more, we should also be providing our content much earlier within development cycle. But this in turn presents a problem: Ships early in their development cycle aren't necessarily well balanced and are likely to undergo a change or two before release. This should explain why I'm saying, over and over, this is a preview. This is why you'll see "Work in Progress" (WiP) watermarks on videos produced by my fellow contributors. It's also why there was a bit of concern about articles like these going into extensive depth about the current statistics of a ship rather than simply a broad overview. My own release was delayed until I got the specific okay to go into the minutia of this upcoming release. Playing USS Black was a real treat for me. First, it's a Fletcher-class and I have a real soft spot for the Fletcher. When I was little, my father had an old DOS-box he liked to keep running long past obsolescence which had a game "Wolfpack" on it. This pit Type VII, IX and XXI U-Boats against American Fletcher-class destroyers. It had a hot-seat PVP mode. My father would always play the Germans and I would get to take my turn as the Fletchers trying to defend my poor freighters and tankers from his predation. This mostly involved me chasing after his pillenwerfer and blowing the snot out of them with copious amounts of depth charges and hedgehog mortars. My father loved lording his gaming superiority over his then eight-year old daughter... USS Black brings back the warm fuzzies of those memories. Instead of chasing down U-Boats, I instead get to chase down enemy ships trying to hide in smoke while screening my own forces. It's a very rewarding style of play and it's such a shame that it's limited currently only to the Black. With that said, it's not without its dangers to the meta of game play. If Wargaming were to make such a combination more commonplace (either through many USS Blacks becoming available within the community or through the addition of Radar to a destroyer-line), combat in and around capture points would certainly chance towards the more passive. The only thing worse about being the first ship spotted is being the only ship spotted and focused by the entire enemy team. I personally think that combining radar AND smoke one a low surface-detection ship is the wrong way to go. I hope to see USS Black have to choose between the two. But who knows? We'll see how her development continues. In Closing As a final reminder, take what you've read in this preview with a pinch of salt. There's plenty to discuss, maybe even a few elements to be concerned about but I would hold off on brandishing torches and pitchforks if you object too strongly about something you see in USS Black. Similarly, don't get too excited or married to the idea of a particular combination of stats if you think this ship is a must-have. Things will change.
  2. The following is a review of Asashio, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 15th, 2018. Abandon all hope, all ye of heavy displacement. Quick Summary: A stereotypical high-tier Japanese destroyer with specialized, 20km-range deep water torpedoes that make battleship players wet themselves with terror and unicum rage on the Forums and Reddit. Cost: Undisclosed at the time of publishing. Patch and Date Written: 0.7.3, April 9th to 15th, 2018 PROS: Powerful torpedo armament. Enormous damage potential per torpedo hit at 20,967hp per unmitigated strike. Highest flooding chance in the game at a base value of 436% per torpedo hit. Her fish are fast (67 knot), long ranged (20km) and stealthy (900m detection) Excellent gun fire angles. When rigged for concealment, she can get her surface detection down to 5.37km. Access to a Torpedo Reload Booster consumable without sacrificing her Smoke Generator (!). Easy to learn and she makes scoring big damage totals trival. CONS Smallish hit point pool of 15,100hp. Slow firing guns with a 7.1s reload time. Sluggish turret traverse at 6.9º/s (26.1s for 180º). Torpedoes can only engage battleships and aircraft carriers (!!) Laughable AA defense. Slow for a high tier destroyer with a top speed of 35.0 knots. Matchmaking significantly affects the ability to influence a match in a positive way. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Asashio is a paradox. She is, simultaneously, one of the easiest and the most difficult destroyers in the game to play. This is a destroyer where a novice can score huge damage totals. It's also a destroyer where veterans are challenged to use every trick in their arsenal to get a win. Unlike other "easy to learn, difficult to master" ships, Asashio doesn't present a high skill curve. She presents a wall. Asashio's over specialized torpedo armament is terrible -- effectively limiting your tool kit so much that you cannot effectively engage two-thirds of the enemy roster. While she easily farms damage and kills on battleships, influencing the overall outcome of a close match is near insurmountable without a hell of a lot of skill and game knowledge. Thus, there are two tiers to Asashio game play and some players simply are not skilled enough to make her work in these situations. - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Most of Asashio's ratings aren't up for debate. She is the at stealth at her tier, bar none. Nothing is sneakier though some do have competitive Vision Control. Her anti-aircraft firepower is so as to be laughable. While she rates in both agility and durability, she only just manages to eke out these evaluations. She's on the very low-end for both and the introduction of another agile or another tough ship would knock her down into the rating. Where the debate will reside, if anywhere, is how to categorize her offensive capabilities. No one would argue that among the tier VIII destroyers, she has the firepower against battleships. At the same time, her firepower against cruisers and destroyers is downright . I give her the evaluation as a result -- a middle-ground compromise though her in-game performance may fluctuate wildly based on target availability. Options Consumables: Asashio has four consumable slots. Her Damage Control Party is standard for a destroyer. In her second slot, she has a standard Japanese Smoke Generator. This has a 28 second emission time and each cloud lasts for 89 seconds. Asashio's Engine Boost is standard. And finally, she rounds out her consumables with a Torpedo Reload Booster. This reloads her torpedoes in 8 seconds like Kagero, Harekaze and Yugumo. Unlike many other IJN destroyers, you'll note that Asashio does not have to choose between this consumable and her Smoke Generator. Upgrades: Five slots, standard destroyer upgrades. In your first slot, take Magazine Modification 1. You're a destroyer. You explode violently often. Next up, take Propulsion Modification 1. Speed is life for a destroyer and this will help keep your engines in the game. or Aiming System Modification 1 is optimal, providing a small improvement to your dispersion and accelerating the rotation rate of your torpedo tubes. Alternatively, you can try to correct her sluggish turret traverse with Main Battery Modification 2 at the cost of her already abhorrent rate of fire. Propulsion Modification 2 is generally preferred in slot number four. This gives improved acceleration from a dead stop. Asashio will spend some time parked within her own smoke and the extra pep in her engines is welcome. This is a no-brainer for most. Concealment Modification 1 will help her reach her maximum level of concealment. Black becomes green. Blue becomes black. White turns to more-different white. Thanks, Yamamoto collection! Camouflage: Asashio comes with Type 10 Camouflage. This provides a 10% reduction to repair costs, a 50% bonus to your experience gains, a 3% reduction in surface detection and a 4% reduction in enemy accuracy. Similar to Atago, this camouflage starts off with a blue pattern, but you can change it to green if you've completed the Yamamoto Uniform collection. Firepower Main Battery: Six 127mm rifles in 3x2 turrets in an A-X-Y superfiring configuration. Torpedo Armament: Eight torpedoes in 2x4 launchers. Asashio has a singular designed purpose: to make the two principal warring factions on the World of Warships Reddit, the BBabies and the DD-Mafia, down-vote each other into oblivion. Wargaming knows that by doing this they can eliminate their two most vocal detractors, or at least keep them distracted long enough to finally get around to balancing Aircraft Carriers without interruption. TORPEDOES Asashio will slaughter your battleships without remorse and there's not much you can do to stop her. Asashio's tools of destruction are a pair of quadruple torpedo launchers mounted amidships. These have excellent fields of fire, a horribly long reload and they break often when you look at them funny. All of this is pretty standard fare for Japanese destroyers. What makes Asashio so special is that she effectively mounts the equivalent tier X, Shimakaze warheads two tiers lower. They are blisteringly fast, ridiculously long ranged and have enough striking power to end worlds. Wargaming has "balanced' this (ha!) by modifying them into a Deepwater variant -- because zero reaction time is what makes facing torpedoes fun and fair. This Deepwater thing has two components. First, it limits the number of targets that can be hit. Destroyers and Cruisers need not fear Asashio's torpedoes at all. She's utterly incapable of striking them. She is instead limited to damaging aircraft carriers and battleships. Given the logistical nightmare of encountering an aircraft carrier in the modern meta, Asashio therefor has a rather myopic fixation on nuking dreadnoughts. You can allay any fears you may have had about poor Asashio's success rate with landing hits, though. The second part of Deepwater torpedoes is their tiny surface detection. Asashio's fish are only spotted at a range of 0.9km. With the added nerf to aerial detection, her torpedoes can safely run their full track with little fear of being seen until it's too late. Short of preëmptive WASD hax, battleships do not have enough time to avoid Asashio's attacks if they wait until they're spotted which all but guarantees hits for well-aimed strikes. Even stacking anti-torpedo skills and modules does little to help. It's only those battleships with the Hydroacoustic Search consumable that have any hope of belatedly dodging Asashio's fish, and even then, Vigilance is almost a must. You have no real hope of trying to dodge Asashio's torpedoes in a battleship if you're only reacting the moment you spot them. Only those battleships with the Hydroacoustic Search consumable can afford complacency. Duke of York (tier 7), Bismarck (tier 8), Friedrich der Große (tier 9) and Großer Kurfürst (tier 10) are only ever safe while their consumable is active, however. The Two Layers of Stupid Asashio double-stacks the stupid with two scoops of insanity. Mindfuc ... er, "Vigorous Sexing of the Brain" the First: Asashio has a 20km range with her torpedoes. Alright, so Asashio has ridiculously long ranged fish. The implications of this are pretty horrifying when you stop to think a moment. With her 112s reload (which reduces down to 100.8 seconds with Torpedo Armament Expertise), Asashio is making her first cross-map launch before anyone has finished deploying. This means that in the opening minutes of a match, from the moment they are spotted, battleships must anticipate incoming torpedoes. Most battleships have scarcely moved beyond their starting location by this time and may only be taking their first speculative, long-range shots at their counterparts. There is unlikely to be any effective torpedo detection screen between them and this first salvo from Asashio, so battleships must begin evasive manoeuvres within the first two minutes of a match or risk taking torpedo hits. The travel time for Asashio's 67 knot torpedoes is less than two minutes to their maximum range. Battleships must make course adjustments with this 100 second reload timer in mind -- every minute and a half, change course and heading. The other element Asashio's ludicrous reach allows for is taking advantage of the Torpedo Acceleration skill without losing significant amounts of range. Asashio with Torpedo Acceleration now has 72 knot torpedoes at up to 16km, further reducing reaction times. This greatly increases their threat and this does very little to limit their practicality in long-range engagements. The only salve to all of this is that the gaps between torpedoes at very long ranges are huge. It is unlikely that more than a single torpedo will hit per launcher at ranges of 15km or more, even if they're perfectly aimed with a narrow spread. Asashio players that insist on trying for these Hail Mary shots will not prove very effective in the long run. But, of course, Wargaming thought of this, which leads us to... Vigorous Sexing of the Brain the Second: Asashio has access to the Torpedo Reload Booster consumable. If you thought there was any pretense of making this fair, Asashio can double-up on her torpedo drops every four to six minutes, allowing her to go Super-Saiyan and turn into a blonde-haired Shimakaze for a moment. Within 9 seconds, she can dump a full sixteen (!) torpedoes, dispensing a veritable "wall of skill" for battleships to face. At long-range, this increases the likelihood of landing multiple hits -- though usually no more than four on a single target. But that's not the real danger presented by this consumable. It's far more deadly when used to space out torpedo hits so that they land in between uses of the battleship's Damage Control Party. It's all but guaranteed that if one of Asashio's torpedo hits causes flooding that battleships will immediately patch this up. By waiting a mere 10 or so seconds to launch their second wave of torpedoes after the first, any follow-up hits are likely to stack the dreaded damage over time effect. And if you thought your anti-torpedo defenses on your Yamato-class battleship would keep you safe, I have news for you... Asashio Doesn't Care Whatever pretty little torpedo defense you think your battleship has, Asashio doesn't care. She's blessed with the highest flooding chance in the game. Even when facing targets with the best torpedo damage reduction and striking them directly on their anti-torpedo bulge, she is still likely to open them up to sea water and cause critical flooding. You know you're dealing with a monster when some of the best-protected ships in the game can't prevent flooding two-thirds of the time. This makes follow-up strikes much less of a gamble. Even a lone torpedo can doom a battleship to slowly hemorrhage up to 60% of their hit points. The inclusion of Torpeedo Reload Booster to Asashio's arsenal is that much more dangerous because of this fact. It's a damn good thing that her torpedoes don't override the damage mitigation provided by TDS as well or we'd have words. Asashio has the best flooding chance in the game currently. Even with maximized TDS, most battleships are very likely to take flooding critical hits. Even Kagero's torpedoes don't compare. Großer Kurfürst, Friedrich der Große, Lion, Iowa, Missouri, Kii, Nagato, Ashitaka, Dunkerque, Tirpitz, Bismarck, Monarch, Gneisenau, Scharnhorst, King George V, Duke of York, Mutsu, Warspite, Queen Elizabeth, North Carolina, Nelson, Bayern, Lyon, Hood, and Normandie have zero chance of preventing Asashio from flooding them. The absolute minimum torpedo defense system a battleship requires (before upgrades) to prevent flooding is a 28% reduction. Less than that and your TDS is trash. Torpedo Summary Asashio has some great torpedoes. They're so good in fact they outright negate most defenses battleships can take to mitigate them. Unless your battleship has a minimum of 28% base torpedo protection, Damage Control Modification 1 does nothing to increase your chances to mitigate flooding. Target Acquisition Modification 1 and Vigilance will not give enough warning to help avoid Asashio's torpedoes. Only Hydroacoustic Search does. Asashio's torpedoes are, by design, a hard counter to battleship play. It's too bad that's all they're good for. GUNS! To the detriment of many a team reliant upon Asashio doing more than farming damage off battleships, Asashio's guns will be a mere afterthought. Short of Akizuki, no other Japanese destroyer is as dependent upon her main battery armament for her success as Asashio. With her torpedoes so heavily specialized, proper management of her guns is absolutely critical for helping your team win. Ignoring or dismissing them will cost you many games. You cannot (and must not) ignore destroyers and cruisers in favour of making battleships poop themselves with rage. Like it or not, you're going to have to use your guns in Asashio if you want to succeed. For such a critical weapon system, they suck moose balls. Her gun armament is almost identical to that of a fully upgraded Kagero or an A-Hull Harekaze. The only difference is range where Asashio enjoys an extra 1.6km reach. While this does give her a larger surface detection bloom when she opens fire, the extra distance is quite welcome given the different targets you will have to attack with these guns. While they have excellent ballistic arcs and shell performance, they are utterly lacking in rate of fire and damage output. Their traverse rate is horribly sluggish. You cannot and will not enjoy firepower superiority over anything short of select lower-tier IJN destroyers, and then only if your guns are already facing in the right direction. Yet, you will be repeatedly asked (and expected) to take on the likes of Bensons, Fletchers and Khabarovsks in Asashio if you want to win. The nightmare scenario for Asashio is to find herself in end-game of a close match facing a hale and healthy cruiser or destroyer. To this end, aggressive plays with her guns are often a necessity early on in engagements where friendly ships can help secure a kill or drive off enemies. However, these attacks are not without their risks and attempting them at the wrong time against the wrong target will simply make you look foolish. Make use of smoke and every cheap tactic you can imagine. Join fights late to preserve your own hit points and take pride in whatever licks of damage you can get in. You don't want to have to do this on your own late in a game. Asashio's guns are utterly ill-suited for the heavy lifting that's asked of them, but they're all you've got so make the most of it. Asashio isn't outgunning any of her contemporaries without help. So this is the part where I'm supposed to tell you that disparity of the two weapon systems creates some semblance of fairness. I'm not gonna. The asymmetry of the power level between Asashio's guns and torpedoes does make an interesting case study on the subject. My own opinion is that Asashio is decidedly lopsided -- downright comically so. This is a ship whose success can largely be attributed to team Matchmaking. If there's a lot of battleships on the enemy team and not many destroyers, you'll have a great game and likely come out as MVP if you time and aim your fish correctly. When it's not, most players will fail their teams utterly and it's really not their fault. In this regard, Asashio is best compared to HMS Conqueror, the tier X Royal Navy battleship. Armed with twelve 419mm guns spamming nothing but HE shells, Conqueror often tops the team lists and gives the illusion of being an absolute rock-star. No enemy battleship can stand against Mega-Zao (thank you, Flamu, for that wonderful name). Similarly, no battleship stands any kind of chance against Asashio. Facing either of these monsters is not fun. However, they won't win as many games as their ridiculous damage totals indicate they should. Short of an early Devastating Strike or gutting several battleships at once, Asashio's influence is surprisingly limited. I cannot stress this enough, and it will be difficult for some players to reconcile -- Asashio's armaments are as controversial and heavy-handed as Royal Navy battleship HE. They will seem to contribute far more to team success than they actually do. For some players that are just looking to get some big damage numbers, Asashio will be a dream boat. For those where winning is more important, Asashio is a liability if Matchmaker is unkind. The more I played Asashio, the more I began to appreciate and value gun-kills over torpedo kills. I loved the challenge of contesting and battling over cap circles. My torpedoes farmed some easy damage, credits, experience and complete missions (often with trivial levels of difficulty), but the real battle was taking on and besting enemy destroyers and cruisers with her artillery. For high-end play in this ship, it's all about how and when to use her guns rather than maximizing her torpedoes which I find delightfully ironic. This isn't easy and this isn't for everyone. If you prefer, you can just mindlessly dump fish into battleships at the cost of objectives and winning. It's what everyone is expecting you to do. Summary Asashio's torpedoes are brainless easy-mode. Asashio's torpedoes will not win you games. You're going to have to use your guns if you want to win. Often a lot. And it's not always going to work out for you. Evaluation: What it would have needed to be : I was really on the fence with this one. I almost bumped her up from a rating, so it's not going to take much to upgrade. Faster firing guns alone would probably do it. If her torpedoes became even more versatile she'd be so broken it's not even funny. Defense Hit Points: 15,100hp Maximum Protection: 20mm gun turrets. Minimum Extremities & Deck Armour:19mm Red bars are not to numerical scale (just to feels scale). For those without feels: You're an inhuman monster. Evaluating destroyer durability is pretty straight-forward. At tier VIII, there's only one destroyer with a gimmick and that's USS Kidd with her Repair Party. All of the other destroyers conform to the norms found at tier VIII, with 19mm worth of armour covering the hull and deck and 13mm superstructures. Thus comparing them is simply a matter of looking at hit point totals and lining them up from best to worst. Kidd wins out with the third highest overall hit point pool and her mutant healing powers. Asashio doesn't come out well in this line up, truth be told. She's not as as Harekaze and she even beats out Loyang, but it would be a mistake to think that she's in a good place. She's just not strong enough to trade with enemy destroyers at her tier. All of those problems with her guns compound because she's just not tough. In order to have any chance of staying alive, it's imperative that you invest in Survivability Expert to give Asashio an additional 2,800hp. While you're likely to meet opponents who have the same skill, in those encounters where you bump into someone without, this can make all the difference. Evaluation: What it would have needed to be : Kidd's Repair Party or 5,000 more hit points. Asashio is nowhere close to being in this category. Agility Top Speed: 35.0 knots Turning Radius: 640m Rudder Shift Time: 3.6s Maximum Rate of Turn: 7.0º/s How to have not-terrible agility at tier VIII: Stand next to ducky. Bonus points if it's a static bot. This works well for tier VII battleships too, though they must stand next to Colorado. All jokes about Akizuki aside, Asashio's agility is not in a good place. Her 35 knot top speed is slow for a destroyer. Once outliers are removed, 35 knots is among the slowest top speed you'll find within her Matchmaking spread. She's not alone at this value, rubbing shoulders with the likes of Fubuki and Shinonome at tier VI, Mahan at tier VII, Kagero at tier VIII and Black at tier IX. Combined with her large(ish) turning radius of 640m and Asashio doesn't come about particularly quickly. She's no slug, but she's definitely no American DD. This package of traits is nothing new. Most IJN destroyers share the same combination of lackluster traits which makes them vulnerable to being run down by enemy gunships and it complicates avoiding aircraft. This is definitely one of Asashio's weaknesses, but it's not an exaggerated or crippling weakness to be sure. Evaluation: What it would have needed to be : Asashio is only because Akizuki is also a tier VIII destroyer. She's right on the cusp of being . To get her out of the doldrums, she would really need something special here, like an extra five knots of speed at the very least and more perks besides. Anti-Aircraft Defense AA Battery Calibers: 25mm AA Umbrella Ranges: 3.1km AA DPS per Aura: 10 Please note the sarcasm. Evaluation: What it would have needed to be : Not allowed. This is the fulcrum upon which all Asashio balance is based. Honest and for true. I mean it for realsies, guys. Refrigerator Surface Detection Range: 6.84 km Air Detection Range: 3.78 km Minimum Surface Detection Range: 5.37km Concealment when Firing in Smoke: 2.55km Asashio is not only the stealthiest destroyer at her tier, she's the stealthiest destroyer within her Matchmaking spread. While she is matched by Kagero and Harekaze for surface detection, Asashio squeaks out a smaller aerial detection on top of this. Now this is really splitting hairs, given that it's a paltry 60m, but still. For a destroyer that boasts upwards of a 14.63km stealth-launching window for her torpedoes, her surface detection range looks like complete overkill, but it's not. It's one of the few tools that gives Asashio any pretense of supporting her team, should her player be so inclined. Like IJN destroyers, Asashio has the stealth advantage and can usually spot enemy destroyers before being spotted in return. The safety window for doing this is tiny in some cases and always full of risk. Short of tripping over some of the biggest thunder-chunkers masquerading as fellow lolibotes (Khabarovsk, I am looking at you), there's often not