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Found 9 results

  1. 212thAttackBattalion

    HMS Daring: Day 1 first Impressions.

    Hi all, 212th here. As you all know, the RN Destroyer line dropped last night and with it, the latest tier 10: HMS Daring and I've taken her out and farmed much salt from ships of every class. So, is she all she's cracked up to be: short answer is YES. The Daring checks all the boxes to be a real fun DD at tier 10, even with the concealment nerf during testing: she is moderately stealthy with god tier guns and torps that are certainly not mediocre with a large health pool + heals... she is certainly worth the RNDD grind in my opinion and will be a force to be reckoned with in the high tier meta. Pros: The guns: 6x113mm guns firing every 2 seconds when specced for ROF (BFT, MBM3), this is an incredible amount of DPM, especially at close range when any DD and even some CLs will think twice before charging her. In addition: the 8% stock fire chance means you're almost guaranteed to get fires on any BB you're farming with your guns... this may or may not result in you being reported and cussed out by said Yamato the AP on Daring is also no slouch: able to make mince meat out of DDs (including Khaba at knife-fighting range) and some light cruisers such is UK and US ones. Hydro: despite the hydro being close ranged (3km for both ship and torp detection), it has immense utility due to it's long up time: 3 minutes of up time with 102s reload time (with Jack of All Trades, Premium consumable and November foxtrot signal flag). this is especially useful in contested cap circles where you can avoid enemy torps and sneak up on the enemy DD's smoke to get the jump on them with your rapid fire guns or conversely, if they charge your smoke... you will have advanced warning and the first shots (of course unless it is a German or Brit DD) Smoke: Despite it's short duration, Daring Smoke is quite versatile... just be careful to not run out of it in front of a Des Moines because you didn't slow down quick enough. It has a 10s dispersion time and a 40s duration (without smokescreen mod) and a reload time of approximately a minute and comes with 5 charges stock and 6 with premium consumables, this means you can afford to use 1 or 2 to disengage from contact instead of shooting from without much penalty down the track as you got so many charges where as other DDs need to be very prudent with their smokes. Acceleration: This thing goes like a bat out of hell when it comes to hitting it's top speed, this is useful for dodging torps coming for your smoke or incoming fire if you get radared while stationary, much like a RNCL on speed enhancing steroids. Heal: the Daring get's access to a heal (1 charge standard, 2 with premium), in addition to the large health pool of the Daring... this allows the Daring to take damage, even significant damage and keep on dishing it out in a brawl (I've gotten 1 dreadnought so far in her). it also has a fast action time: 10 seconds to replenish over 2-3k HP (dependent if you're running the India Delta signal flag). Depending on your play style: Superintendent may be a good choice for a 3rd heal charge. No no ship is perfect and the Daring certainly does have some drawbacks that can come back to bite you: Speed: Daring is not winning any races with a 35knt top speed (36.8knt with Sierra Mike signal) and no speed boost consumable.. this means that speedy ships like French Cruisers or Khaba can run her down using their consumables and it can not speed out of danger or a radar cruiser either, so positioning and tactical awareness are a must if you don't want to be chased, run down and murdered. IFHE Dependence: not really a big con, more an inconvenience due to the guns being 113mm caliber, if you want your HE to do reliable damage, you will NEED IFHE otherwise your damage counter will leave you more shattered than your shells. with the IFHE you're easily able to do reliable damage to BB superstructures without compromising your fire lighting ability very much due to the small caliber of the guns, this is however 4 points you can't use for other skills and going without it is sacrificing a decent amount of damage dealing potential. Concealment: before going live, the Daring had her concealment nerfed by 500m, this meant her max concealment was 6.0km up from 5.5, this means that much of Daring's prey can outspot her, this means you need to be tactical and try to avoid being ambushed or baited into over-extending and being swarmed by enemies. AA: like most DD's, your AA suite is not winning any prizes.. while not useless, but it will not save you from a Midway or Hak wanting to cross drop you. you have 3 dual Bofors mounts (3.5km) and your Main battery which is DP weapons (5km) as AA defense with no point defense weapons. Overall Impressions: on Day 1, the most interesting things I've noted have been the Daring's ability to gun down a Khaba (multiple times through the day), AP down a Mino, cleveland and Balti who gave broadside and how surprisingly good her torpedoes are when compared to Lightning and Jervis's, the single launch has been especially useful for hitting bow in targets or targets mostly concealed by island cover. Get aggressive in caps and bully enemy DDs while negating their torps with your Hydro and abuse smoke to break unfavorable contacts, in open water: get wide and rain in fire on enemy BB's flanks, make them hate you to the point they rage in chat, you may not win the match on your own but you can certainly annoy the enemy to no end and distract them enough by making them focus you that your team can gun them down. My Daring Build: (I'm debating getting a smokescreen mod for her.... anyone got an opinion?) you can swap BFT for Superintendent if you want, but I prefer having the extra dakka dakka of the 2s reload instead of the extra consumables. Shameless Bragging: (finish with under 500hp, like a Boss) (he may have torped me, but I won the gunfight) So, anyone else been having fun with their new T10 toy? or got any horror stories of trying to face the pride of the Royal Navy Destroyers?
  2. TheKrimzonDemon