time enough to turn away before being seen in return. Given Asashio's weakness to winning one versus one engagements, it's imperative to capitalize on these early encounters when there are still friendly guns around to provide backup. Don't be shy of sacrificing a few hit points to help ensure that an enemy lolibote gets wrecked. Don't be so quick to reach for your Smoke Generator either -- try to force the enemy to smoke up first and keep providing eyes for your team. As wonderful as Asashio's dominance of stealth is, she doesn't have everything her own way. She cannot scrape off enemy aircraft to save her life which can easily keep her perma-spotted. In addition lots (and lots) of radar / sonar equipped ships would love to trip over a vulnerable Asashio. Once they get on your butt, you're in for a rough time. Evaluation: What would have to happen to DOWNGRADE to : This is much closer than it looks, with Loyang being an easy contender for the best at her tier and Harekaze & Kagero sharing functionally the same concealment. While Asashio dominates in stealth, Loyang combines reasonable concealment with her totally-not-overtuned-in-the-slightest Hydroacoustic Search with its extended range. How to Help Control the Battleship Overpopulation Asashio makes a great trainer for higher tiered IJN destroyer commanders, though she may not be ideal for lower tiered ones. The following is the ideal build for Asashio. Feel free to follow along using ShipComrade's Captain Skill Calculator to try out various test builds. Start with Priority Target. This skill has lesser value in IJN destroyers (if you're seen, it's pretty safe to assume everyone is shooting at you), so I would value Preventative Maintenance with equal weight here. You're still a destroyer, so Last Stand has the highest value at tier 2. Next up, take Torpedo Armament Expertise. This will drop your reload time from 112 seconds to 100.8 seconds. For your 10th skill point, Concealment Expert shouldn't surprise anyone. And finally, double back to tier 3 and take Survivability Expert to boost up your hit points from 15,100 to 17,900. After this, it becomes a question of choosing between some high value skills between your six remaining skill points. At tier 2, Torpedo Acceleration is of the highest value, with Adrenaline Rush and Expert Marksman following in order. At tier 3, Basic Fire Training is of higher value than Superintendent. At tier 4, Radio Location is invaluable for influencing vision control. Between these six skills, distribute your six remaining points as you choose. During play testing, I used a 15 point commander that took Torpedo Acceleration. Development Version 1.0 She began life in late December of 2017. Her first iteration was little more than a Kagero-clone in terms of game play. The reactions to her announcement were... well, they were to be expected. Version 2.0 Fast forward to early February and we received a new version of Asashio. She acquired her now infamous Deepwater Torpedoes and her Torpedo Reload Booster no longer competed with her Smoke Generator. I had a lot of fun playing this version of Asashio. I admit, I gave her a big ol' thumbs-up during my first few times out in her and she kept right on delighting me. The honeymoon I was having with her was short-lived, however. A week later and I began having concerns that she was a little overtuned as it was far too easy to damage battleships, though I admit this view was narrowly focused. Not all the other testers were enjoying the same level of success. Version 3.0 Two weeks after version 2.0, we received the third and what would prove to be the final version of Asashio. She received a slight increase in the surface detection of her torpedoes. This change would not significantly affect her performance. This brought her gun handling and rate of fire to the same level as Kagero. This opened up the possibility of engaging lower tiered IJN destroyers in uneven gun fights. It was clear that Wargaming wanted a battleship hunting monster and that was the ship Asashio was to become. My views would mellow out over time, however... Final Evaluation Mouse's Summary: Asashio won't break the game. When you look at her analytically, she's not a very competitive destroyer all told. The current battleship-heavy meta empowers her. She's only as good as the persistence of that environment. Asashio, by her very design, will polarize opinions. She is very good at being simultaneously a battleship assassin and a punching bag for cruisers and gunship destroyers. This is a ship built upon the principle of no counter-play, exaggerating the old paper-rock-scissors design of 2015. Dreadnoughts that are alone and/or exposed or those that are sailing predictably at long-range are going to get punished and punished hard. One on one, they also stand no chance. Similarly, there is very little Asashio can do to an enemy gunship destroyer or cruiser that wants her booty when she's caught without support. She is, in all aspects, a comical exaggeration of the IJN destroyer stereotype, for good and for ill. I do not see her being much different from a less versatile version of an old-timey Shiratsuyu or a similarly myopic Kamikaze-sisters that's all about the battleship damages. Really, boiled down to the sum of her parts, Asashio is a trashbote that is poorly equipped to play objectives, but at least she'll wreck something. This makes evaluating her fun. Let's use the Angry Youtuber scale for this. I know, I know, I'm getting this review format slightly out-of-order, but indulge me: GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely On the one hand, you've got the obvious Battleship perspective: To Battleship Players: Asashio is the end of all things. Game balance and fun as we know it is doomed. Uninstall now. The good times are over. Despite Asashio's predation techniques already being present in the Pan Asian destroyer line, this time it's super-cereal because it's now in the hands of an IJN destroyer that couldn't fight their way out of a wet shoe-box. At the other extreme, we have the perspective of someone who abhors the current BB-heavy meta: The Return to Eden. This is the destroyer those BBabies deserve. Now you can punish those BBabies for having the nerve, nay the audacity to dare enjoying that ship type and game play. They're about to Get Balanced™ in the most extreme way possible. It's doubly delicious that it's coming from an IJN destroyer, whose tech-tree line has suffered the ignominy of being nerfed over and over and over again while battleships have only ever received buffs! Don't fact check that last part! For anyone else, she's just another IJN destroyer but with gimped torpedoes. Asashio is about as terrifying as a cute little bunny. Most ships in the game can counter her easily with a simple count of three (counting to five is right out). Still, you've got to give her mad props for flying about and decapitating BBabies. Asashio is not well designed. In the hands of the masses, I predict she will hoover up some ridiculous damage totals but her win rate is going to suck. She should mirror Shimakaze in many respects. Most players will enjoy her -- she'll do some nice damage but short of being in the hands of a unicum, her influence on the overall outcome will be dictated by what Matchmaker hands to her. It's a fallacy to think that she will greatly influence the meta. Battleships are already loathe to push if they even smell a destroyer ahead of them. Few take the time to differentiate the threat between ship classes, treating all destroyers as if they had the ability to catastrophically end them suddenly. Similarly, assuming that Asashio will unnecessarily punish any battleship that does have the audacity to push is also fallacy. ALL destroyers (and all cruisers and other battleships) will always focus on the closest battleship. It's already chronic on how many players will focus on the ease of stacking damage against battleships over more critical (and perhaps closer) targets. Asashio does not change this. What Asashio does do is exaggerate these bad habits. I grant you: she's not well designed. But at least she does this because she has to rather than by the fault of the player. Would I Recommend? Asashio absolutely trivializes a lot of requirements for missions and campaigns. She's also going to be a great ship for people that are trying to unlock achievement badges for destroyers and Japanese ships. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No, I wouldn't. The mirrored team building in Co-Op means it's possible for you to end up in matches with only a single target for your torpedoes. This makes it hard for her to earn XP and Credits. Similarly, if there was ever a Scenario which didn't have a plethora of enemy battleships to target, Asashio would suck hard and not in the sexy way. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Very yes on toast. This is where she belongs and she'll reward you well. Devastating Strike, Witherer, High Caliber and LIquidator medals will come easy. You may struggle to achieve Confederate medals however, unless Matchmaker REALLY likes you. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Please don't bring this on my team in Ranked. I'll forgive you if somehow the meta is something other than destroyers this season. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes, Asashio is a storied vessel with not only an extensive service record, but a sad and honourable end. For Fun Factor: Bottom line: Is the ship fun to play? I enjoy this ship a lot, though I do so with some mild pangs of guilt. They're only mild, though, so I wouldn't call the affliction serious enough to stem any recommendation. In Closing I had a lot of fun putting this one together. I've hoped you enjoyed reading it. This is one ship where I would love to look over Wargaming's shoulder an analyze the meta-data as it comes in after it gets a general release. There have been all sorts of predictions on how she will perform and what influence she will have on the game. Being able to see which side of the debate is vindicated by official stats would be interesting. My thanks go out to my Patrons on Patreon. Dozens of hours of work were put into the review you just read including time spent play testing, writing and doing graphics. Working around my schedule to get these out on time is difficult and the financial support provided by my patrons facilitates this. Every dollar helps. So thank you all -- not just those who donate, but those who read and enjoy these reviews. It means a lot to me. Appendix A list of sites, programs and people I rely upon to create my reviews. For the complete list of my other reviews, please go here:
  3. Korn_Bread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a causalish that is about more than World of Warships. We are about "family", an online gaming family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats other than amount of battles, and we do not require a tier 10...There are almost no requirements to join! What we do require is: 100 Battles minimum (Only stat requirement) Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of being in a clan and playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break or if something comes up. If you're interested join our discord and talk to us! 
  4. LittleWhiteMouse

    Premium Ship Review: USS Kidd

    The following is a review of USS Kidd, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of November 9th, 2017. With historical ties to the vessels Essex, Alabama, Arizona and Black which also appear in World of Warships. Quick Summary: A Fletcher-class lolibote that sacrifices one quintuple torpedo launcher and manoeuvrability for improved speed, anti-aircraft firepower and a Repair Party consumable. Cost: The equivalent of 9,100 doubloons Patch and Date Written: Patch 0.6.12.1 to 0.6.13.0, October 28th to November 9th, 2017. Closest in-Game Contemporary Fletcher, Tier 9 American Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique There are many small differences between the two ships. The most telling are their speed, consumables, torpedo armament and anti-aircraft firepower. Kidd is faster than Fletcher but she doesn't handle as well. She has only a single quintuple torpedo launcher and she's stuck with Fletcher's stock torpedoes. Her anti-aircraft is improved with additional 40mm Bofors and 20mm Oerlikons. As a tier VIII ship, she has less hit points than Fletcher but she compensates for this with a Repair Party consumable. There are other minor differences too, such as Kidd having slightly worse concealment by air. PROs Comes with a Repair Party consumable. Armed with five rapid-fire 127mm rifles with amazing turret traverse speeds of 34º/s. Excellent AA power for a destroyer, including access to Defensive Fire. Good top speed of 38.0knots. She's very stealthy with a 5.80km surface detection range with a full concealment build. Combined features make her an excellent forward scout. CONs The shell flight time on her 127mm/38 guns is horrible. She has only a single torpedo launcher. The torpedoes are the same fish found on Benson (the stock torpedoes for Fletcher -- boo-urns). The reload on this torpedo launcher is longer than HMCS Haida's development time (Summer 2018, maybe?) Emphasis on "for a destroyer" in regards to the excellent AA power thing. They require a deep investment in skills to make them a credible threat and then only with her Defensive Fire consumable active. Large turning circle for a destroyer at 620m. She's not doing a lot of damage on her own with her current build, making her more reliant on support-damage to be profitable. I'm always excited to see new tier VIII premiums. They feel, I dunno, more legitimate than other premiums. It's a silly sentiment, but they truly are the flagship vessels in a given line. People look to them not only for grinding out experience to train Captains, but also to earn credits to help maintain their fleet. Tie in the added bonus of the competitive meta surrounding tier VIII in Ranked Battles and tournaments and it's hard not to get excited. Seeing the United States Navy finally get some tier VIII premium love in 2017 with Alabama and Enterprise has certainly been a highlight for me. I couldn't be happier to see USS Kidd join the fleet. At least, that was my initial sentiment until I played her. For those unaware, she had a rather troubled and delayed development cycle and for a while, it was anyone's guess whether she'd actually make it into the game or not. The ship we received looks normal enough on paper, but her looks can be deceiving. What we've received is a highly specialized vessel with a very distinct role at which she excels. Getting the most out of this vessel is a real challenge. Truth be told, USS Kidd reminds me a lot of USS Sims in terms of game play. Options Well, there's one fun little surprise here with Kidd's Repair Party, but the rest is to be expected. Her Damage Control Party is standard for a destroyer. Kidd is an American lolibote. Right out of the gates, she has access to the improved Smoke Generator for that nation. This improves not only the smoke cloud's duration (124 seconds vs 89 seconds at tier VIII), but also the emission time of the smoke (28 seconds vs 20 seconds at tier VIII). In short, it allows USN destroyers to lay more smoke which lasts longer. In practical terms, Kidd can generate up to 10 individual smoke clouds maximum. This comes with the standard two charges by default. Now let's talk about the exciting bit: Kidd's Repair Party is a standard version of this consumable. Kidd queues up 100% of fire, flooding, ramming and overpenetration damage. She queues up 50% of everything else. It's nice not to have to worry about citadel hits. Each charge heals up the standard 14% of the ship's maximum HP (2,338 damage in Kidd's case) over 28 seconds. This comes with two charges by default. Finally, Kidd must choose between the Engine Boost consumable or a Defensive Fire consumable. I say this is a "choice" but it's not. Take Defensive Fire. The destroyer version of Defensive Fire has a reduced active period of 30 seconds compared to the 40 seconds of a cruiser version while sharing the same 180/120 second reset timer. However, the DPS gain from the destroyer consumable has increased from x3 to x4 with patch 0.6.13. Either one of these consumables comes with two charges by default. Make sure you load up on as many premium consumables as you can afford. Kidd is an expensive ship to run. Consumables: Damage Control Party Smoke Generator Repair Party Engine Boost or Defensive Fire Module Upgrades: Five slots, standard destroyer upgrades Premium Camouflage: Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. This is the gorgeous Measure-22 paint scheme which you will also see on other American premiums like Missouri, Alabama and Massachussetts. We're going to build Kidd to emphasize her AA power. In her first slot, take Magazine Modification 1. She's a destroyer with a Repair Party. Your cause of death to detonations just went up because you can take more hits than other destroyers. In your second slot, take AA Guns Modification 2. This will bump up your AA range handsomely and better allow you to assist allies when they come under aircraft attack. In your third slot, take Propulsion Modification 1 to help keep your engines intact. It will help a little and speed is life. In your fourth slot, take Propulsion Modification 2. You may find yourself parking in smoke on occasion and this will give you a nice jump start. And finally, take Concealment System Modification 1 to make yourself sneakier. Special Upgrades! There are three Special Upgrades worth considering. If you don't have access to these, don't worry about it. They are rare. You can win them from Super Containers or from Ranked Battles and other events. Smoke Generator Modification 1 would replace AA Guns Modification 2 in the second slot. This increases the smoke generation time for Kidd from 28 seconds to 36 seconds but reduces the individual cloud duration to 118 seconds. This isn't a very strong choice. If you wanted to throw away Kidd's anti-aircraft firepower advantages and reduce your spotting-experience gains, go nuts, but it's a loser move. Next up in the Special Upgrades you won't be using but technically are compatible with Kidd is Engine Boost Modifiaction 1. This competes with Propulsion Modification 1. You won't take this because you'll have Defensive Fire and not Engine Boost on this premium like a smart person. And finally, also competing with Propulsion Modification 1 is Defensive Fire Modification 1. Now this seems like a no brainer -- it increases the active time of Kidd's Defensive Fire from 30 seconds to 36 seconds. The only reason I would imagine that someone wouldn't want to stick this on Kidd would be the rarity of the consumable and the demand to put it on other ships before giving it to a destroyer. Firepower Primary Battery: Five 127mm/38 rifles in an A-B-P-X-Y superfiring configuration. Torpedo Armament: Five tubes in a 1x5 launcher behind the funnels facing forward. Kidd's firepower sucks. USN 127mm/38 Mark 30s, we meet again. The last time we crossed swords with these weapons on a premium ship was with USS Sims at tier VII. These are the same guns found on Fletcher, Black and Benson, so veterans of the American destroyer line should immediately be familiar with the strengths and weaknesses of these guns. They mirror these other ships identically with their excellent rate of fire, the wicked fast gun traverse, the horrible muzzle velocity and the oh-so infamous shell flight time. Penetration and fire chance are all on par too. The detection in smoke while firing is different, however, with Sims having a 2.8km detection while everyone else has a 2.7km. Don't ask me why. It's not even a contest. The shell flight time for the USN 127mm/38s is terrible. We're probably going to have to wait for the Royal Navy destroyers before we see Kidd's shell flight time compare favourably to anything. This is compensated for by some of the highest HE DPM among the high tier destroyers. The lesson here is that Kidd can potentially do a lot of damage with her guns -- but only so long as you can overcome the challenges of her weak penetration and horrible ballistics. In theory, these guns are ideal for short range knife fights with enemy destroyers where they can throw out a wall of rapid fire shells and pummel their opponents into submission. The reality is that outside of 8km, it becomes very difficult to lead other lolibotes properly -- especially if you're working with a 1920 x 1080 screen resolution (or smaller) and you have a habit of firing from maximum zoom. Kidd needs to seize enemy destroyers by the belt buckle, keep close to them and hammer shells home lest she embarrassingly gets outgunned by a Yugumo. Once ranges increase beyond this comfort zone, it's better to go gun silent, dodge and disengage; especially if they run away to tattle on you to bigger boats. The stranger-danger presented by grown-up ships is quite palpable given that you cannot rely on Kidd's torpedoes. The USN 127mm/38s really struggle at tiers VIII+ to put out the damage on larger vessels. Their anemic fire chance, horrible ballistics and poor penetration values all compound to a muddy mess. Kidd's HE penetration sits at 21mm which can be boosted to 27mm with Inertial Fuse for HE Shells at the expense of her chance to set fires. This is already quite low on a per-shell basis, though the recent changes to the skill have softened this blow somewhat. This improvement to penetration will allow Kidd to damage the extremities of all battleships at tiers VI and VII, along with those of most cruisers up to tier X with the exception of the American and German cruisers at tiers VIII+. Without this boost, she's reliant upon setting fires and peppering superstructures to do the lion's share of her damage. Damage saturation mechanics, the reduced fire damage on cruisers and the increased prevalence of fire resistance skills and upgrades among battleships only makes it harder on Kidd to be relevant with her guns alone. If this sounds bleak, it's because it is. Kidd is reliant on landing a high volume of hits to start fires. The numbers presented here are very generously assuming 100% accuracy which is a pipe dream. In addition, high tier ships will reduce these numbers further, cutting them almost in half. Starting two fires per minute with Kidd is an ambitious goal. Start praying to RNGesus. There's a grim methodology to engaging enemy capital ships with Kidd's guns. Choose a target. Struggle to hit said target. Laugh as you suddenly light two fires in quick succession. Rage as your target uses their Damage Control Party and you're unable to light a subsequent blaze for the next two minutes. Hoover up a pittance in shell damage as you quickly oversaturated their superstructure. Slowly lose your sanity as that ship heals up all of the damage you did and then some. Question the meaning of life, the prevalence of the battleship meta and why oh why didn't you heed Mouse's colourful graphs and charts!? Their colours warned you! THEY WARNED YOU IT WOULD BE LIKE THIS! Kidd's guns may not be terribly effective against larger ships when you get down to it, but at least they're fun to use. The sheer volume of fire they put out is meme worthy (plus it's fun to say "pew!" every time they fire). They're decent enough against close range targets but because of the prevalence of Surveillance Radar and Hydroacoustic Search, it's dangerous to get that close, so pick your battles carefully. Still, they'll shred other destroyers, so that's something at least. Kidd needs more 'pedos. They took five of her 'pedos away to give her more AA power. You only have a single torpedo launcher on USS Kidd. Yes, this sucks. No, you don't get Fletcher's upgraded Mark 16 torpedoes with their awesome range and hitting power. No, they didn't improve Kidd's torpedo soft-stats to compensate. These are the exact same torpedoes as on the stock-Fletcher or upgraded Benson. They have decent range and modest damage totals, but they're slow as all get out and their reload time is downright punitive. So not only do you have your torpedo armament halved, you're also waiting just as long to fire them off as Benson does. If you're hoping to make torpedo soup with USS Kidd, your broth is going to taste pretty thin. Getting the most out of this horrible helping of fish requires a lot more skill than just dropping the pip onto the torpedo lead indicator and hoping for the best. You can't saturate an area or hedge your bets with a second launcher. Picking the right target at the right moment and anticipating how they're going to move in the 60 some odd seconds it will take for your torpedoes to reach their maximum range is a real challenge, even for veteran commanders. Landing even a couple of hits really helps pad the terrible damage numbers that USS Kidd puts out. The threat of Kidd's torpedoes is often worth more than the actual damage they put out. Your opponents are inclined to be more cautious if they believe you're able to dump a salvo into them when they're most vulnerable. Their imaginations will often envision far more devastation than Kidd can actually conjure, so sometimes it's worth holding onto your fish just for this bully-factor. Summary: Kidd's firepower is terrible. Same ol' USN 127mm/38s we know and love (and hate). Kidd's 'pedos suck -- and not always in the sexy way. USN 127mm/38 gunnery in a nutshell: First, pick a target. Next, setup outside of radar range. Step three: deploy smoke. And finally, step four: put four salvos into the air before your first shells connect. DurabilityHit Points: 16,700Maximum Protection: 19 to 20mm Well, this is shaping up to be a pretty negative review so far, innit? Thankfully, it gets better from here on out. Kidd comes with a healthy chunk of hit points -- 1,300hp more than Benson and 2,100hp more than Loyang. This still pales compared to the tier VIII thunderchunckers Akizuki and Z-23 which have a 3,700hp and 2,800hp advantage respectively over Kidd, but at least she can say that she's not at the bottom of the pile here. Taking Survivability Expert can prop this number up further, bumping Kidd up another 2,800hp which would make her competitive against some of the tier IX and X destroyers as well. However, she's not as reliant upon this skill as other destroyers and the points are better spent elsewhere. Kidd joins Khabarovsk with a fun dose of Russian-bias in the form of a Repair Party consumable. Each charge can heal back 2,338 hit points (this does not change if you take Survivability Expert). She begins the game with two charges that can be boosted up to four with a premium version of the consumable combined with the Superintendent commander's skill. Without a citadel, Kidd can always heal back a minimum of 50% of damage done to her which ensures you get the maximum use out of each charge. I tell myself that this is the reason that Kidd gives up a second torpedo-launcher. It's not the real reason, but it certainly has improved my attitude towards this ship. Kidd's Repair Party is a real boon. She effectively has up to 30,722hp if fully optimized for maximum toughness (Superintendent, Survivability Expert, premium Repair Party used four times, India Delta signal), allowing her to take an absolute beating, survive and later return to the fight hungry for more. This gives her endurance and longevity that Benson, Fletcher and Black could only dream of having. So while it may take forever to do any appreciable damage with Kidd's terrible weapon load-out, her improved survivability all but guarantees she's got the time to do it. The only thing you need fear is taking massive alpha strikes or sustained burst damage. Watch out for Surveillance Radar equipped vessels and practice dancing to those torpedo-beats. The John McClane of destroyers. Kidd rarely comes out of a match without looking like she was thrown through a plate glass window. Manoeuvrability Top Speed: 38.0knotsTurning Radius: 620mRudder Shift: 3.9s Maximum Turn Rate: 7.9º per second. As far as destroyer agility goes, Kidd is decidedly average and is best compared to the Soviet destroyer Ognevoi in terms of her speed and handling. For a Fletcher-class destroyer, she's much faster than either Fletcher or Black but this comes at the cost of her turning circle which is 60m wider. Overall, this gives her power and speed enough to run down any Japanese torpedo destroyer within her Matchmaking spread and enough wiggle in her tush to dance to torpedo beats and dodge incoming shellfire. However, she won't feel as nimble as either of her sister-ships. For those who intend to play Kidd aggressively, I cannot stress enough how important the Vigilance skill on your commanders will be. High alpha strikes are the bane of this ship and there's few things worse than being blindsided by a wall of skill you didn't anticipate and being sent back to the port early. Pertinent agility statistics for Kidd's contemporaries (click to enlarge). She's decidedly average, with her high top speed compensating for her larger turning circle compared to Fletcher and Black. If you want to try out Kidd's handling for yourself before making a purchase, play around with the tier VIII Soviet destroyer, Ognevoi. The two are very similar in their overall handling characteristics with the biggest difference between them being their rudder-shift-time. Anti-Aircraft Defense AA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 53.5 / 65.7 / 36.6 In exchange for losing a quintuple torpedo mount, Kidd gains 21dps over Fletcher. Most of this DPS advantage doesn't come from the 40mm quad Bofor nests that replaced her torpedoes, but rather from the upgrade of her 20mm Oerlikon from single to twin-gun mounts. Her anti-aircraft firepower is good for a destroyer, but terrible overall if you merely wish to rely on her raw damage numbers alone. Kidd has less AA firepower than Tirpitz and no one would ever claim that Tirpitz has good AA firepower at tier VIII. It's only with a heavy investment in AA skills that her DPS truly becomes something to concern enemy carriers. So your choice to keep your lolibote safe from white-van driving CVs is to have them stay close to grownup ships like Kii and North Carolina or activate their 'emergency whistle'. Note that this whistle got extra loud in 0.6.13, multiplying your 40mm and 127mm DPS by four instead of just three. This is reflected in the animated gif above which turns Kidd into a pocket North Carolina temporarily in terms of AA power. The game changer is her access to the destroyer version of Defensive Fire. While some other tier VIII destroyers also get access to this consumable, only Kidd has the numbers to make it truly effective beyond a disruption effect. Like them, she must exchange her Engine Boost consumable to gain access to this but it's well worth the trade. Under the effects of this consumable, she becomes a credible threat to enemy aircraft and she may even be able to drive off fighters sent to perma-spot her. Let's be clear: Her anti-aircraft firepower under Defensive Fire will maul attack craft waves from tier VI and even some tier VII carriers but it cannot be relied upon the prevent a strike altogether. This may be enough to make a carrier look for a less thorny target, but against veteran CVs, it's simply going to delay their attack while they wait on your 30s consumable to run out of steam. Destroyers are too valuable a target to leave unmolested. It's possible, albeit very expensive to deep specialize Kidd into anti-aircraft firepower to try and make her more formidable against aircraft. Realistically, however, it's unlikely for Kidd to have this kind of specialization in the face of more survival based skill choices. Still, Kidd can survive better than any other destroyer under the eye of an enemy carrier. This gives her a little more autonomy than other scouting destroyers and it also allows her to play the supporting role in disrupting attacks against her allies if you're so inclined. More importantly, this gives Kidd the ability to extend beyond the cover of your team mates to better play out the role of a scout. Now you know what to do when an enemy CV offers you free candy. White van, white plane -- same difference. I DON'T KNOW THIS PLANE! THIS PLANE IS NOT MY MOM! HELP! HELP! STRANGER DANGER! STRANGER DANGER! Concealment & Camouflage Base Surface Detection Range: 7.38km Air Detection Range: 4.11 km Minimum Surface Detection Range: 5.80km Main Battery Firing Range: 12.1km Detection Range when Firing from Smoke: 2.7km Surface Detection Rank within Tier: Tied for 5th with Benson & Loyang, sitting behind the Kagero-sisters. Surface Detection Rank within Matchmaking: Tied for 6th out of 36 places. This graph shows the advantage in surface detection Kidd enjoys over her contemporaries. All of the numbers are assuming the destroyers in question are fully rigged for stealth with all of the applicable options available to them (Concealment Expert, Concealment Camouflage, Concealment System Modification 1). Thus, the disparity in these numbers may be even greater to Kidd's advantage in select cases. For those that are math inclined, you can use this to estimate how much of a reaction time you have to steer away from enemy ships in order to preserve stealth and remain undetected. For example, if you stumble across a Mahan running perpendicular while you sail towards it at 38 knots, you have approximately 11 seconds to adjust course. However, if the same were to occur with a Z-23 heading towards you with both of you at full speed, this reaction time drops to a little over 2 seconds. There are very few destroyers that are more stealthy than USS Kidd. Kagero, Harekaze and Yugumo exceed her stealth rating. Benson, Loyang, Fletcher & Black match her. Hatsuharu and Shiratsuyu are close enough to make little difference. Against any other opponent she enjoys a minimum of a 140m surface detection advantage. When she's top tier, her advantage is almost comical. Between her speed and concealment, she can easily dictate engagement distances or simply keep enemies spotted. And herein lies Kidd's greatest strength. More than any other destroyer in the game, she is almost an ideal scout. Kidd is well suited to spotting targets for your allies to kill. She's tough, she's fast, she has excellent smoke and she has one of the best surface detection ranges within her matchmaking spread. And, it's a damn good thing too -- outside of a knife fight with another destroyer, she sucks at dealing her own damage. The only other traits you could ask for would be some punchier guns or some form of detection consumable like Hydroacoustic Search. Still, she's very well equipped for this task. This makes Kidd a real threat on cap circles. She may not be the immediate terror like Black, but she is dogged. Her presence around one of these control points is a real obstacle for the enemy team. Spotting Economy I had the pleasure of speaking to Boyarsky regarding the economy surrounding destroyer spotting mechanics. While I will compile a more complete article later, I thought it worth sharing with USS Kidd, given how dependent she can be upon the rewards earned from providing vision for her team. There are two types of spotting (as if it wasn't complicated enough). The first is simple and easy to understand. There is a reward for the first ship to detect an enemy that has not been seen before. This is a flat value. The second type of spotting is where you facilitate damage done to the enemy team. What it is: A destroyer can receive substantial rewards by scouting ahead of the allied fleet and keeping enemy ships detected to facilitate gunnery and torpedo attack for allies that would not otherwise be able to see them. How it works: An ally shoots at a target that the destroyer can see. The ally must not be able to see the target themselves. The destroyer earns a bonus percentage of the rewards that ally receives for damaging that target. Reward amount: The destroyer receives approximately 45% of the experience and credits for applicable damage done to targets they spot. Other ships may earn an award too, but they do not earn nearly as much as destroyers. Multiple spotters: If multiple friendly ships are providing vision upon a target and an ally who cannot see the target fires, the rewards are divided by the number of allies present. So if two destroyers and an aircraft carrier providing vision, the reward for the destroyers would be divided by three. Errata: Note that the destroyer only receives the reward if, when the attack was launched, the ally could not see the target and the destroyer could -- not when it strikes the target. This applies to all shell and torpedo attacks. These rewards scale as you would normally expect. In other words, you will earn more rewards for assisting a lower tiered ship to do 10,000 damage to a destroyer two tiers higher than you would for helping a higher tiered ship do 10,000 damage to a battleship that's two tiers lower than itself. The big complication for earning these rewards comes from the spotting mechanics themselves. If your allies can see the target without your help, then you earn nothing. Given the recent changes to smoke, this pretty much means you're not going to earn much of anything at all sitting between two groups of warships shooting at each other in open water. The bloom of their surface detection every time they pull the trigger is going to make them visible to one another. Similarly, the presence of aircraft carriers will also eat into your earnings as their planes put eyes on targets you're spotting. Spotting is a high risk venture and it does not always pay well. A keen understanding of vision mechanics and how ships interact with smoke is paramount to increasing your earnings One of the tricks to earning more spotting damage is to use your Smoke Generator to hide your allies. At full speed, lay a long 10-cloud fog bank between your friendly ships and the enemies but don't hide in it yourself. Then position yourself between your smoke and the enemy team. The concealment bonus provided by smoke will reduce the surface detection of both sides -- protecting your allies but also blinding them to the enemy team save for the data relayed by your spotting. In this manner, you help keep your team safe AND you collect a handsome reward for the damage you helped inflict. How to Avoid Pedo-Bears You can't. Far too many people told me that Kidd was too sexy. We have a real epidemic in our community, I swear. Your first ten points should be distributed like this: Start with Priority Target. Take Last Stand. Next grab Superintendent. This will give you an additional charge of smoke, heals and emergency whistle. And finally, take Concealment Expert. This should be considered the absolute minimum to take to do well with Kidd. From here, there are high value skills and players should mix and match based on their preferred play style. Demolition Expert and Inertial Fuse for HE Shells may seem like gimme skills for dealing more direct damage with Kidd. Tag on Adrenaline Rush and you are good to go for pew pews. For those who are super-salty about the stranger-danger presented by enemy carriers, Basic Fire Training and Advanced Fire Training pair nicely to give you some good punch against incoming planes and also let you help out beleaguered allies. Just beware of your increased spotting range from AFT when you fire your main battery. If you are more concerned with personal defense than helping others, swap Advanced Fire Training for Manual Fire Control for AA Guns. The survivability skills Vigilance and Survivability Expert make Kidd harder to kill. Not much harder, mind you, but you're less likely to get obliterated by a high alpha strike. I tried out a lot of different commander builds when testing Kidd. I did everything from loaning an anti-aircraft specialized Atlanta-captain to failing horribly with a 3pt newfish. If I had a dedicated Kidd 19pt commander dropped on my lap, I would take the initial 10pts skills listed above plus Vigilance, Demolition Expert and Survivability Expert. You'll note the lack of any anti-aircraft firepower skills and a reliance on fires to deal damage to larger vessels. "Fire Alarm..." In case you're wondering, the Legendary Captain, Steven Seagal, doesn't really add anything useful when he commands a destroyer. His skill bonuses apply to Expert Loader and Expert Marksman skills -- neither of which are of particular use on a ship that already has ridiculously fast reload times and turret rotation rates. However, if you want to phone it in the same way he narrated his dialogue, feel free to use him here. Kidd's bread and butter: Trading fire with other destroyers and outlasting them between her Smoke Generator and Repair Party. She didn't choose the scout-life. The scout-life chose her. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Kidd struggles to do damage. Her improved survivability traits are locked behind proper consumable management and having a commander with not only enough skill points, but the correct setup as well. And even then, her play style is going to be utterly alien to many players. NOT shooting? NOT firing torpedoes? Wut!? Skill Ceiling: Low / Moderate / High / Extreme Kidd is all about surviving some of the most dangerous encounters in World of Warships -- namely, dominating cap circles early on in a match. She's got almost all of the proper tools to do it short of some form of Hydroacoustic Search or Surveillance Radar. Correctly managed, Kidd can survive for a very long time, making life miserable for the Reds. With such limited firepower, you're really going to have to milk every advantage to get the most out of this ship but she'll reward you handsomely for it. Mouse's Summary: "Tough" really defines Kidd. She's tough in that she can take a lot of punishment. But she's also a tough ship with which to do damage. In this regard, she's also tough to love. Poor child. She's totally going to become a delinquent when she grows up. Like USS Sims before her, she's going to be doomed to mediocrity in Randoms. A lot of people will pick her up, wonder why all of the CCs were enthusiastic about her and let her collect dust in their ports if they bothered to pick her up at all. Then someone's going to rockstar with her in Ranked or some other competitive mode and everyone and their mother will suddenly want one. I'm disappointed to see Repair Party used to balance yet another premium. Healing potion proliferation feels like an arms race waiting to happen. Remember, you didn't trade your torpedoes for more AA power -- you traded them for her Repair Party. All of the banes she suffers from her poor torpedoes should be made up for with the advantages her Repair Party provides. Really focus on outlasting your opponents. Take a few extra risks that other destroyers wouldn't dare and hold onto your fish for the best target possible. Scouting feels super rewarding. It's hard to pull off, but it pays well if you can manage it. Few ships have made me feel as categorically stupid as USS Kidd did during play testing. I got myself delorted in the opening minutes of a match more often in this destroyer than I have in any of the others I've tested this year. It's only when I smartened up and exerted a little more caution that things (mostly) got better. Vigilance helped too. Let this be a lesson -- be aggressive; just don't be stupid. So let's get to the meat of the matter: Is Kidd a good ship? My answer is: Yes, absolutely. She just totally sucks at doing damage and killing things. This does not preclude her from winning games. In fact, she's quite good at doing that so long as you don't trip over your own ego and pull a few stupids trying to pad your damage numbers instead of focusing on winning. The toolkit with which they've equipped her makes her an absolute beast when it comes to helping your team win matches. The manner in which she helps dominate spotting and cap control will secure you many wins. The trouble is that spotting is feast or famine. If there's aircraft carriers present or the enemy team roster is composed primarily of battleships, you're not going to earn many rewards for sitting gun silent. Under the correct conditions, you can earn a lot of rewards for providing vision. At others, you might struggle to scrimp out competitive gains compared to other tier VIII American premiums like Alabama or Enterprise. Economy concerns aside, Kidd does win matches. She's just not doing it with her own firepower most of the time. To this end, if grinding for credits and experience is your goal, I would have to give Kidd a solid pass. However, if your goal is simply to win -- such as in Ranked Battles where the quality of the win doesn't matter, just the win itself -- then Kidd is an amazing ship. Kidd is a premium with a purpose. If you don't espouse this purpose, you're going to really struggle to find satisfaction with what she can do. Would I Recommend? Let me apply a filter to my recommendations here. I must stress the skill floor to play Kidd well. If you're a novice destroyer player, you'll have a hard time with Kidd. Just because she gets a nod from me as being good at X does not mean that you'll be good with Kidd at X. This is not an easy ship to play. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very no. While she can turn a profit with a 47,250 repair cost and less than 10,000 on ammunition costs for a long game, Kidd struggles to do damage quickly. And let's face it -- that's really what you want in Co-Op battles; that knockout punch. Kidd does't have that. She licks things to death. It's slimy. It's awkward. It's not very fast. It's kinda hot, really, but not terribly effective or fun. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Do you like a challenge? Do you have enough patience to stomach hoping the lottery will hand you a team that can capitalize on the opportunities you'll create? Do you like working super hard so that other people get all of the rewards? Then go nuts. Otherwise? Stay clear. This is a support ship. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Very yes. Really, this is the primary reason you'll want Kidd. A tier VIII destroyer with Repair Party and Defensive Fire? She'd have to be a steaming turd in all other aspects to not to kindle people's interests in this vessel for Ranked Battles. Be aware that her role is to provide vision and cover, brawl with enemy destroyers and above all else: Survive. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Museum ship? Check. Tons of history? Check. Awesome looking boat? Check. We are good to go. For Fun Factor: Bottom line: Is the ship fun to play? I really enjoyed playing her, but she wasn't like ... Okhotnik fun. The enjoyment I got out of Kidd was learning how to rise up to a challenge. So it's probably safe to say that you have to be all kinds of weird to find this ship fun. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  5. Riikishay

    Z-52 needs a buff

    Plain and simple, the Z-52 is in a very akward state in the game as of right now. With the addition of the Daring, the Z-52 has no unique trait besides fast loading torps. And with the new flooding mechanic, those torps got HEAVILY nerfed. Even though they reload fast, they are close to the worst torps in the game. Concealment is mediocre, guns are mediocre, speed is mediocre, large size...etc. I mean where does this ship really stand out? Hydro? That's very situational and almost useless with all the radar ships. Fast torp reload? its a total of 8 torps that do very little damage? The Z-52 is a tier 9 ship in its current state. What are all your thoughts??? The fact it has the lowest damage of all DD's with the fastest torp reload is proof enough wargaming needs to examine and buff the Z-52
  6. I have been hearing constant bemoaning on how "Carriers can't be ignored now" and "Carriers are broken", I thought I would finally toss my thoughts into the shark tank. Since the beginning of the game ,you NEEDED to deal with Battleships. Since the beginning of the game, you NEEDED to deal with Destroyers. Since the beginning of the game, you NEEDED to deal with Cruisers. Just so, Carriers NEED to be dealt with and not ignored. Every ship-class should be a persistent threat until it's eliminated. The only way you dealt with Battleships, Destroyers, and Cruisers is to remain hidden or remove the threat. To this affect, the solution to Carrier issues lie in their power projection and ability to reveal the enemy. My solution to the issues plaguing the CV community,lovers and haters alike, are as follows: Reduce the speed of aircraft (realism-killer) -OR- Limit the range of the aircraft by means of fuel; Adding some sort of leash to aircraft, or reducing their mobility, would help reign in their power projection. I personally lean towards the latter. Re-balance AA with Fleet Cooperation in mind. Players who stick together, as in the past, were always protected from, if not immune to, carriers. Meanwhile, Players who went out on their own got sunk. This is a RULE of the game, and should be a constant that is balanced around(with exceptions for destroyers, discussed later). In my opinion, they could incorporate a slightly unrealistic (gasp) mechanic into the game: Force multipliers. Reduce the base effectiveness of all AA, but scale it based on nearby ships; For every allied ship within 8km, increase their AA effectiveness by some sort of constant (eg. 10% DPS) and increase that bonus every 1km closer the allies are, up to 3km (eg. +50% DPS). Add a HARRIED mechanic to aircraft; For every ship within range / firing on a squadron, there should be a harried effect (eg. 20%/2%/5% reduced rate of aiming and 20%/2%/10% increased movement-induced aim disruption, per ship for Torpedo Bombers/Dive Bombers/Attack Craft). Dive Bombers being affected less, Torp Bombers being affected more, and Attack Aircraft being somewhere in the middle, because [insert rantings about speed/altitude/angle of attack/directions of freedom to evade/shock-value of flying into-vs-over a wall of bullets]. This value could vary based on the ship type. This value could possibly scale with time (10%/1%/.5% at start, increasing per second under attack to some max value). Increase torpedo range to 8-10km. If torpedo bombers are going to be completely shut down by teamwork, we could at least let them hold onto their fleet disruption capabilities. That wave of 4 torpedoes might be slow, spread out, and dropped at almost 10km out with instant visibility, but you can't completely ignore it. Make aerial-torpedoes always visible. I'm sorry, but if you see the torpedo plane, you are going to be watching for the torpedo. It's no secret when they drop it, nor what angle they are coming from... unlike destroyers. This will also help offset that added range. And again, if you are out on your own, you should make a Carriers day. RIP. ... Unless you are a Destroyer. In consideration of their Lone-wolf roles, I offer the below changes: Reduce the spotting range of aircraft; Maybe considering earlier example on force multipliers: Larger Ships/groups of ships should negatively impact your detection range, while smaller ships / lone wolves should be damn near impossible to spot. Finally, consider adding a delay to when targets, detected by aircraft, are relayed to allies. Planes didn't have the best radio communication back then, if any. You could even go as far as to only update the mini-map, but not show visually, the detected ships position. Just my two cents from someone who has loved this game since Alpha, yet is constantly watching heavy handed changes chase away the friends I play with.
  7. Are you sure you want this wargaming? The potential to damage to a destroyer for an average CV player is enormous. Let's take an example of this game I had in my Tashkent. The enemy midway player has 57% WR in 49 games and average damage of 82k. I am not trying to stat shame anyone, but I am trying to show that any CV player who knows how to drop bombs can kill the game for any ship in my case it was me in my Tashkent. I took 5,346 damage with three rockets and 9,194 with four HE bombs, not to mention that I was permanently spotted and eventually killed by a combination of Henry and Montana shooting me from 11-12km. Since my AA was dead, I couldn't go stealth (didn't do jack crapto planes even after I am AA spec), and it only a matter of time the surface ships killed me. My question to you, Wargaming. Are you sure you want to keep this reworked CV? CV who if he decides he wants to sink a ship he will eventually and spoil the battle experience for him. CV who has unlimited planes and not to mention the supersonic speed? Can fly wherever and whenever it wants? CV who can spoil the game for DDs? By keeping it spotted for eternity? Please think about it. Here are the screenshots attached for your reference.
  8. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: Workhorse. Quick Summary: An almost-stock Fubuki-class Destroyer but with three, slow firing turrets instead of two. Her torpedo armament has an 8.0km range. Patch & Date Written: 0.5.15, December 1st, 2016 Closest in-Game Contemporary: Fubuki,Tier 6 Japanese Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The Shinonome is the sixth ship of the Fubuki-class. Veterans of the IJN line will recognize her three-turret layout as being that of the A & B Hull Variants when the ship was a tier 8 destroyer. Her torpedoes are much more powerful due to their longer range over the stock Fubuki. Otherwise, she's very similar to her tier 6 stock-counterpart with only small differences here and there. PROs Armed with six 127mm rifles -- yay, old-school Fubuki is back! (Or is it!?) Guns have a flat arc with a high velocity shell that makes aiming up to maximum range a simple feat. Armed with three triple torpedo launchers which allows for all sorts of tactical options when it comes to torpedo runs. Good individual torpedoes with 14,600 alpha strike, an 8.0km range and 63 knot top speed. CONs Short reach on her main battery of 9.0km and very poor gun handling with a 6'/s rotation. Slow rate of fire (6.67rpm) with the new shell damage, resulting in only modest to poor DPM. Large turning circle for a destroyer at 640m and only a modest top speed of 35.0 knots. Almost no AA power. The Shinonome is a reward ship, joining the ranks of vessels like the Flint, Kamikaze R and Emden. With patch 0.5.15, any player can earn her by completing a series of missions through the campaign system. Overall, the campaign difficulty is quite low, with only two real hurdles to overcome. First, the missions require a tier 8 to 10 vessel. Second, completing the campaign takes a lot of time. Players can, if they so choose, simply repeat the same missions over and over at each stage. This lets them cherry pick the easiest missions, though this is where a lot of the time requirement comes in. Alternatively, they can attempt more challenging missions to speed up the process, but these may take multiple attempts to achieve. So acquiring the Shinonome becomes a question of inevitability rather than outright difficulty. The timing of the Shinonome's arrival is quite fortuitous as it overlaps the revamp of the IJN Destroyer tech tree. For players without any form of premium vessel, the Shinonome would arm them with a premium trainer ideally suited to helping them redistribute their Captains to the new vessels they would be adding to their ports. But would she be any good as a training ship? Could she perform? Did Wargaming give away a beautiful gem of a ship like the Kamikaze R or is the Shinonome more forgettable? Leading the way. IJN Destroyers make good scouts with their low surface detection range compared to the other ships they face. Sadly, they're rather undergunned for dealing with any enemy destroyers they encounter. The Shinonome is no different, despite having six guns to the usual four of IJN tin cans at her tier. The real struggle that most DDs encounter is in the opening minutes of match where so many of their number are culled early. Options There are no surprises to be found here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard destroyer options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Six 127m rifles in 3x2 turrets. One on the prow, two on the stern in a superfiring configuration. Torpedoes: Nine tubes in 3x3 launchers mounted dorsally. Let me be a little different with this review and start with her torpedoes. As a Fubuki-class destroyer, the Shinonome comes with a very heavy torpedo armament that's guaranteed to make Battleship players poop themselves with rage and terror. She comes with three triple launchers, all mounted dorsally with good fields of fire. These tubes reload in a minute and twelve seconds each, making it very easy to keep a constant cycle of fish in the water. Sounds all pretty nice so far, doesn't it? Well, read on. The Shinonome uses the stock torpedoes found on the Hatsuharu and Fubuki. These do 14,600 damage each with a 63 knot speed and 1.6km detection range. These aren't as hard hitting as the upgraded tier 6 torpedoes found on the IJN ships which cap out at 16,267 damage, but they are faster. But what makes these fish memorable is their range. Unlike the stock torpedoes on the Fubuki and Hatsuharu which are limited to 6.0km, the Shinonome's fish reach out to a very serviceable 8.0km without any reduction in speed or damage for the upgrade. So short of missing out on a bit of alpha strike, you can perceive the Shinonome as having a nice compromise between the faster stock fish and the longer ranged upgraded torpedoes they eventually unlock. They even match well against the Anshan's, being faster, hitting marginally harder and reloading more quickly. I've found them to be a quite comfortable fit. The real danger of these torpedoes is just how many she can fire at a time. The Fubuki-class can dump two launchers worth and hold her third in reserve. Firing only these six still gives her parity with every other destroyer at her tier short of the Farragut. The flexibility of being able to hold back her third launcher is incredibly powerful. It opens up all sorts of opportunities to catch unwary ships with a blindside of fish when they think themselves safe for having avoided two full spreads already. Without going into length, a complacent enemy might commit to a turn to avoid the first salvos only to be struck by the third. Or they may assume that all of the fish have been launched only to be caught out by a surprise point blank ambush with the last launcher. The only real downside is that the Fubuki can make her torpedoes better than the Shinonome through the use of the Captain Skill Torpedo Acceleration. This would change the 10km, 59 knot Fubuki torpedoes into 8km, 64 knots torpedoes with their more powerful warhead. While the Shinonome would still enjoy a faster rearm process for her fish, it's hard to argue that these stealthier, faster and harder hitting Fubuki torpedoes aren't an improvement. Still, I am very pleased with the Shinonome's torpedo armament. It's quite powerful and unique. The Shinonome may seem like a fun throwback when it comes to her guns, at least for veterans of the IJN line. Players of the original Fubuki will recognize the weapon layout as that of the class before 0.5.15 if you used the A or B-Hull rather than the anti-aircraft C-Hull variant. I was more elated to see this than perhaps I should have been. Not only was her gun layout preserved but so too was her rate of fire. To say that her gun performance is rather lackluster is a bit of an understatement. * includes the use of the Advanced Fire Training Captain Skill where necessary. Gun performance values for tier 6 Destroyers. This lower rate of fire is combined with the nerfed shell performance from 0.5.15 which reduced HE damage per shell from 2,100 to 1,800. Her base fire chance is also reflective of the new shells at 7% per hit as opposed to 9%. While this does put her ahead of the Hatsuharu and Fubuki in terms of raw DPM and Fires per Minute (FPM), she lags considerably behind the Ognevoi, Anshan and the Farragut. In addition, she doesn't have that much of a lead on the IJN Destroyers. I was personally hoping to see the Shinonome with a Hatsuharu or at least a Fubuki's rate of fire. But being stuck at 6.67rpm instead of 7.5rpm or 8rpm is a big disappointment. This is compounded by the stereotypical poor gun handling of the mid tier IJN Destroyers. The guns take 30s to rotate 180' so you can forget brawling. The final nail in the coffin for me in regards to her guns is the 9.0km range. Their only saving grace comes from the good ballistics of her shells. Like all IJN 127mm Destroyers, her guns are very high velocity with very flat trajectories. This makes accuracy not much of a problem and it's more than sufficient to slap a prospecting hunter in the face. They can also be used sufficiently to finish off wounded prey if you're still in the vicinity after dumping your awesome fish. The Shinonome encounters a Hatsuharu inside a squall. Her primary battery allows her to battle from a position of superiority against other same-tier IJN Destroyers. Rivals: Hatsuharu The Hatsuharu doesn't come off looking to good in comparison to the Shinonome. Her torpedo armament is worse. She might have better rate of fire, but with only a 20% increase in reload speed compared to the 33% increase in available guns on the Shinonome, the Hatusharu falls well behind in that regard. Well, at least she has better range than the Shinonome. Sort of. That 300m is hardly decisive. About the only place where the Hatsuharu is hands down superior to the Shinonome is in regards to her agility and concealment. The Hatusharu is faster and she handles better. She's also got a 300m stealth advantage over the premium ship. Both of these traits are nice but when it comes to outright performance, I've got to give the laurels to the Shinonome in this comparison. Maneuverability Top Speed: 35.0 knotsTurning Radius: 640mRudder Shift: 3.2s The Shinonome nearly clones the Fubuki when it comes to her agility. This puts her on the slow side for a tier 6 destroyers, with a largish (but not unprecedented) turning circle and a rudder shift that lags behind the lead of her class by 0.7s. So while not terrible, the Shinonome doesn't have good handling either. She can and will out turn her sluggish turret traverse and you will find yourself tempted to touch the rudder to correct your aim or to speed up bringing your guns to bear. I find this to be largely a mistake as it can lead to all sorts of navigational problems, including often fatal beachings. DurabilityHit Points: 12,900 Bow & Deck Armour: Minimum of 12mm The Shinonome has less armour than the Fubuki, believe it or not. A few millimeters of missing armour plate aren't going to make a whole lot of difference, though. Any gun in the game can penetrate your bows with HE shells, so it's not like you'll enjoy any form of immunity to any kind of attack short of bouncing 152mm AP shells tossed into your face at point blank range. Her hit point pool is decent, though a far cry from the 15,500hp found on the Ognevoi or the 14,400 of the Anshan. Still this is on par with the Fubuki and it's higher than that found on any other USN or IJN destroyer at tier 6. This isn't really enough to make trading DPM with her main armament feasible, but it can provide a buffer to make picking on a damaged ship more worth risking. Rivals: Ognevoi & Anshan These ships are faster than you, tougher than you, with better DPM. These ships from the Soviet Block have the muscle to bully you off of objectives and drive you away from making attack runs on their big friends. They're anything but stealthy, however. And while their guns look more impressive, they're not that much better at slinging high explosive shells than you are. Properly equipped (with boosted hit points) and with the advantage of getting the first volley, you might be able to out trade these ships with your Shinonome. But beware if they switch over to armour piercing shells. They'll pull away on damage. Still, the only real contender for the Shinonome is the Premium Anshan, which preservers the gunship qualities of the Ognevoi but adds a potential 8km torpedo armament. This pales compared to the three triple launchers of the Shinonome, though. You can also console yourself that the Anshan has similarly poor gun handling, so neither one of you is going to want to adjust your heading while trading blows. Like a sick game of chicken, the first one to make a mistake or to veer away loses. Aware that she would be horribly outgunned and outclassed by the Akizuki, the Shinonome makes use of an island to keep out of line of sight of the fearsome IJN gunship. Pick your battles! Concealment and Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.8km Minimum Surface Detection Range: 6.11km Concealment Penalty while Firing: +3.81km (vs 9.0km gun range) With her large hit point pool, it's perhaps not surprising that the Shinonome is a big boat. Her 7.0km surface detection range, while not so troublesome when the Fubuki was tier 8, is a little more problematic at tier 6. Thankfully she goes up against the likes of the Ognevoi (7.7km), Farragut (7.6km) and Anshan (7.2km). She really begins to hurt when up-tiered (as all sub tier 8 destroyers do) which face enemy tin cans that have access to Concealment Modification 1 which provides them with an immediate detection advantage. Still, her 7.0km is serviceable. Right out of the box with her premium camouflage, she has a 6.8km surface detection range, giving you a very comfortable 1.2km concealment window from which to deploy your torpedoes against larger ships. Fully upgraded, you can get the Shinonome's surface detection range down to 6.1km. This does open up a tiny opportunity to stealth fire from open water if her Captain takes Advanced Fire Training. Don't think that this will redeem her gunnery, however, as it's only a 900m window. Anti-Aircraft DefenseAA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 Hahaha! No. Turn this travesty off and leave it off. You've got more hopes of Wargaming implementing mid-air collisions than getting the Shinonome to shoot something down. Rivals: Farragut The Farragut contrasts the Shinonome greatly. Faster, more agile, with nimble guns that unleash a blistering rate of fire -- out of all of the tier 6 Destroyers the Shinonome might encounter, the Farragut is her worst nightmare. Armed with up to five 127mm rifles which cycle once every four seconds, she can stack the hurt in a hurry and disable weapons and systems under her incessant volley. With a pair of quadruple torpedo launchers with a 6.4km range, you have to be wary of where and when you turn when a Farragut engages. You're not going to out trade a Farragut. In a straight line, you're not going to outrun her either. Your best bet is to point your stern into their faces and run, firing back with your four rifles. If she wants to keep up, the Farragut will have to go bow on and only be able to reply with two. But no Farragut should be fool enough to fall for that trick for long. Disengage when you see a full health Farragut prowling near you. You've got a very small stealth advantage over her. Use it and look for greener pastures. After encountering a Lo Yang inside of 6km, the Shinonome blows smoke and heads out to open sea after dumping fish. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As an IJN Destroyer, the Shinonome is a pretty forgiving boat. While she struggles with her guns, it's just hard to argue the point that being able to spit out nine torpedoes from three launchers doesn't facilitate hitting targets and doing damage. I would say that the baseline difficulty for the Shinonome is higher than that of the Fubuki. Her extra guns are nice but not enough to provide a solid deterrent to would be aggressors. 10km torpedoes are easier to use than 8km torpedoes, if only from a survivability perspective. Efficacy remains up for debate. It's this same torpedo armament which in the hands of an expert player become a real nightmare. Three triple launchers provides a whole measure of control that's all too dangerous in the right hands. Combined with stealth and agility, a Shinonome, like a Fubuki, that's left unchecked into the later stages of a match can quickly spell the end for an unwary team that has lost their vision. Mouse's Summary: The Shinonome looks less impressive than she is. It's easy to get caught up on how she's not-quite a Fubuki. Her gun armament will disappoint many who are expecting great things from it. She's no gunship. Overall, she's a good workhorse premium, with no flash or pizazz. I was initially disappointed in the Shinonome. While I was working on trying to figure out a way to summarize her for people that asked me what she was like, I found it easiest to compare her to what people knew. She's a stock Fubuki, with three turrets instead of two. She reloads more slowly. She has 8km torpedoes instead of 6km. That really doesn't sound like a ringing endorsement. In fact, it sounds downright lackluster. But that's undermining just how good the Fubuki is at tier 6 and how the Shinonome, as a Fubuki herself, does just fine as a result. I am delighted that they included this ship as a reward vessel accessible to anyone with a tier 8+ ship and time to grind out the Campaign Missions. This will give players who don't normally have access to premium content, and who might be newer and have missed out on previous promotions, a chance to grab a trainer and credit earning ship to assist them in playing World of Warships. The Shinonome will work well for anyone that's looking to help retrain their Captains, especially with the changes to the IJN Destroyer line. The only unfortunate part is that the time needed to complete the campaign may make their own acquisition of the Shinonome so delayed as to be moot for this purpose. Oh well, she'll be ready the next time she's needed. The Shinonome is a workhorse. Like the Kamikaze-class before her when the Minekaze still reigned king, she does not look that impressive compared to her non-premium counterpart. Don't let that fool you. You don't drive the Shinonome to be fancy or to be noticed. She's there to get the job done, and she's got all of the right tools to assist you in doing so from start to finish. Rivals: Fubuki The Fubuki outclasses the Shinonome in everything but main battery firepower. But let's be thorough and go over the specific differences compared to the upgraded ship. In parenthesis, the Fubuki will be first, Shinonome second. The Fubuki is better armoured (16mm bow vs 12mm) The Shinonome has a larger main battery (4 guns vs 6) The Fubuki reloads faster (8s vs 9s) The Fubuki is longer ranged (10.0km vs 9.0km) The Fubuki has better torpedoes (16,267 damage, 59 knots, 10km range, 1.5km detection vs 14,600 damage, 63 knots, 8km range, 1.6km detection) The Fubuki has better AA DPS (19 vs 4) The Fubuki has better Rudder Shift Time (2.5s vs 3.2s) The Fubuki is an excellent destroyer at tier 6 -- arguably one of the most powerful destroyers at her tier and certainly in contention for being one of the most powerful destroyers tier for tier in the game (provided we pointedly ignore the Gremyashchy). That the Shinonome compares so closely to this strong destroyer really speaks well for this premium ship. The Fubuki and Shinonome. The Fubuki has the busier camouflage scheme between the two of them. Visually, they are quite similar though still distinct. The Shinonome is easily identified not only the number of turrets but by their style, which are slender and boxy. Would I Recommend? The Shinonome is a free ship (for now). The only way to acquire her is to put in time to the Campaign and unlock her through the step by step process of completing Missions. Time is precious, and it's ultimately up to the individual how to spend their precious hobby hours. With this in mind, here are my recommendations: For Random Battle Grinding: Yes, she's worth it. As I said earlier, she a stable, reliable work horse. The Shinonome is perfect for helping grind out your IJN Destroyer Captains and she's no slouch for your cruiser Captains either. She synergizes well with most of the Captain Skills you could want for either the gunship or torpedo boat line for the destroyers. Do keep in mind that as a tier 6, she will be facing against higher tiered opponents more often than not. It will be rare that you're not facing off against tier 7 opponents at the very least. Make use of her concealment, sneak those caps where you can and put fish into their big stuff to gradually accumulate the experience and credits you need. Stay away from anything with radar. For Competitive Gaming: It's harder to recommend her here. The Fubuki is better. Still, she can be pressed into performing if needs be. Like I said, it's hard to argue with the merits of three triple launchers. Personally, she wouldn't be the destroyer I would reach for. For Collectors: The end of the historic Shinonome is a mystery. Even the whereabouts of her remains haven't yet been confirmed. Like the Arizona, she didn't have a wartime career and is more famous for the events surrounding her sinking than in any action in which she participated. For Fun Factor: For Captains who love their IJN Destroyers, the Shinonome is a good fit. She doesn't have any gimmicks to make her stand out. But if you like Fubuki-style game play and wish you could make a few more credits and experience while enjoying that style, then the Shinonome is a great investment. She will not convince someone who does not like Destroyer game play, particularly Japanese destroyer game play, to change their colours however. Outfitting your Shinonome Recommended Modules There shouldn't be any surprises in this section. For your first slot, I strongly recommend Magazine Modification 1 for all destroyers. This turns detonations from an uncommon (but jarring) occurrence to a statistical outlier. You will take gun hits in your destroyers and they can and will result in the complete annihilation of your vessel with some frequency (as much as 1 game in 20). This will reduce this down to almost 1 game in 67 at most. If you feel like living dangerously, or if you intend to always equip Juliet Charlie signals, then Main Battery Modification 1 isn't a bad choice. Just don't complain when someone asplodes your boat. For your second slot, it's a no brainer. Aiming Systems Modification 1 is best. The third slot options are still pretty terrible. Take whichever one you like. I usually go with Propulsion Modification 1 in the vain hopes that my engine might bust less often. It doesn't seem to be working. Finally, for your fourth option, Propulsion Modification 2 is handy, particularly if you find yourself accelerating and decelerating to take advantage of smoke. For aggressive players that like to ninja caps, this is definitely the best option. Steering Gears Modification 2 isn't bad, but this only nets you a 0.64s gain on your rudder shift which is hardly noticeable. Recommended Consumables The Shinonome isn't too pricey when it comes to maintaining her consumables. Due to her decent stealth window, you can eschew the use of a premium Damage Control Party if you wish. The 60s reset timer on the standard version is normally sufficient for a vessel that doesn't intend to use her guns that often. The same can't be said for your Smoke Generator. Don't skimp out on that and spend the 22,500 credits to increase the number of charges you get and to reduce the reset timer from four minutes down to two minutes and forty seconds. I wouldn't bother with a premium Engine Boost consumable. Its use is highly situational. You can just hold onto it until you really need it. Recommended Captain Skills With the way the IJN Destroyer tree has branched, it's not uncommon to see some skill choices that seem less optimal for select destroyer types. The Akizuki has very specific demands, for example. To this end, they may not mesh up perfectly with the Shinonome. Here's the skills I recommend for her optimal performance. For your first skill, Basic Fire Training is best. This will bump up her anemic reload rate from 9s to 8.1s. Next, grab Last Stand to keep your engine and steering gears operational after taking damage. Torpedo Armament Expertise is very powerful on the Shinonome, reducing her reload from 72s per launcher down to 65.7s and should probably be acquired on a subsequent pass through the list. Lastly, Expert Marksman is alright, but it won't suddenly make the guns amazing. I would skip it personally. At tier three, Superintendent is probably the best choice. This will give you an extra (and welcome) charge of your Smoke Generator and Engine Boost consumables. At tier four, you have three reasonable choices. Advanced Fire Training seems like the optimal choice, increasing your gun range from a pathetic 9.0km to 10.8km which is much more versatile. Alternatively you can reach for Demolition Expert to nudge the fire chance of this ship from 7% to 10% per shell which is respectable. However, I feel that Survivability Expert is probably best for the Shinonome, bumping her hit points up to 15,300. And finally, at the last tier, Concealment Expert remains too good of a choice to pass up for Destroyers. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  9. This is what Real radar in WW2 looked like and since WG's wants to be as authentic as possible I thought I would show this so they can add it to the game. Note: you have to do a little math to actually know where to fire your guns! Copied from Wikipedia: The original radar display, the A-scope or A-display, shows only the range, not the direction, to targets. Some people referred to these displays as R-scopes for range scoped. A-scopes were used on the earliest radar systems during World War II, notably the seminal Chain Home (CH) system. The primary input to the A-scope was the amplified return signal received from the radar, which was sent into the Y-axis of the display. Returns caused the spot to be deflected downward (or upward on some models), drawing vertical lines on the tube. These lines were known as a "blip" (or "pip"). The X-axis input was connected to a sawtooth voltage generator known as a time base generator that swept the spot across the display, timed to match the pulse repetition frequencyof the radar. This spread out the blips across the display according to the time they were received. Since the return time of the signal corresponds to twice the distance to the target divided by the speed of light, the distance along the axis directly indicates the range to any target. This was usually measured against a scale above the display.[1]
  10. Let me start with, you can't truly rank ships. These are all stats and you can have your own opinions about it. https://www.gamersdecide.com/articles/world-of-warships-best-ships https://www.gamersdecide.com/articles/world-of-warships-best-destroyer-lines https://www.gamersdecide.com/articles/world-of-warships-best-battleships https://www.gamersdecide.com/articles/world-of-warships-best-cruiser-lines These are articles I wrote, ranking ships for whatever use it may bring you! Maybe assist you in searching for a ship to play, though I sound like a broken record, it's all stats. So the French in "Best Cruiser lines" don't have such a good spot, due to little information on them, not many people playing them since they're so new. Do enjoy!
  11. Obviously, air scouting is an integral part of naval warfare, but it's currently detrimental to ships that rely on being discreet. Radar is being changed so only the radar ship can directly see the detected ship, at least for the first few moments of detection, while the rest of the team is merely alerted to the detected ship's location on the map. I think that would work well for air detection as well. Planes can already put a pretty good beatdown on most ships, so I don't think a Yamato should also be able to dev strike a light cruiser or destroyer from across the map that is only spotted by a ww2 multirole fighter. Planes could still alert the team to enemy movement, spoiling the plans of any would be surprise bettsux backdoor torpedo boting. Perhaps it could be a combo of marking air detected ships on the map, as well as reducing their surface detectability by 2-5km while spotted by the plane. Just an idea.
  12. The following is a review of Monaghan, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 8th, 2018. Cue crowd singing: "Monaghan! Monaghaaaan! Monaghaaaaaan! MONAGHAN!" (Mono...! Doh!) Quick Summary: An AA-specialized Farragut that has the option for being outfitted as a gunship or torpedo-specialist. Cost: Undisclosed at the time of publishing. Can be won through the American Cruiser Collection crates. Patch & Date Written: 0.7.5. May 30th to June 8th, 2018. PROS Option of two different armament load-outs -- a gunship or a torpedo-destroyer. Gunship destroyer has solid DPM on her main battery. Long fuse timers on her AP shells make them excellent at citadelling cruisers at point-blank ranges. Torpedo destroyer has access to quintuple torpedo launchers with tier VIII fish and has a Torpedo Reload Booster too. Good AA power for a tier VI destroyer with access to Defensive Fire. Fast and agile. CONS Horrible ballistic arcs on her 127mm/38 main battery. Very long range on her main battery which increases her surface detection while firing her guns. Gunship destroyer has short ranged torpedo armament. Torpedo destroyer only has two guns mounted on the bow, making her largely unable to defend herself. Her tier VIII torpedoes are slow at 55 knots. Large surface detection range. Does not have access to the American Smoke Generator. (!) Defensive Fire and Torpedo Reload Booster are mutually exclusive. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Monaghan appears deceptively simple on the surface. She's a Farragut-class destroyer -- a destroyer even relatively new players can get access to even with only a week's worth of casual play. This will suffice to familiarize most inexperienced players with the first hull option. The second, however, is more reminiscent of the tier V Japanese Mutsuki. I would not recommend Monaghan for novice players that haven't already got a handle on these two types of game play lest they frustrate themselves. Monaghan's play style is immediately familiar to Veterans. However, her torpedo-specialist build will feel awkward given the size of her surface detection range. Here's the break down of her components: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Whichever hull option you choose, Monaghan will have either guns or torpedoes. This hurts her overall Firepower performance with her overspecialization leaving her with a rating. Her Vision Control (Refrigerator) and Defense are unremarkable while her Agility is . Her Anti-Air is weird, having the potential to be the at her tier, but only if you specialize deeply into it. Monaghan only really excels in one place, and that's the potential (not the initial value) of her anti-aircraft guns. Most of the time, you're not going to want to bother with touching them anyway. On the whole, the ship rates only a rating in the categories where it matters. Ye be fairly warned, says I. Options Monaghan is two premium ships in one. She has two armament choices between her A-Hull (four guns, eight torpedoes, or "four-eight") and her B-Hull (two guns, ten torpedoes, or "two-ten"). The former is a gunship, with short-ranged torpedoes that best performs as an anti-destroyer role with spotting and harassing of larger ships as secondary role. The latter is a torpedo destroyer, woefully under-armed to perform any kind of interdiction against enemy lolibotes. She can scout as a secondary role, but she must give way to any enemy opposition in between her torpedo reloads. Consumables: Monaghan's consumables are odd. Her Damage Control Party and Engine Boost are standard for an American destroyer, but her Smoke Generator is not. You also have a choice in your 4th slot on which consumable to take between Defensive AA Fire and a Torpedo Reload Booster. Be warned, running this ship can get hella expensive. Normal American Destroyer Smoke Generators have a longer emission time. In addition, their smoke clouds last longer than either Russian, British, French or Japanese destroyers. For whatever reason, Monaghan doesn't get access to the American consumable and has to make use of the ghetto one instead. This has a 20 second emission time and each cloud lasts 81 seconds. By contrast, Farragut's smoke has a 26 second emission time and each cloud lasts for 118 seconds. Boo-urns. Monaghan defaults to a Defensive AA Fire consumable in her fourth slot. This has a 30 second action time and it increases the damage done by her 127mm/38 and 40mm Bofors by a 4x multiplier. You can swap this for a Torpedo Reload Booster. This will reload all of her torpedo tubes in 30 seconds. Camouflage Monaghan comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to repair costs 3% reduced surface detection range 4% increased dispersion of incoming fire Upgrades For Monaghan's upgrades, they're mostly standard for a destroyer. Start with Magazine Modification 1 to reduce your detonation chance. If you like to live dangerously or you intend to be using a Juliet Charlie signal most of the time, then Main Armaments Modification 1 is superior. Take Propulsion Modification 1 in your second slot. Speed is life for a destroyer. In your third slot, you have a choice. Take AA Guns Modification 2 if you intend to specialize her as an anti-aircraft ship. Otherwise, stick with Aiming Systems Modification 1. Finally, take Propulsion Modification 2 to increase Monaghan's acceleration. Firepower A-Hull Main Battery: Four 127mm/38 in four turrets in an A-B-X-Y superfiring configuration. A-Hull Torpedoes: Eight tubes in 2x4 launchers mounted amidships B-Hull Main Battery: Two 127mm/38 in two bow-mounted turrets in an A-B superfiring configuration. B-Hull Torpedo Options: As A-Hull above or ten tubes in 2x5 launchers mounted amidships Both versions of Monaghan use the infamous American 127mm/38. It's renown comes from it's excellent rate of fire, gun handling and good shell damage with both AP and HE. Its infamy comes from horrible ballistics and terrible fire setting properties on a per-shell basis. Mongahan's range with these guns borders on ridiculous, rivaling even USS Sims for maximum reach which is a mixed blessing (though primarily a liability). With sufficient numbers of these weapons, Monaghan becomes a fierce prospect in a knife fight. Without, she's a victim. USN 127mm/38 guns are some of the most interesting destroyer weapons in the game. They are plagued by horrible shell flight times which makes them lob shells in "rainbow arcs" at even modest ranges. Yet somehow they are among the best AP shell throwers -- rivaling even Soviet 130mm -- with their ability to devastate cruisers at point blank ranges with citadel hits. These are weapons you need to be in close to make operate efficiently, particularly in an anti-destroyer role. There, with her fast reload, a four-gun Monaghan can shred opponents in short order. Four-Eight Monaghan Monaghan's four-eight configuration is a near-identical load-out to that found upon a C-Hull Farragut. This is the knife fighting variant of Monaghan, designed to excel in close quarters combat. Her short range torpedo launchers necessitate using ambush tactics to put them to use outside of suicidal brawls with larger ships. On paper, four-eight Monaghan is only outgunned by contemporary destroyers Aigle and B-Hull Farragut. In practice, she's an excellent contender for one of the better cap-point bullies at her tier, but this performance falls away quickly when facing higher tiered opponents. Outside of knife fights, this version of Monaghan begins to struggle. The horrible ballistic arc on her 127mm/38s, while facilitating catapulting shells over obstacles like islands, makes gunnery against anything but slow and predictable targets almost impossible at range. Monaghan can seldom take advantage of her phenomenal reach. However, she still must suffer the additional spotting range every time she opens fire. Without Inertial Fuse for HE Shells, her ability to directly damage tier VI and VII battleships is limited to superstructure hits. Even with the skill, she cannot hurt the extremities of tier VIII battleships wiht her HE shells. Her short-range torpedoes are limited to ambush uses which are most easily deployed around islands. Four-Eight Monaghan's torpedoes are limited to the short-ranged, Mark 12 torpedo. With a full concealment build, it is possible (if only just) for Monaghan to launch these weapons from concealment. You have only a 210m window of opportunity to do this and it's best done by sailing just in front of an enemy ship and dropping her fish into their path with the hopes that they sail into them. This tactic is easily foiled by any form of detection consumable, however. This version of Monaghan's armament does not up-tier well. Not only must she contend with other gunships with better DPM and larger hit point pools, some are stealthier besides. In higher-tiered matches, engagement ranges increase and the amount of island cover decreases -- two banes for a close quarters specialist like four-eight Monaghan. Opportunities to use her torpedoes outside of knife fights melt away when she's bottom tier. The prevalence of Surveillance Radar and longer-ranged Hydroacoustic Search further compounds the difficulty of making her short-ranged weapons work. Four-Eight Monaghan peaks early, often having its most dramatic moments when top-tier and early on in matches. Two-Ten Monaghan The Two-Ten Monaghan gives up any pretense of being a gunship destroyer (or even being able to adequately defend itself) to turn into a torpedo specialist. I must stress this is an option -- you may still equip the two quadruple launchers with the short-ranged torpedoes if you wish, but that would be a mistake. Her access to the quintuple launchers firing tier VIII fish is probably the reason most players have any interest in this destroyer in the first place. First, the bad news: if your Two-Ten Monaghan gets tracked down by another destroyer, you're dead. In theory, you may be capable of outfighting a Mutsuki, but that would be a closer battle than anyone would want to reasonably admit. Monaghan sacrifices of any pretense of competency with artillery to get access to the following: Those are Benson's upgraded torpedoes and ten of them between two launchers. While they're pretty meh at tier VIII, they're hella powerful at tier VI. Even one of those slammed down the throat of an enemy lolibote at tier VI and VII will kill them good. Only a scarce few German destroyers (and Aigle) are able to suppress their gag reflex and manage to hold on after getting one of those shoved in their faces. These fish are not without their flaws, however. They are slow -- their 55 knot speed means that it takes almost 62 seconds for the torpedoes to reach the end of their run at 9.2km. If they're spotted anywhere along their course, even at close to their 1.1km detection range, they're quite easy to dodge. In addition, their flood chance is only on the better-side of average for a tier VI destroyer. It's comparable to that found on the IJN torpedo boats. Finally, being quintuple launchers, they have an appalling two-minute reload timer. I strongly recommend looking at Torpedo Armament Expertise for any commander dedicated to sailing Monaghan. All of these flaws can largely be forgiven when you account for Monaghan's Torpedo Reload Booster consumable. Before you get too excited (because you skipped the Options section and didn't read it there first), this isn't the lightning-quick, 8 second torpedo reload consumable found on Japanese destroyers. Monaghan isn't capable of deploying a twenty-torpedo wall of skill. Her consumable accelerates the reload to 30 seconds. Those of you with a touch of evil in them will have realized that this is just long enough for an enemy that got hit by your first wave of torpedoes to go "Oh, shoot, I'm flooding!", activate their Damage Control Party and have it go back on cooldown before your second wave hits. Hilarity and Liquidator medals ensue. That's Monaghan in a nutshell really and why people will want her. You can turn a Farragut-class destroyer into what amounts to a Mutsuki with a consumable that allows her to double-dip fish into unsuspecting enemies sailing in straight lines. As good as this sounds, it barely keeps pace with ships like Fubuki or Shinonome. If you map out the maximum number of torpedoes that can be fired over ten minutes, Monaghan puts out 70 torpedoes compared to 72 of Fubuki and 81 of Shinonome (Fubuki needs another 8 seconds to get out her next 9). Monaghan just doesn't quite keep up with these torpedo specialists, especially given the versatility of three triple launchers and the massive Japanese warheads on their torpedoes. Evaluation: What it would have needed to be : Of her two builds, the Two-Ten Monaghan is closer to boasting a rating but even that's a long ways off. She's not as good of a torpedo destroyer as Shinonome or T-61 for example. In Monaghan's gunship build, she doesn't stand up to Farragut (B-Hull) and Aigle. Defense Hit Points: 13,900hp Minimum Extremities & Deck Armour: 16mm Remember when destroyer durability was relegated to just hit point totals? It's nice being back at a tier where it's just about hit points again and not wonky armour schemes or Repair Party consumables. Compared to Farragut, Monaghan has a fine ol' slug of hit points. Skills like Suvivability Expert will help, adding another 2,100hp putting her just shy of Gaede. This is especially handy in her Four-Eight build where she's expected to trade hit points in gun duels with enemy destroyers. In the grand scheme of things, though, she's decidedly average for a tier VI destroyer -- neither fragile nor tough. Evaluation: What it would have needed to be : Monaghan would need another 2,000 hit points to be any kind of contender here. Agility Top Speed: 36.5kts Turning Radius: 560m Rudder Shift Time: 3.4s Maximum Rate of Turn: 8.4º/s Monaghan is almost identical to Farragut in terms of her agility, with only a minor disparity in her rudder shift time to differentiate the two. What defines Monaghan (and Farragut's) agility the most is their small turning radius of 560m. American destroyers have always been incredibly agile with tight turning circles and Monaghan are no different. She's only outdone by HMS Gallant in this regard at her tier. Monaghan also boasts a decent top speed which helps her progress through her turns faster while also giving her the option of dictating engagement distances against slower ships, like Japanese destroyers. Overall, Monaghan handles beautifully. This is arguably one of her best traits and it makes her super-comfortable in knife fights. Evaluation: What it would have needed to be : Rejoin the British Empire, you rebel. Gallant has a tighter turning circle and nearly as much speed which makes her more nimble by far. Anti-Aircraft Defense A-Hull AA Battery Calibers: 127mm / 20mm A-Hull AA Umbrella Ranges: 5.0km / 2.0km A-Hull AA DPS per Aura: 22 / 28.8 B-Hull AA Battery Calibers: 127mm/ 40mm / 20mm B-Hull AA Umbrella Ranges: 5.0km / 3.5km / 2.0km B-Hull AA DPS per Aura: 6 / 49.8 / 21.6 It's time to celebrate mediocrity! Monaghan, regardless of her configuration, has the potential to have the best anti-aircraft firepower at her tier. Lemme preface this by saying that stock, she doesn't have the best anti-aircraft firepower among the tier VI destroyers. That honour belongs to Hatsuharu (of all things) which really puts everything into perspective. Monaghan does take upgrades well -- specifically, she takes Defensive Fire well and, on paper, she looks like she may be a competent anti-aircraft picket ship. With her consumable blazing and every upgrade stuffed down her throat, Monaghan puts out some decent killing power. But at what cost? Let's be real: If you're using the Two-Ten Monaghan, you're going to want Torpedo Reload Booster instead of Defensive Fire in your final consumable slot. Upgrading her for anti-aircraft firepower is a waste of points and upgrades that could be better spent on emphasizing her torpedo performance. It's only the Four-Eight Monaghan where taking Defensive Fire makes any kind of sense and even then, I'm not entirely convinced you wouldn't be better served sticking with the Torpedo Reload Booster anyway. If you do go this route -- if you go full hog and bathe Monaghan in all of her anti-aircraft potential, then you get comparative killing power to a mid-tier British cruiser while Monaghan's Defensive Fire is active. Unlike a British cruiser, you will have the added bonus of a disruption effect. This can be hella-annoying for enemy CVs; especially for inexperienced aircraft carrier commanders not expecting this from a mid-tier destroyer. They may even make the mistake of trying it twice, not recognizing that you're the one scattering her drops. Throughout this, you shouldn't expect to swat down entire waves of aircraft. You're likely only to bruise them unless the squadrons linger. Still, this can be a nice supplementary source of credits and experience if you want to go this way. Just keep in mind what you're giving up. So Monaghan has great AA power -- AA power you're unlikely to ever exercise to its full potential because there are better choices out there. Evaluation: What would have to happen to DOWNGRADE to : Don't take Defensive Fire. If you don't, then Hatsuharu is better. Refrigerator Base Surface Detection Range: 7.2km Air Detection Range: 3.48km Minimum Surface Detection Range: 6.29km A-Hull Detection Range when Firing from Smoke: 2.68km B-Hull Detection Range when Firing from Smoke: 2.43km Main Battery Firing Range: 12.51km Much ado has been made that Monaghan has better surface detection range than the lead of her class, Farragut. This is accurate. It's entirely irrelevant, mind you, but it is accurate. Monaghan is a total cow when it comes to being stealthy which is really not what you want to be when you're a gunship that specializes in close-range knife fights. It's even less desirable in a torpedo-destroyer that can scarcely defend itself from a Japanese destroyer, never mind a competently played hunter. While Monaghan is able to stealth fire her fish in both configurations, her large detection range is a nuisance. Her guns make it worse. Her main battery range is an alarming 12.51km but most of this range is already useless given the horrible shell flight times. So not only do you have useless range, it also allows Monaghan to be spotted from a long ways away when she has to pull the trigger. Where this gets just downright idiotic is that this range weakness compounds if you have the audacity to try and specialize Monaghan towards her AA power -- y'know, one of the selling features of the ship? Yeah, tacking-on Advanced Fire Training to boost the range of your AA power also boosts her 127mm/38 guns to have a reach of 15km. So she's a stupid, fat cow with a bullhorn screaming at the Reds to shoot at her. And for whatever reason, Monaghan doesn't even get access to the improved American Smoke Generator consumable. Instead she has to make do with the same one found on Soviet, British, French and Japanese destroyers. This means less smoke made and your smoke clouds don't last nearly as long as other American destroyers -- because reasons. Ugh. Monaghan's only saving grace is that she's not German. Or tier VII. Evaluation: What it would have needed to be : She needs to get her surface detection below 6km with upgrades. Genuine Bona Fide Electrified Six-Tier Monoghan There are two builds to consider with Monaghan. First off, though, a caution: A full anti-aircraft build just generally isn't worth it for this destroyer. Her Two-Ten hull doesn't have enough AA DPS situated in her 127mm/38s to be worth upgrading with Manual Fire Control for AA Guns and Advanced Fire Training is a loser-skill option that will only make it easier for enemy ships to spot you when you're engaged in gunnery battles which is bad news for both hull types. For both builds, start with Priority Target and then pick up Last Stand at tier 2. Tier 3 is where all of the choice begins and where the two ships diverge. For the Two-Ten Monaghan, take Torpedo Armament Expertise to accelerate your reload. The Four-Eight Monaghan should look at Survivability Expert or Basic Fire Training for their first tier 3 skill. Grab Concealment Expert at tier 4 next for both builds. For your next nine skill points, you're spoiled for choice. The Four-Eight Monaghan should look towards skills that help with gunnery. Inertial Fuse for HE Shells will help damage battleships. So too will Demolition Expert. However, Superintendent is very useful for the extra smoke charge which, in long games, will allow you to sit still and bombard enemies with less worry about being damaged. With any points leftover, take Adrenaline Rush or wherever you wish. The Two-Ten Monaghan should look to skills like Survivability Expert, and Superintendent as a matter of course. Any leftover points can go where the player wishes, though I would highly recommend trying to squeeze in Radio Location so you can be where other destroyers aren't. Final Evaluation Harekaze 2.0 this is not. You're getting the choice of playing a Mutsuki or 4/5ths of a Farragut How many people use the C-Hull on their American DDs anyway? Am I the only one that avoids it? Two different armament options!? Sign me up! That was my initial thought when I heard that Monaghan could swap between two very different builds. This got me all kinds of excited. I loved the change in game play styles offered when you can equip different weapon types. This is part of what makes Harekaze and Mogami so much fun, in my opinion. Yet for whatever reason, Monaghan just hit a sour note with me. I never found my earlier excitement stoked further with compelling game play. I find this incredibly strange given the enjoyment that can be found in torpedo destroyers and gunships respectively. It took me a while, but I think the issue that makes me feel 'meh' (foreshadowing!) about Monaghan is her surface detection range. I guess the Japanese destroyers have spoiled me. If I'm running with so few guns, I want to get close to ensure torpedo hits. But Monaghan's too fat to get that close and unlike the higher tiered American destroyers, she doesn't have the self defense armament to protect herself if she gets spotted by a picket ship. Once you factor in the slow running speed of her torpedoes, this extra launch distance really makes landing those hits difficult. Benson, with Concealment Modification 1 can get a whole 500m closer to fire off her fish and she's generally not worried if she's lit by another destroyer beforehand. As for her Four-Eight hull, well -- I have never found the C-Hull variants of the American destroyers particularly compelling. Give me the choice between more dakka versus surface ships or more dakka versus planes, I am going to choose the former every time. So Four-Eight Monaghan feels just under-gunned for me. Her extra concealment over Farragut helps a bit here -- I mean, you can choose to turn away, rather than engage some of the bigger, scarier boats but I'm still left wanting more. Oh well. Monaghan isn't terrible, she's just not for me. The variety offered by this ship is a good thing. Would I Recommend? This isn't a ship I would get for myself. If I won it in a crate, hooray! It would still most likely sit in my port unused barring use in some occasional Daily Mission. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Monaghan can spit out a lot of damage very quickly with her massive torpedo walls. So long as you can survive closing with bots, you should be able to derp fish at point blank range up their nose and score some big damage in Co-Op. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Monaghan makes a great trainer for either your gunship destroyer captains or if you've specialized some of your high tier American destroyers commanders to emphasize throwing torpedoes instead. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Monaghan doesn't have a competitive edge over ships like Shinonome, T-61 or Aigle. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Monaghan earned 12 battle stars in her service during WW2, including fighting at Pearl Harbour. For Fun Factor: Bottom line: Is the ship fun to play? No. This one surprised me, but I just couldn't get into this ship. You would think with two hull options, the variety would appeal, but we just never clicked, Monaghan and I. Your mileage may vary, though. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This took longer than I had planned. I caught the summer flu that's been going around locally and that cost me a few days. My next review will be USS Salem, the tier X American cruiser. Expect it around the week of June 18th. Thank you all for reading. If you enjoy my work and find it useful, please consider sponsoring me on Patreon. Appendix A list of sites, programs and people I rely upon to create my reviews.
  13. I am fairly new to WOW and have spent a fair bit of reading and watching Youtube vids to learn the basics. One complaint I see quite often is the lack of team play in Randoms, especially from DD drivers. I dabble mainly in Cruisers and Battleships and would love to hear from DD Captains how they would want to be supported by either CAs or BBs. For those of you who played since the last decade this is all obvious of course but for newbies it is rather frustrating to be called out for not providing support when there is nobody telling us what is expected of us!
  14. The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to 0.7.4.1, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews. For a list of my other reviews, please visit this thread. Destroyers and Cruisers are linked on post #2. Battleships and Aircraft Carriers are on post #3.
  15. Korn_Bread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a still relatively new clan that is about more than Warships. We are about family, an online family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats, we don't require a tier 10...There are almost no requirements to join! What we do require is: Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break. We currently have 25 members. If you're interested join our discord and talk to us!
  16. Cossack is a stealthy British gunship destroyer armed with eight 120mm/45 naval rifles and a single bank of four, high-tier torpedoes. She is defined by her good concealment values and awkward firing arcs. Cossack also has access to the Engine Boost consumable while maintaining improved British acceleration and energy preservation. Game play wise, Cossack is very similar to Lightning with an overlap in consumables and commander skill choices. Wargaming has set her price tag at 9,600 doubloons. This is the second Tribal-class destroyer introduced into World of Warships following the release of HMCS Haida earlier this year. She is less remarkable than her sister-ship but that's largely owing to the unforgiving environment in which she plays. Cossack contends with being up-tiered more often than her Canadian counterpart and higher tiered matches are far more radar intensive. Moreover, at tier VII Haida has a defined role -- she's a lolibote-molester. This role is generally lacking among the other tin-cans at tier VII which makes Haida stand out. Cossack doesn't share this same kind of defined specialty. She's more of a generalist scout or gunship -- roles that are replicated by other destroyers at her tier. Thus, Cossack is a workhorse, one gunship among many. She gets the job done in a tough environment which is worth noting, though she is not deserving of any acclaim in this regard. PROS Good DPM performance on her guns and excellent chance at starting fires. Powerful torpedoes for a gunship which may launched individually. Improved engine performance with increased acceleration and energy preservation in a turn while also having access to the Engine Boost consumable. Ridiculous rate of turn, throwing herself about at almost 9.0º/s! Good concealment with a surface detection as low as 5.48km. Access to a long-lasting British Hydroacoustic Search consumable. CONS Poor fire angles on all weapons. Terrible gun ballistics -- worse than American 127mm/38s. Limited to a single torpedo launcher. Her anti-aircraft firepower is effectively non-existent. Poor quality Smoke Generator consumable with short emission time and duration. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Cossack is not a forgiving ship to play. For a novice player, she has many strikes against her. She struggles to do damage, hamstrung with restrictive fire sectors on all of her weapons and poor performing guns. A deep skill build is necessary to allow her to do direct damage with her artillery against larger opponents and the range of targets she can engage is limited. Having a single torpedo launcher does her no favours either. She is at her best at what amounts to point-blank ranges. At high tiers this is a range where you will get killed in short order for making a mistake. Cossack has the speed, stealth and agility enough to make her attractive to a veteran but her engagement range, optimized for short-distances and limited attack power are a severe mark against her carry potential. Still, she has a diverse toolkit that will earn her some devoted supporters. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Cossack's damage output and durability are best described as average. While she does have her strong points, a combination of drawbacks with her guns keeps Cossac from outperforming her peers. Her low hit point total similarly holds her back. She gets a rating in both categories. Her anti aircraft firepower is virtually non-existent and she earns a evaluation as a result. It's arguably worse than the IJN torpedo boats which is saying something. Where Cossack stands apart truly is her agility and stealth. She takes primacy from Lightning in terms of flexibility and speed. It's a closer contest for Vision Control, but she wins out against Loyang. She's the in both categories among tier VIII destroyers. Options Cossack's options are almost all standard for a British destroyer. Cossack like (new) British destroyers cannot make use of the Propulsion Modification 2 upgrade as she already has an improved version built in. Consumables Cossack's Damage Control Party is standard for a destroyer. It has unlimited charges, a 60s/40s reset timer and a 5s active period. Cossack uses a British destroyer Smoke Generator. This has 5 charges base and a 90s/70s reset timer (it's not just you, that number is stupid-weird). It emits smoke for 10s and each cloud lasts for 40s. Unlike other (new) British destroyers, Cossack has access to Engine Boost. This is a standard destroyer-version of the consumable providing an 8% speed increase with 2 charges base, an 180s/120s reset timer and a 120s active period. Cossack uses a British destroyer Hydroacoustic Search. This has 2 charges base, a 180s/120s reset timer and a 180s active period. It detects torpedoes and ships at a range of 3.00km. Upgrades Cossack should equip Magazine Modification 1 into its first upgrade slot. If you like to live dangerously, then Main Armaments Modification 1 is fine. In your second slot, the special upgrade, Hydroacoustic Search Modification 1 is optimal. If you do not have access to it, then the next upgrade you should reach for is the special upgrade Engine Boost Modification 1. If you're lacking that, then default to Propulsion Modification 1. Aiming System Modification 1 is optimal for slot 3. The only reasonable choice in your fourth slot is Steering Gears Modification 2. Similarly, the only reasonable choice in your fifth slot is Concealment Modification 1. Camouflage Cossack comes with Type 10 Camouflage. For 2,000 doubloons you may purchase Royal Navy - Cossack as a cosmetic swap. Both camouflages provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Cossack comes with Type 10 Camouflage in mottled grey. I personally think she looks prettier in Royal Navy - Cossack in green, black and grey, but that's only for players with deep pockets. Firepower Main Battery: Eight 120mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four torpedo tubes in a 1×4 launcher mounted amidships. The 120mm/45s that Cossack uses for her main batteries have a lot of problems at tier VIII. While perfectly serviceable at tier VII with ships like Jervis and Gadjah Mada, against the upgraded opposition faced at higher tiers they're nowhere near as competitive on a per-gun basis. This is largely owing to penetration issues due to gun caliber but there are other things to remark. They have a modest rate of fire, damage per shell and poor ballistics. The mountings on HMS Cossack are poorly situated with limited fire arcs and a lackluster traverse rate. Their only real strength is a high fire chance per shell. Her saving grace is that she has a lot of guns -- quantity has quality all of its own. However, the competition is fierce at tier VIII and even armed with eight rifles Cossack struggles finding the edge she needs. Destroyer AP shells are highly circumstantial in their utility. Most simply do not have the penetration or damage output to make them worth chancing the risk of a bounce using except in specific circumstances. Still, when a broadside is offered, switching to AP provides a much improved damage increase -- especially if your target is already burning from fires set. HMS Cossack's poor penetration values limit the range at which she can make these exchanges successfully, with her ability to citadel enemy cruisers falling off at 4km and her ability to reliably penetrate the extremities of battleships dropping off between 9km and 11km.1 Cossack's HE damage potential looks impressive, though it's important to cross reference it with her penetration values. The chart on the right shows the armour value the respective guns can best while the extremity armour on the bottom lists the prevalence of different armour types for the bow and stern. The number in brackets is the (current as of 0.7.9) number of ships with these armour values. There is a long list of targets she is incapable of damaging directly which will necessitate her making the attempt with AP shells instead. The arcs of fire on A and Y turret are terrible, contrasting the excellent arcs on B and X. On top of this, B-turret may rotate 360º which facilitates keeping it engaged even while Cossack manoeuvres. It's thus very easy to keep six guns on target most of the time but especially difficult to keep all eight firing. Bringing all eight guns to bear makes her an easy and predictable target due to the limited fields of fire on her foremost and rearmost turrets. Sacrificing a turret makes Cossack's gunnery no better than a tier VII destroyer. Cossack doesn't have the DPM advantage to be able to best contemporary gunship destroyers. The race is very close. Once you factor in the hit point totals and detection consumables, the margins get even smaller. Against anything higher tier, Cossack comes out the worse for it. This said, Cossack does have the muscle to bully anything smaller than herself short of HMCS Haida. She can play the role of a destroyer hunter provided she can ensure the detection, hit point and DPM advantage, but she has nowhere near the primacy in these categories at her tier. Against larger vessels, Cossack's guns are a mixed bag. Her ability to deal direct damage is compromised with her poor penetration values but she's an excellent fire starter. Note that this is largely owing to volume and accuracy of fire -- Cossack must be cycling all eight of her guns onto a target and landing with most of her hits to be a credible threat this way. Where Cossack truly excels is her potential to set fires. This is especially true of she eschews the use of IFHE in her commander skill build and elects to just focus on Demolition Expert instead. While this is unlikely to ever give a hale and healthy cruiser pause, it is very effective against battleships. Note, in practice these values are approximately halved when striking ships and represent only the raw fire starting potential. Thus, against a Montana, Cossack with a DE build could expect to set about 4 to 5 fires per minute. Be warned, though, the efficiency of focusing on fires leaves a lot to RNG. Cossack's performance will not be consistent. The final issue facing Cossack's gunnery is one of range and detection. She has adequate reach but she suffers from horrible ballistics. British 120mm/45 guns have worse shell arcs than American 127mm/38s. Cossack has similar gunnery challenges to Loyang, Hsienyang, Kidd and Benson without their fast rate of fire to facilitate aim correction. Cossack is greatly endangered by the prevalence of Surveillance Radar within her matchmaking tier where her short engagement range is more likely to bring her within reach of this consumable. Furthermore, her Smoke Generator does not allow for long bouts of gunnery within the safety of concealment. Cossack must contend with much of her gunnery being done while she is vulnerable to return fire if she cannot make use of island cover. Thus, Cossack must be opportunistic. Whatever ability she has to bully other destroyers falls away as she faces same or higher tiered opponents. Her guns can terrorize lower tiered vessels, including battleships but they lack the caliber needed when facing higher tiers. Throw in the usual challenges of radar in this matchmaking spread and a pattern emerges: The power and flexibility of Cossack's guns varies considerably upon the hand which she's dealt by Matchmaking. Cossack's torpedo launchers have much better rearward arcs than forward. Like her guns, Cossack is going to have to give up her full broadside to be able to fire her torpedoes at a target. Cossack's torpedoes are decent individually, but she has too few of them and bad firing arcs to boot. Cossack has HMS Daring's torpedoes but at tier VIII instead of tier X, which looks nice on paper but that single launcher holds her back. The saving grace of Cossack's torpedo armament is her ability to fire them one at a time. While getting good accuracy with single-launch torpedoes is locked behind a skill wall, once mastered it helps greatly with making up for the lack tubes. For a gunship, Cossack has better individual torpedoes than those found on the Soviet, American or German destroyers. However, like with her guns, she places a distant second to Akizuki, lacking both striking power and being unable to keep up with her damage output Furthermore, Cossack's individually more powerful torpedoes in no way makes up for having only one launcher. Like Cossack's guns, her torpedoes perform much better when she's top tier than bottom. Their 10km range is fairly standard (and an improvement on the 8km on Lightning's), however as Surveillance Radar becomes more and more prominent in higher tiers, this reach just doesn't provide the same level of safety. Ideally, a player should be able to combine Cossack's torpedoes with her excellent fire setting to stack damage over time effects on a given target. In practice, this is much easier said than done. Their limited arcs makes finding opportunities to use them difficult, especially in a pinch. When the stars align (or skill prevails), Cossack can doom an enemy vessel in short order by overtaxing their Damage Control Party between fires and floods and score herself an easy kill. However, these will be rare events rather than commonplace. As discussed, use of Cossack's gunnery and torpedoes are both steeped in challenges. One of the drawbacks of British torpedoes is their large detection range. While not quite on the same level as Japanese destroyer torpedoes, this does limit their effectiveness. Summary: The potency of her guns varies considerably based on the tier of the target she faces. Her gunnery performance is inconsistent. Her torpedoes are individually excellent but they're difficult to use, locked behind a higher skill wall. Cossack must present a lot of broadside to cycle her weapons which can make her unfortunately predictable. Evaluation: What it would have needed to be : Cossack never quite gets her act together to seriously contest the Japanese gunships for their primacy at this tier. Yeah, I'm as shocked as you are that Japan now dominates the destroyer firepower meta at tier VIII. I always thought it would have been the Soviets, but here we are. Defense Hit Points: 15,200hp Min Bow & Deck Armour: 19mm The Lolibote with a redundant name sure looks OP when you lay out the maximum effective hit point total of the tier VIII destroyers like this. However, making perfect use of all four charges of her Repair Party happens so seldom. Still, she's way tougher than Cossack. Cossack has nothing going for her in this category. She has a downright middling hit point total and no fun quirks to her armour profile. This is a destroyer where you will have to manage any gunfire trades carefully to preserve your health. Her DPM advantage is not so high that she can afford to simply slug away at an enemy lolibote and hope to come out the better. The Survivability Expert skill, which ups her to an even 18,000hp should be considered mandatory lest she fall behind the staying power of other gunships. Veterans who are familiar with the play style of Loyang and Benson will no doubt be able to relate to the need to properly spend their hit points when making gunship attacks. The difference between Cossack and these American-based gunships is her worse Smoke Generator performance which limits her ability to make escapes when things go pear shaped. Cause they will. Evaluation: What it would have needed to be : Cossack is in the bottom half of the vast tier VIII destroyer population. It's going to take a lot to move her up in rank -- namely another 5,000 hit points or a Repair Party consumable. Agility Top Speed: 36.0 knots Port Turning Radius: 610m Rudder Shift: 3.6s Maximum Turn Rate: 8.9º/s There's a lot to cover here. Let's hope I can put it in some semblance of good order without melting the brains of my readers. Your take away should be this: Cossack is far more agile than her in-port stats might otherwise indicate. She comes about quickly. She accelerates fast. She doesn't lose speed in a turn. Stay with me here, this graph isn't as scary as it looks. In purple, we have the sustained 4/4 speed of the tier VIII destroyers with their rudder hard over. This is how fast these destroyers can move while wiggling, dodging and coming about. In green is their nominal maximum speed -- for Cossack and Lightning, that's 36 knots. In blue, we have their engine boost speed. What makes Cossack so remarkable is that her maximum speed and turning speed pretty much overlap AND she access to an Engine Boost. This makes her a much harder target to hit, akin to a fast Soviet destroyer in terms of her forward momentum but with the added bonus that she can change her heading much more quickly. Cossack doesn't have the straight-line speed of some of her contemporaries. However, she's functionally faster than many of them. Like destroyers from the Royal Navy tech tree, Cossack preserves almost all of her speed while under manoeuvres. Most destroyers bleed off between 15% and 18% of their top speed while wiggling and dodging. Cossack loses less than 2%. In addition, Cossack comes about almost as nimbly as USS Sims -- one of the most agile mid-tier destroyers in the game, and at a higher sustained speed. For enemies trying to pick her off at range, Cossack presents the dual challenge of a ridiculously high top speed with an nimble target, giving the best traits of both American and Soviet lolibotes in a single package. It doesn't stop there. From a dead stop, Cossack accelerates as much as 25% faster than a similar destroyer equipped with Propulsion Modification 2. From a dead stop, Cossack is quick to get moving again, helping her avoid sudden threats like incoming torpedoes or being lit by Surveillance Radar. Cossack gets the best of both worlds when it comes to upgrades; she enjoys better acceleration than she would have receive with Propulsion Modification 2 and she gets the improved rudder shift time of Steering Gears Modification 2. Unlike other Royal Navy destroyers, Cossack gets all of this without sacrificing access to Engine Boost. Combined with a Sierra Mike signal, she can get her speed up to 40.8kts for these brief spells while keeping all of the aforementioned bonuses to her handling. While ships like Kiev and the upcoming Le Terrible can outpace her in a straight line, Cossack wins out in overall handling and flexibility in combat situations. She trivializes dodging incoming fire and dancing torpedo beats. Paper stats won't tell the whole story. If you looked at a combination of Cossack's top speed, turning radius and rudder shift time, she'd look deceptively mediocre. The engine power of the Royal Navy destroyers and their energy preservation means that they perform on an entirely different level from the other lolibotes, making Cossack far more nimble than her stats otherwise indicate. Her Engine Boost consumable adds even more flexibility than even Lightning can boast, making Cossack the most agile destroyer at her tier.[/caption] Summary Boosted acceleration. Little to no loss of speed in a turn. Cossack can rocket-butt with Engine Boost unlike other British DDs. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost consumable would be enough. This is a closely contested category at tier VIII with Lightning being hot on Cossack's heels with better rate of turn and a smaller turning radius. Anti-Aircraft Defense AA Battery Calibers: 40mm / 12.7mm AA Umbrella Ranges: 2.5km / 1.2km AA DPS per Aura: 12.9 / 4.2 Hahaha, no. Cossack has no large caliber AA guns to speak of. Even cursory HE damage is likely to strip her of all of her remaining defensive weapons. Enemy aircraft carriers should feel completely safe in having their planes loiter over Cossack and friendly carriers should abstain from dragging enemy aircraft near Cossack. She'll be of no help. ... except I did. Evaluation: What it would have needed to be : Cossack only barely ekes out the worst AA rating at tier VIII. Asashio is only marginally better with less DPS but more range. In theory, it wouldn't take much to nudge Cossack up the ladder, but don't ever assume this would make her evaluation passable here. Refrigerator Base Surface Detection Range: 6.97km Air Detection Range: 3.90km Minimum Surface Detection Range: 5.48km Detection Range when Firing from Smoke: 2.48km Main Battery Firing Range: 11.89km Detection Consumables: Smoke Generator / Hydroacoustic Search There's a whole lot of weirdness crammed into Cossack's refrigerator. She is currently the rated tier VIII destroyer in terms of stealth and detection, however this is a title she doesn't claim easily. There are three elements which define her concealment: her surface detection range, her Hydroacoustic Search and her Smoke Generator. Surface Detection Spotting distance delta (in meters) between HMS Cossack and the destroyers within her matchmaking spread when fully upgraded for concealment. This chart is restricted only to those destroyers within +/- 500m spread of Cossack's optimized stealth rating. Note that a distance of at least 200m is necessary to have a plausible chance of a reactionary advantage over an opponent and more is preferable. There are few destroyers that can challenge her concealment rating. Cossack is one of the stealthiest destroyers not only at her tier but also within her matchmaking spread. Only the Kagero-class sisters (Kagero, Asashio, Harekaze) have an improved stealth rating as low as 5.374km to Cossack's 5.476km. In open water with every other match-up, Cossack will detect enemies before she herself is seen. Generally speaking, when Cossack is top tier, she will dominate scouting. It's only when she faces tier IX opponents that things get harried, with detection ranges being close enough that Cossack is likely to trip over an enemy destroyer without enough time to react. Surveillance Radar, always the bane of destroyers (and gunship destroyers especially), is a very real and especially prevalent threat to Cossack's well being. When she's bottom tier, Cossack faces several ships with radar that meet or outstrip their surface detection range. There is very little counterplay she can exercise against ships armed with this consumable short of having advanced knowledge of their approximate location. Keep a wary eye on team rosters and behave accordingly. Hydroacoustic Search HMS Cossack comes with a Royal Navy Destroyer safety blanket -- her Hydroacoustic Search. In the radar-heavy environment in which she plays, this lacks the offensive utility found on HMCS Haida and it's largely reserved for simply sniffing out torpedoes. Still, it is possible for Cossack to unmask ships hiding within smoke screens while using her consumable, however she needs to get even closer than her Canadian counterpart to do it. This tactic is largely inadvisable given Cossack's difficulties in getting away once detected but it can be pulled off in a pinch, especially in late game scenarios where an enemy destroyer lacks support. Exploit that three minute duration -- she can outlast the longer ranged (and easier to use) consumables found on Loyang and German destroyers. Outside of these very specific instances, Cossack's Hydroacoustic Search is better used defensively -- giving her the time necessary to avoid incoming torpedo strikes. In most games, this will largely be its purpose. Vigilance is a helpful skill in this regard for team play purposes if you can afford it. Still, this consumable provides a degree of flexibility to the ship that expert players can exploit and to underestimate or dismiss it would be a mistake. Cossack belongs up on the front lines, projecting vision forward for her team and sniffing out early torpedo threats. Smoke Generator There's a big ol' "but" looming over Cossack's superior vision control. She may have great surface detection. She may have a very handy detection consumable that keeps her safe from torpedoes and can be used offensively in a pinch. Butt, her Smoke Generator stinks. Shackled to the same terrible smoke consumable as the British destroyers in the tech tree, Cossack is held back by its low emission and duration times. She doesn't make many smoke clouds for one. What smoke she does make doesn't last nearly long enough to be comfortable, undermining both Cossack's survivability and her ability to deal damage. When used offensively, Cossack can only park in smoke for 40 seconds at a time. With American battleships boasting up to 20s worth of immunity with their Damage Control Party, Cossack isn't going to seriously contest her opponent's ability to put out fires. This necessitates other tactics to get the most out of the potential damage output of her guns. Borrowing the smoke from another ship is one way such as in a division. She can also take a page from American cruiser and destroyer game play and use island cover to lob her shells at enemies that cannot see her but her lack of reach makes this difficult. Finally she can simply elect to fire from open water and risk trading her hit points. I would hardly call this ideal given her low hit point total. Defensively, her smoke is also found wanting. At top speed in a straight line, Cossack drops all of three (count 'em) smoke clouds. If you install the special upgrade, Smoke Generator Modification 1 you get one more puff. That's it -- hardly worth the coal investment. Cossack's consumable is not so much a smoke screen as a squid's ink-squirt. If Cossack has been firing her guns, she may not being able to create enough smoke to block line of sight to multiple opponents (which will make you wonder why you even bothered). Fortunately, if you cut your speed the moment you activate her consumable, Cossack will come to a stop inside the last cloud. Don't wait on the throttle though -- you need to be decelerating the moment you begin laying down your rings. At least Cossack's smoke reset timer isn't punitive. The delay between dissipating and the availability of her next charge can be as little as 20 seconds with the correct commander and signal combination. With up to seven charges available, Cossack simply needs to hold her fire for brief intervals before setting up for another round of shooting. Patience and careful planning can almost make up for all of her consumable's shortcomings. Closely Contested Cossack is an excellent scout. Few destroyers at tier VIII can sit as comfortably on the front lines, broadcasting back enemy positions for their team as Cossack can. In addition, her forward position helps protect her allies from long range torpedo salvos which become quite commonplace within her matchmaking. This isn't a safe place to be, however, and Cossack lacks reliable smoke from her toolkit to give her a sense of security. Cossack may be one of the stealthiest ships at her tier and one of the best destroyers for controlling vision for her team. However, this is very little room for error. Summary Great open water concealment. Hydroacoustic Search combined with her great acceleration and handling makes enemy torpedoes launched at range a non-threat. Her smoke smells like butts. At least she gets a lot of quick-reloading charges. Evaluation: What would have to happen to DOWNGRADE to : Top spot among the tier VIII destroyers is heavily contested. The Japanese torpedo ships have the best raw concealment values. Loyang has arguably the best combination of detection consumables though her surface detection is too big to take the crown. Cossack wins out on primacy despite the flaw of her Smoke Generator, but not without contention. Keeping Oskar from becoming a Sam Skills rated by their utility in descending order from purple, to blue, to green, to red. For the colourblind, they're also rated by hearts. Cossack's initial skill choices are fairly standard for a gunship. Start with Priority Target. Next take Last Stand at tier 2. Survivability Expert is optimal at tier 3. And finish off your 10th point with Concealment Expert. Basic Fire Training should be a must on anyone's list after that and Adrenaline Rush is also optimal. From there, spend your last four points as you will. Final Evaluation I'm not one to blame matchmaking. However, Cossack's fortunes are more firmly tied to matchmaking than many other ships I've played in recent memory. I think it's largely owing to how Cossack performs when she up-tiers. To be absolutely clear, Cossack is a beast when she's the top of the pile. There are very few opponents she cannot engage comfortably and it's only those vessels at her own tier which give her pause. However, Cossack doesn't feel anywhere near as comfortable when she has to go up against tier IX and X opponents. This isn't a problem unique to Cossack, but it is more pronounced in her case. Her guns have a very limited menu of appetizing targets when she faces same or higher tiered opponents. It's not that she can't deal damage when bottom tier, it's simply more of a challenge than for other destroyers. She reminds me very much of most tier V battleships, where they can feel like real powerhouses in those rare times that matchmaking favours them and victims otherwise. Your mileage in Cossack will vary based upon not only where your placed on the Matchmaking roster but what's on the enemy team. So long as she's facing enemy destroyers and cruisers with soft squishy bits she can pelt with her pew pews, you're going to have a great time regardless of her tier. If you suddenly find yourself facing down tier VIII+ American and German heavy cruisers, a heavy battleship lineup or Japanese ducky-destroyers, life's going to be a lot more difficult. Fortunately, Cossack still has a role when she can't be the big dog. When she's no longer able to deal direct damage easily, she excels at simply putting eyes on targets and pressuring cap circles. It's difficult to dislodge an RNDD that has setup shop around a given cap short of using concerted air power or a constant barrage of radiation from Surveillance Radar to drive them back. Cossack won't come out of said matches with much to show for it other than a win if everything goes right, unfortunately. I do like Cossack, but she doesn't inspire the same kind of awe her sister ship, Haida did for me. There's a lot to enjoy with this ship. Few feels as comfortable as she does when top tier and even in those uptiered matches, she can serve you well provided you meet the right opponents. However, in those games where there's nothing but hard targets, the pickings get mighty slim. I dunno why, but I'm a fan of Cossack's alternative camouflage. I wish it didn't cost 2,000 doubloons to make my ship look pretty, but oh well. Would I Recommend? Cossack was originally made available through the Royal Navy event which ran in the last quarter of 2018. Wargaming assigned her a cost of 50 Guineas with players able to earn up to 48 Guineas over three patches. It's not you -- the math doesn't add up. The assumption is that players will have to pay for the difference with a Guinea setting you back around $1 USD. Otherwise, players may acquire her for the equivalent cost of 9,600 doubloons + the price of a port slot. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Cossack does alright in Operation Dynamo, but her contribution is very one-sided with being largely limited to engaging the torpedo boats. Her AA power is virtually non-existent. Co-Op isn't kind to gunship destroyers, particularly those with only modest hit point pools and limited torpedo options. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes with a butt. Cossack doesn't play much differently than the other Royal Navy destroyers and her skill choices overlap nicely (especially with captains for Icarus, Jervis, Jutland and Daring). The only issue is that earnings get a might bit slim of matchmaking doesn't love you. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. There are better choices, namely Loyang and Akizuki. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. Now you too can own a memento of the ship that predicated the early invasion of Norway! Slap on a Hotel Yankee signal, board some enemies and cause an international incident! For Fun Factor: Bottom line: Is the ship fun to play? Yes. While I'd rather play Haida, that's my own Canadian bias speaking. Cossack is a fun ship though be warned, she is a tier VIII destroyer. That comes with all of the hangups that tier VIII destroyers face. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely In Closing Is it over? I think it's over! Cossack (and Haida) have been on books since January of 2018 -- that's over nine months of work that has gone into reviewing her and her sister ship with too many different versions between them. As you can imagine, there was a lot of information to keep track of with her performance changing so regularly. While I'm happy the two ships aren't terrible, I'm very (very) glad to be able to stop worrying about Cossack for a while. I want to thank my readers and fans who helped keep me sane over these months and an especially well deserved thanks to my Patrons on Patreon who helped keep me fed. I won't have to dig her out again until there's another tier VIII destroyer to review for a comparative study. But that won't happen for another ... Aww, sh-- ...! Appendix (1) Penetration data courtesy of Proships.ru (https://www.proships.ru) and World of Warships AP Calculator (https://mustanghx.github.io/ship_ap_calculator/).
  17. Jdelgado20005

    Cossack vs Haida

    Hi Everyone, I'm not too savvy on the actual technical specs on each ship, however i don't consider myself a "noob" at all. My question comes to what actually decides what tier a ship should be categorized by??? I own both Haida VII and Cossack VIII. So i bought the Cossack thinking it will be a nice upgrade from the Haida. I think I'm finally making the Cossack work for me but looking at the stats of each ship i realized that the stats of the Haida are better. I usually achieve 100K dmg with the Haida most of the time, and as for the Cossack boy is it an achievement when I do. I did upgrade commander skill for Turret Traverse speed on the Cossack bringing my Artillery up by 1. Stats for Haida: Suitability: 26 Artillery: 29 Torpedoes: 11 AA Defense: 22 Maneuverability: 85 Concealment: 96 Stats for Cossack Suitability: 27 Artillery: 28 (27 without commander skill) Torpedoes: 12 AA Defense: 11 Maneuverability: 84 Concealment: 97 If anyone could explain this .. well you da real MVP. Thanks all and may everyone have a GG!
  18. SteeLeviathan

    French tier 10 destroyer

    So with the release of the le Terrible, it got me thinking of what possible the french destroyer line would be like and what the top ship would be. Since the Le Terrible is a tier 8 destroyer, I would think that Le Fantasque would be the equal tier, but then that brings up some questions of power. If tier 8 would that mean that the Mogador with its 4x2 guns would be tier 9 with the T47 being tier 10? The problem i see with the T47 is that it drops a whole lot of gun power by going from 4x2 139mm guns to 3x2 127mm. That lose of power is possibly made up by the aa buff and increase of 2 more torps but as i can tell right now, the french are fast gunboats, possibly. Maybe wargames wont use the larger gunboat line and go with the smaller destoyer line with the Le Hardi at tier 8, as another destoyer hybrid line with fast reloading torps instead of heavy firepower, or perhaps WG will go with the mogador at tier 9 and fudge another fantacy tier 10 ship that would have similar firepower to a khab or a harugamo and leave the t47 out of the tech tree or leave for, if they decide to add a second line to the french destroyers as torpboats, maybe. Who knows.
  19. The only real change to the Gremyashchy since I first reviewed her was the inclusion of camouflage for premium ships. And she looks rather dashing her in her off-white scheme. Quick Summary: A Soviet Gnevny-class destroyer with improved agility, concealment , torpedoes and HE rounds. Patch & Date Written: 0.5.16.0 - December 25th, 2016 Cost: Originally only sold individually or as a part of a pre-order bundle in Spring of 2015. During Christmas of 2016, many players reported acquiring them through the "Santa's Secret Stash" promotion. Closest in-Game Contemporary Anshan, Tier 6 Premium Pan-Asian DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I got quite upset, once upon a time, when various players reported that the Anshan was effectively a tier 6 Gremyashchy. I made it a personal mission to dispel this illusion, perhaps a little too vehemently. The two ships do share a lot of similarities, but the Anshan is a far cry from the second coming of the Gremyashchy. While superficially similar, the Asian destroyer doesn't have the same agility, high explosive shells or stealth capabilities of the pre-order vessel. PROs Good muzzle velocity and flat shell trajectory with her 130mm rifles with an impressive 11.9km range. Excellent AP performance with a high alpha strike of 2,500 per shell. Quite capable of stacking citadels upon cruisers that leave their broadside exposed at medium to close ranges. Better HE performance than any contemporary Soviet Destroyers, with 1,900 alpha strike and a base 9% to start fires with each hit. This makes her one of the best fire starting Destroyers in the game. Very good torpedoes with an 8km range and 14,400 maximum damage. Tiny turning circle of 510m and short rudder shift time of 2.7s Excellent concealment values while firing, giving her a 1.0km stealth firing window even without premium camouflage or Captain Skills. CONs Very low armour values of 10mm along nearly the whole length of her hull. British 152mm AP shells will easily overmatch this preventing her from being able to angle against it. Horrible gun traverse, with a 5° per second turret rotation (36s for 180°). The ship easily out turns them. Poor fire angles on her #3 turret. Torpedoes are slow at 55 knots. Large surface detection range for a tier 5 destroyer at 7.0km base. The sun sets on 2016. I'm very curious to see how much the game will change in 2017 and what effect it will have on the various premium ships I've looked at over the last year. Nothing has really changed on the Gremyashchy since I first reviewed her. However, the game has changed around her over the last year. Soviet and British cruisers have joined the ranks. So too have German Battleships and another handful of Japanese Destroyers. The module system got tweaked and Captain Skills were overhauled. Finally, and perhaps most significantly, Matchmaker changes pit the Gremyashchy more and more against what could be considered more fair opposition for this relic of the past. To be certain, the Gremyashchy is a fossil. Like the Warspite, she's a snapshot of World of Warships from an earlier time, representing norms that no longer exist. She used to be a middle-road destroyer with worse gunnery and brawling ability to the USN Nicholas and significantly worse torpedoes to the IJN Minekaze. She couldn't hold a candle to these two rival destroyers in their chosen areas of excellence and this made her seem a bit of a poor choice overall -- so much so that many players passed up the chance to purchase her when she was available. I cannot stress this enough: The Gremyashchy was often overlooked in favour of the Yubari and Sims at the time. Those that saw her merits loved her, but she was so often dismissed. With the typical attrition of the player base over time, the Gremyashchy has become an increasingly rare sight until recently. While it remains possible to earn a Gremyashchy through a Super Container, the 2016 Christmas Promotion, "Santa's Secret Stash" has yielded a significant number of these ships to the player base. This is by no means guaranteed, of course. The more premium ships a player owned already, the more likely they were to draw this ship as the loot containers seemed loathe to duplicate vessels already owned. While some seemed to acquire her with ease, others have gone through a long frustration of receiving anything but. To this end, I thought it prudent to revisit the Gremyashchy and express what all the fuss is about. Options The Gremyashchy is very predictable when it comes to her options. All of her consumables and module slots are standard for her nationality. There's nothing out of the ordinary here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Three slots, standard destroyer options.Premium Camouflage: Tier 2 to 5 Standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Four 130mm rifles in four turrets in an A-B-X-Y superfiring configuration Torpedo Armament: Six 533mm torpedoes in 2x3 dorsal launchers. Let's start with Torpedoes. Like the Molotov, the Gremyashchy is armed with a weapon system of a comparable Soviet ship several tiers higher than it. While the Molotov gets the same guns as the tier 9 Dmitri Donskoi, the Gremyashchy gets a similar torpedo armament of the tier 8 Tashkent. If this raises a few alarm bells; it should. The Tashkent's torpedoes are terrible for a tier 8 ship. All joking aside, the Gremyashchy has torpedoes that now compete very closely to its tier 5 counterparts, but this wasn't always the case. To best understand the Gremyashchy's weapon systems and why they're considered so overpowered, you have to look at her competition when she was first introduced. Her only contemporaries at the time were the Minekaze and Nicholas, but these ships were very different at the time of their inception. Let's start by comparing their torpedo armaments from the Closed-Beta era. Values were pulled from World of Warships Closed Beta, around Patch 0.3.1.3 While it's perhaps common knowledge that the Minekaze was a better torpedo ship when compared to the Gremyashchy, it's important to appreciate just how much better the Minekaze was. While both ships had comparable hitting power with individual torpedoes, the Minekaze fired her torpedoes 50% faster than the Gremyashchy. Her fish moved at higher speeds regardless of which armament she elected to use. With her 1.1km surface detection range advantage over the Gremyashchy, she could get closer to her prey to help guarantee hits or sit way back and never risk detection with her 10km torpedoes. The Nicholas' torpedoes were designed for close quarters brawling. Let's look at how things have changed. Note the drop in reaction times. Tier 4 and 5 is always a kick in the teeth for novice Battleship Captains that don't appreciate that you need to dodge torpedoes long before they're spotted. The Minekaze has fallen a long way since Closed Beta. While she retains a blistering rate of fire, that's about all she can now claim. When we look at the Gremyashchy, she appeared to only be a modest torpedo boat in Closed Beta. However, it would be hard to argue that she's not one of the most attractive torpedo platforms at tier 5 currently, with only the Kamikaze, Mutsuki and T-22 being comparable or better. It should be noted that her torpedo armament does not stand head and shoulders over her competition, but that it merely remains competitive. She has the slowest torpedoes at tier 5 and one of the largest surface detection ranges. This requires her to launch torpedoes from further out, making it more likely for her to miss from minor course adjustments of her prey. The Gremyashchy doesn't have better torpedoes than any of her tier 5 counterparts. However, she is no longer outdone by them to any significant degree like she was when she was introduced. Now let's take a look at her Guns. Main BatteryThere are only a couple of downsides to the Gremyashchy's guns. The first is the most obvious: She has horrible gun traverse rates. Needing 36s to complete a 180° rotation, this can feel downright punitive until Captain Skills or modules are used to accelerate it. Still, even with all of the boosts available, the Gremyashchy can and will out turn her guns with even the smallest adjustments of her rudder. This will often get novice Gremyashchy players in trouble as they'll abstain from conducting any maneuvers at all while under fire, leading to predictable deaths from enemy gun and torpedo fire. The second setback is a minor one. Her #3 rifle has her fire angles impaired by a pair of 12.7mm machine gun mounts. This can only rotate forward to 53° while her #4 can reach as far forward as 30°. These drawbacks aside, it's hard to see the Gremyashchy's main battery as being anything but superior to her contemporaries at tier 5. In fact, it's not until you stack her against tier 7 ships that her performance begins to wane. Like her torpedoes, this again wasn't always the case. The Nicholas used to be a much better close-range gunnery platform to the Gremyashchy, back before the changes to AP and HE shells around 0.3.1 and through to 0.3.1.3. This saw AP and HE switch places in terms of primacy where destroyer shooting was concerned and the Nicholas never really recovered. After 0.3.1.3 in Closed Beta, the Gremyashchy began standing on par with the Nicholas or exceeding her and she's never really looked back since. Currently at tier 5, the Gremyashchy has the best AP shell, the second best HE shell behind only the premium Kamikaze-class Destroyers. Yet she's the best fire starter at her tier. On top of this, she has the excellent ballistic arcs found on the IJN ships yet without the range limitations. The Gremyashchy has a 1km reach advantage over the Nicholas and T-22 and only falls behind them in terms of rate of fire. It gets worse when you compare her to the lead of her class. She dodged the 0.5.2 nerf that shaved 300hp off of Soviet HE shells and dropped their fire chance from 9%,which the Gremyashchy retains, to 7% (this was later buffed back up to 8%). On top of this, she doesn't suffer the 2.0km additional surface detection range "tax" added to all Soviet 130mm Destroyer caliber guns. This allows her to stealth fire from the surface while stock at a range of 10.9km or greater. Once combined with Captain Skills and camouflage, this stealth-window gets absolutely insane. Summary Perhaps now you can start to see the issue with the Gremyashchy. She has not only an excellent main armament but she also has an excellent torpedo armament. No other destroyer at her tier mixes these two systems to the same effect. She doesn't meet any serious challengers to this kind of balanced mix of main battery & torpedo armament until the tier 7 Destroyers and she can almost keep up with those! Best overall gun performance at her tier. Highly competitive torpedo armament. Capable of using both weapon systems from concealment while stock. The only real downside is her sluggish turret traverse. Arguably the equivalent of a modest tier 7 destroyer in terms of firepower. The Gremyashchy's guns are horribly overpowered with ridiculous stealth characteristics. However, don't overlook her torpedoes. They are phenomenal in their own right. While leaning on only a single weapon system will still net you great games, using the right combinations of AP, HE and Torpedoes will allow you to utterly dominate in a given match. Maneuverability Top Speed: 37.0 knots Turning Radius: 510m Rudder Shift Time: 2.7s If you were hoping to see some form of moderation appear here, you're out of luck. Back in patch 0.3.1, the Gremyashchy had her turning circle kicked down from 630m to its current 510m. This was countered by a 6.0s rudder shift time, but clearly that didn't stick. So now she enjoys the best of both worlds and it's not like every other destroyer can say the same. She has the tightest turning circle at her tier and a very competitive rudder shift time. It should be noted that this agility comes with the price of being quite apt at out turning her turret traverse. While this may be frustrating, remember short of lining up a kill shot, it's always preferable to focus on evasion over doing damage in a destroyer. She's not the fastest destroyer (that honour goes to the Minekaze at 39.0 knots) but her own top speed is competitive enough to keep pace with everything she might face. Durability Hit Points: 13,100 Maximum Protection: 13mm Min Bow & Deck Armour: 10mm It probably comes as no surprise that the Gremyashchy is lightly armoured. What may surprise some of my readers is that she's more lightly armoured than most other destroyers at her tier -- and this can be a real problem thanks to the inclusion of the Royal Navy cruisers. It takes a minimum of 11mm of armour to be able to bounce the 152mm AP shells that the British cruisers fire. Though the Gremyashchy has these values along her deck and turret faces (as do all destroyers), she does not have them along her hull. This makes it impossible for her to angle against incoming AP fire from British warships and attempt some lucky ricochets -- something that all of the other destroyers can. This may seem like a small weakness, but it's worth keeping in mind. Concealment & Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.6km Minimum Surface Detection Range: 6.1km Concealment Penalty while Firing: +3.9km (vs 11.9km gun range) This is the last piece of the puzzle which describes exactly why Wargaming will not sell the Gremyashchy anymore. She doesn't suffer from the same concealment penalties that have afflicted Soviet and German Destroyers. The original concealment penalty calculation when firing guns is 0.03 times the shell diameter. Soviet Destroyers add an additional 2.0km to this range and German Destroyers add 3.5km. Not so the Gremyashchy. The result is that while stock, she has a 1.0km stealth firing window (1.2km with her camouflage) when using her main battery. When Captain Skills are thrown into the mix, this can allow the Gremyashchy to sit just beyond 10km of an enemy and pour fire into her without risking detection. Keep in mind, at these ranges she can potentially citadel a light cruiser with her AP rounds or accurately place HE shells on each separate section of a Battleship to maximize fires. This is also close enough to continue pelting an enemy destroyer with a reasonable chance of landing shells on target even when they evade. Short of Wargaming overhauling the stealth-firing mechanics for the game as a whole (such as changing the stealth firing penalty to shell diameter * 0.04 or higher) , the Gremyashchy will always be overpowered in this regard. A mid-tier CV's worst nightmare: An alert Gremyashchy within gun range. Anti-Aircraft DefenseAA Battery Calibers: 76mm / 37mm / 12.7mmAA Umbrella Ranges: 3.0km / 3.2km / 1.2kmAA DPS per Aura: 4 / 23 / 17 For a mid-tier Destroyer, the Gremyashchy's anti-aircraft firepower is rather decent. It's not great by any means. I wouldn't trust it to shoot down anything before it made its attack run, but it may bruise any planes sent to linger around her in order to keep her spotted. Most of the time, though, you're best to just leave this turned off. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme The potential for this ship is enormous. Like many destroyers, she's not quite user-friendly enough that just anyone will be able to take her out and score big each and every time. Without an appreciation for stealth mechanics, without respecting ammunition choices and proper consumable management, the Gremyashchy will fail to deliver. The tools are all there, don't get me wrong, but a novice can still easily mishandle this little monster. But in terms of raw carry potential? The sky's the limit. If you see one of these ships on the enemy team, take any opportunity to delete it as of paramount importance. In the right hands, there are some ships on your team that do not stand a chance -- full stop. Slow "brick" Battleships are meat on the table. Light Cruisers without long-range detection consumables like Radar or Aircraft are horribly vulnerable. A Gremmy player that knows how to ride the knife edge of detection, that keeps map awareness up and juggles shell management like a boss will give any team a very, very bad day. Pray you can detonate the fiend. Mouse's Summary: What weaknesses? Seriously... Good guns, good torps, good stealth, good concealment, good agility... Need I go on? Let's hope that any changes to stealth firing in the future also affect the Gremyashchy, or she's only going to get worse. In her current state, she belongs at tier 7. Studying the Gremyashchy is fascinating. In writing this review, I spent a lot of time looking up her original stats from back in Closed Beta. This is no easy feat. Wargaming no longer appears to host the Patch Notes from those times on the North American or European Servers and a lot of changes were undocumented. It was only through reviews and replays that I could get a clear image of what she was compared to what she is now. A lot of the information was piecemeal. It was difficult enough to find what I wanted for the Gremyashchy and down right impossible to also find Minekaze and Nicholas data from the same patch. Changes were rampant back between patches 3.1 to 3.1.3 with a see-saw of gunnery statistics as the primacy of AP was diminished and HE became dominant. It has to be said that the Gremyashchy came out of Closed Beta in a very healthy state. This isn't something all Premiums can boast (I'm looking at you, Atlanta). But it wasn't just the changes to Closed Beta that put the Gremyashchy on top. It's been the continued refinement (some might describe it as an erosion) of the balance at tier 5. The 3.5km surface detection penalty while firing on German Destroyers looks downright punitive in the current meta. It makes the 2.0km surface detection penalty on the Soviet Destroyers look downright manageable. The Minekaze is a hollow shell of her former self. And if rumours are to be believed, the Kamikaze-class will no longer be made available for purchase in the future. It's clear the environment at tier 5 is becoming all the more forgiving for the Gremmy as serious competition is being shackled by more moderated stats. I seriously considered measuring the Gremmy not against the tier 5s but against the tier 7 destroyers. It was shocking to see just how close she came to the likes of the Leningrad. While she's lacking on DPM, as she is presently, I do think she could slot in at tier 7 provided stealth gunnery does not change in the future -- yes, I think she's that powerful. It would be a tough sell which is why I wussed out and decided to instead focus on her Closed Beta statistics. Cross drop? No problem. The Gremmy's agility makes dodging fish look easy. Would I Recommend? Like the Imperator Nikolai I, there's only two ways presently to acquire the Gremyashchy. The first is to find her in a Super Container earned through the daily experience grind. The more Premium ships you own, the more likely you are to finally get one, so that's pretty cool. I can only imagine how awesome it would feel to get her this way ... and how frustrating it must be if you've pinned your hopes on this. The other option is with the Christmas 2016 sale where players could buy different sized loot containers. I wish there was some actual data on the odds of earning a rare ship through this promotion. There are a lot of anecdotal experiences that can be found on Reddit or the official forums. It seems that similar to Super Containers above, the more Premium Ships a player owns, the more likely they are to acquire a Gremyashchy. But this is by no means certain. Anyone hoping to beat the odds should be careful with their coin. Getting the Gremyashchy, while it seems to be possible, may not be likely. For Random Battle Grinding The Gremyashchy is a PUB stomping monster. She's a perfect choice for someone looking to help train their Soviet Captains, to earn a few extra credits or simply to farm awards like Kraken Unleashed. I cannot recommend her enough for this. For Competitive Gaming If you have the option of using the Gremyashchy in some form of competitive arena, then she's an excellent choice. For Collectors Meh? For many of us in the West, the Gremyashchy has more value as a rare-ship in this game than for her historical achievements. She is one of the few Soviet Warships that saw surface action in WWII, engaging German Destroyers. For Fun Factor She's one of my most played ships for a reason. I just wish I didn't feel so dirty afterwards... How to Equip your Gremyashchy There should be no real surprises here. Recommended Modules As a tier 5 ship, there's only three module slots to contend with. For your first slot, take Magazine Modification 1 to reduce buzz-killing, horrendous kablooies. You have a choice for your second slot between Aiming Systems Modifaction 1 and Main Battery Modification 2. Which you take largely depends on the Concealment rating of your Gremmy. If you specialize her through your Captain Skills for range and stealth, the former will be more valuable as you will not need to maneuver your ship as often. Without them, then the latter is the better choice. This will keep your guns on target longer and offsets any loss to your DPM as a result. Guess what? The third slot modules are still terrible. Take whichever one you like. Recommended Consumables As a destroyer, I strongly recommend taking a premium version of your Smoke Generator. This will add an extra charge, but more importantly, it will also reduce the reset timer to 80s from 120s. It's up to you if you want to use premium versions of the other two consumables. I personally use a premium Damage Control Party, but most games it's largely superfluous. Those few times it has come in handy, it's more to bail out my own stupidity than any necessity predicated by ship performance. Recommended Captain Skills The big choice with the Gremyashchy is whether to push for Concealment bonuses right away or to linger in the lower tiered skills for more quality of life improvements. Here's how it breaks down. At the first tier, Basic Fire Training is your best choice. This bumps up her rate of fire to 13.2rpm. There's no surprise that as a destroyer, you'll want Last Stand first and foremost. However, you'll also (desperately) want Expert Marksman. And lastly, Torpedo Armament Expertise is also highly coveted to reduce that reload timer, but consider this a tertiary skill. At tier 3, Superintendent is still the best choice, if only for the extra charge on your Smoke Generator. At tier 4, there are two skills worth considering. Advanced Fire Training may seem like the obvious choice. This will increase your range up to 14.3km and boost your stealth firing window from 1.2km (with camouflage) to 3.6km. However, with discipline, you can just as easily manage without it and take Demolition Expert instead to increase your fire chance to 12% per shell. If you didn't double up on tier 4 skills, then Concealment Expert is the best choice at tier 5. Without Advanced Fire Training, this increases your stealth firing window with torpedoes AND guns to 1.9km. With Advanced Fire Training, your gun window opens up to 4.3km which is stupidly overpowered. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  20. Today I am going to showcase my experience in the Tier 8 Royal Navy Destroyer, the Lightning. Overall a decent ship, but my experience in it was "something different" compaired to other ships I have played.
  21. Submarines are now implemented in the Halloween mission in the public test. If they come out in random battles in a future update, will destroyers be armed with depth charges and squid launchers? Maybe sonar to actually detect subs other than just torps? Firing at submarines from battleship and cruiser guns kinda sounds ridiculous and overkill.
  22. I love my gunboat DDs. I'm an average at best cruiser player, and only good in some BBs, but my happy place is filled with names like Clemson, Farragut, Z-52, Akizuki/Haragumo, Vampire, Fletcher, etc. I enjoy hunting DDs, controlling caps, spotting and vision control, and such, and I find it's my best way to contribute to wins. I like playing fast and aggressive but still having to be thoughtful about movement and positioning. I'm an average player overall, but in a gunboat DD I can carry games that I am not capable of carrying in other ships. So when it became evident that the RN line would be optimized for the fleet DD role, I was excited. So far....the results are mixed, but I am optimistic for the rest of the line. I won't unlock Lightning until Wednesday as I've completed all the container missions and didn't unlock her, but I've gotten some time with Acasta, Icarus, and Jervis. (Valkyrie looks like it will play similarly to Vampire with a bit more torp flexibility and emphasis, so I'll try her and Wakeful after launch as well.) Here's my impressions of Acasta, with Icarus and Jervis coming later tonight or tomorrow and the rest coming soon (I probably wont have much time to play next weekend so it will be a bit of time before I cover Lightning, Jutland, and Daring.) 'The Acasta Doing Business - Mid-Tier Meh "A lot like T-22, except even more boring and ineffectual" It was evident even before playing them that a lot of the British DDs would have reasonably high skill floors and would be 'better than sum of its parts' boats given the 'fleet DD' niche. Acasta is clearly a step in that evolutionary line, but in her case, sh's likely a 'grindwall' boat that most players will be glad to get out of. Even as someone with realistic expectations and who enjoys that playstyle, I didn't enjoy her. Full disclosure: I played 2 games in her and then sidelined her after unlocking Icarus mission. So maybe others make her work better after some more time, but I have played enough Gallant and enough other gunboat DDs to know Acasta wasn't for me. She's just aggressively meh. She doesn't excel in anything, but neither does T-61 and that's one of my favorite boats; she's just not good enough at enough things to make her fun. Her guns are meh, with a slow traverse and low dpm output making her vulnerable to USN DDs, and aside from the flexibility of her singlefire torps, her torps aren't anything to write home about. You can't launch from stealth except in ambush or at an approaching target. When the cards fall right, you can still devstrike anything easily with 8 torps on the same vector, or easily design your own spreads to improve odds of getting at least one hit. I have used this skill to great effect with my Gallant, but with 6km torps (and 6km stealth even at full-stealth build) I struggled to do so with Acasta. Good players will get some fantastic results out of these torps on occasion when they use single-fire perfectly, but it's going to be rare-ish and you're going to have to work harder to get good torp results than other DDs. Her guns are also a weakness. Like USN DDs, RN DDs have high shell arcs that necessitate engagements at closer ranges than Russian or (to a lesser extent) German DDs. But USN DDs just spank this boat 1v1 in a gunfight. She isn't even competitive with Clemson for cap control, much less Nicholas or Farragut. Her nimbleness helps her avoid torps but you wont dodge much gunfire at that range, and her RN smoke is even shorter because tier 5. Plus, the hydro later tiers get isnt present here. I've played a lot of Farragut and Clemson and know every trick in the book to use torps when you can't *quite* stealthtorp in most conditions, but the singlefire capability doesnt make up for the fairly weak torpedoes here, and her guns just aren't good enough to deal damage when you can't pull off ambushes, unlike the USN boats. This is a boat in which even experienced gunboaters will struggle to do damage on a consistent basis. She's nimble and accelerates quickly, she can use singlefire torps to torp entire smokescreens to flush or kill red DDs or to devstrike a BB from ambush, and she can spot and help kill DDs, but she doesn't beat ANYTHING 1v1 in a stand-up fight except a badly played IJN torpboat, and even then she doesn't have hydro for the extra cushion so her nimbleness is key to not eating torps. I think very good players can make her work very well, and I wouldn't be surprised to see her do well in the t5 ranked season in the hands of a good player. But she's going to uptier even more poorly than most tier 5 boats. She'll never be a popular boat; for one, the most OP dd for its tier is Kamikaze at tier 5, and although tier 5 is a fairly weak tier for gunboat DDs anyway, Acasta is just not equipped to excel in randoms with her toolkit. PROS: *Single-fire torps. Great for island ambushes of ships coming around a corner, strait/gap control, or torping smoke clouds when you're pretty sure a red DD is in there due to flexibility of torp spread design (can drop them all in a row or spread them out as you see fit. *Good acceleration and handling: RN DDs don't get speed boost, but they accelerate quick and hold speed in a turn. These aren't huge advantages, but they help you knife-fight other DDs and still avoid torps, and help get you out of trouble. *Decent stealth: You'll outspot Clemson and Farragut (Nicholas noses you out), outspot Gaede and Maass, and all Russian DDs. You get outspotted by IJN DDs but not by too much. And your smoke is great for breaking contact and vision control even though it sucks for offensive use. CONS: *Meh guns: the improved AP ricochet angles RN ships get doesn't seem to help much (although small sample size as I didn't play too much of her) and the low effective range (due to firing arcs), meh traverse, meh reload speed, and meh DPM mean you get your [edited]kicked by any other gunboat 1v1 assuming equally skilled players. *Situational torps: I'm used to not being able to stealthtorp; as I said, I play Clemson and Farragut often. But these torps are slowish, meh damage, and your torp range is identical to your concealment. Use them to torp smoke clouds, but don't count on racking up BB kills when they're not dumb enough to come around the corner of an island predictably enough for you to launch your torps in a line right at him. *No speed boost + low hp = low survivability: She's nimble, and her quick-reload smoke can help break contact, but if you overextend you're not going to find it easy to get back out. Her stealth is ok but she can still be outspotted by several common DDs at that tier, and she can't just boost out of trouble, so she can find herself getting focused down and her smoke is really the only thing that can buy time to bail. And once she is getting focused, she doesn't have the HP pool to last long. You've got to play smart; lone wolf deep-penetration tactics are a death wish in Acasta. *Tier 5 matchmaking: I personally enjoy the challenge of being bottom tier in most boats. However, aside from her stealth advantage over many tier 6 and 7 DDs, this is a boat that gets murdered at bottom tier. I think she'll surprise people in tier 5 ranked, but this boat is going to be terribad in randoms because she'll be bottom tier 40-50% of the time and she just doesnt have the toolkit to be effective at all. This is literally the worst t5 DD to be in a tier 7 match with. When you're uptiered, you'll jhave to work hard and play out of your mind doing all the little things to get your xp and contribute meaningfully, because you can't effectively engage anything but isolated and wounded targets and you will get pushed off caps easily. TL;DR: she fits perfectly in the niche Wargaming wanted RN DDs to fill, but in this tier, that niche just doesn't work. She's right up there with T-22 as an incredibly boring boat, and even when you find ways to win and contribute, you won't feel like you've done all that much even though you worked hard all game to do what little you did. But don't worry, Icarus is an improvement and Jervis is a strong boat, so just keep grinding. It'll be over soon. (My other reviews - British BBs: Conqueror/Lion Monarch KGV Queen Elizabeth French BBs: Overall Line Review German DDs: Flottentorpedoboot My Waifu)
  23. Hey Captains! I have a Discord Server dedicated to gaming. Our main game is World Of Warships, but we do play multiple other games, along with trying new games. We are looking for others to join our Discord, and if there is enough interest, we will be creating a clan. Our main goal is to enjoy the game, and not take life too seriously. We are a very small group of gamers who enjoy playing together. I will provide a link to the Discord server. ( https://discord.gg/GseFfQ You may also contact me through the Discord, or reply this thread with any questions. Thank you all!
  24. Commissar_Carl

    HE penetration of 4.5 inch guns

    I am confused as to the HE penetration on the two high tier DDs, Daring and Jutland. If I recall correctly both Notser and Flamu have stated that without IFHE thier guns are incapable of penning other top tier destroyers or the superstructure of larger ships. My question is why? The 4.5 inch guns are in metric 114 mm. With the 1/6 caliber ruler for HE pen, 114/6=19mm of HE pen... which is the same as the plating of all the DD's in their tier and the superstructure of any BB or CA. More than this, with IFHE the guns get a extra 25 percent, so 19/4= 4.75, and added to 19 is 23.75. That shouldn't be enough to cross any armor thresholds, and should make IFHE worthless for these ships as opposed to compulsatory. The only 2 reasons I can think of that this would not be the case are that A) I actually do not understand how HE pen works, or B) Wg is using the technically more accurate caliber of 4.45 inches for the shell, making 113mm so it is barely not enough. However, they advertise it as being 114mm in the dev blog. So, thoughts?
  25. Since the start of the little RN ARC contest, I have received one (1, ONE, UNO) personal DD mission. I'm not sure why WoWS/WG would code it that way... one would "think" the thing would be to get a lot of players playing the ships so that, on the day they are taken back, people will grind their little hearts out to get 'em back. AFAIK or think I knew... when the tech tree kicks in, the special mission ships go away - is this correct? If it isn't then of course it would make complete sense to only issue one every 50 or hundred missions, right? I've received just the T5 splatsplat boat... what all have you guys received? tiafyc
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