    PSA: Daring drivers

    To all Daring drivers: In Epicenter rounds, your place is not the 1 and 10 lines, trying to torp snipe ships that are A) Behind rocks, and B) Beyond your torp range anyway, even if they weren't behind said rocks. Your hydro is useless if you aren't actually, you know, within spitting distance of things that, like you, have torpedoes. You are a DD hunter and a capper and defender. You are not, nor will you ever be, a Shimakaze. That is all, thank you.
  3. Hello All, Here is my final review of the Royal Navy destroyers I've now ground through. I've done 'reviews' of the T2-T4 and T5-T7 ones too, and you can find them here: In addition I took a detailed look at the mechanics behind the 113mm gun of Jutland/Daring and how they performed here: As always, this is not a detailed or high quality review, it's more about how I feel about the ships - though there are odd stats thrown when I found ones that agreed with me. As Ground Rules: I played the ships... quite a lot. I wanted to grind quickly, I didn’t use FXP though I did run flags. Total games were 24 in Lightning, 36 in Jutland and 16 in Daring For every sweeping statement read 'in the humble opinion of this poor player guv'nor' I used a 16/19 point skipper, switching build after Lightning Captain build Lightning: PT, PM, LS, AR, BFT, SE, CE Captain build Jutland/Daring: PT, LS, AR, BFT, SE, CE, IFHE Captain build Lightning (alternative): PT, PM, LS, EM, JOAT, SE, CE, IFHE The English, the English, the English are best, so up with the English and down with the rest! Lightning, T8 Power Level: 9/10 Suitable Nickname: Frightening Basic Description: A significantly overpowered stealthy gunboat of murder Lightning is overpowered, but that’s ok because she’s a lot of fun and no one likes Japanese destroyers anyway. Well, maybe it’s not ok but she is a lot of fun nonetheless. T10 matchmaking, 1 carrier, 4 higher-tier DD, 0 problems, 2845 BXP Everything about Lightning is at least ‘very comfortable’. The most noteworthy improvement on the rather dreary Jervis being a massive leap in concealment from 6.3 to 5.5km courtesy of the slightly improved base concealment and Concealment Module. Having about the second-best concealment in your matchmaking spread (the best Kagero/Asashio having 5.4) is incredibly potent. It allows you huge flexibility and the power to make choices that influence the game on the basis of your skill, rather than waiting to find out if that Kitakaze with 0.4km better stealth is indeed the thing that just spotted you in Jervis… The handling is good, 36kt even without engine boost about works (and is faster than Kagero, Shiratsuyu, Akizuki and Kitakaze among others in your MM range) and turning feels fine. The comfort doesn’t end there. Lightning gets lightning-fast (once and done, I promise) turret traverse at 20°/second, her forward turret angles are good and not only does the rear turret traverse 360° but the two forward turrets do too, giving her great flexibility. You can freely switch axis when kiting away, rather than accepting a long 300° traverse to change direction when running. The firepower improves in every way over Jervis and is a pleasure to use. The torpedoes are upgraded to 8km range, which combined with 5.5km concealment gives you a decent launch window of 2.5km, more than triple the 0.7km on Jervis. Not only that but the torpedo tube firing angles are improved both forward and aft. The guns revert to the T4 (sigh… see my T2-T4 description) ballistics, which are excellent – shells take 7.69s to 10km vs. 9.82s on the older gun. They also have a decent chunk of penetration. Sure, things don't end well, but with 138mm of pen at 4.2km (vs Jutland/Daring with 92mm) the occasional do-or-die citadel on say the 102mm belt armor of Myoko is entirely possible Lightning is somewhat held back by limited offensive firepower thanks to her short ranged torpedoes for the tier, and fairly weak smoke, reducing the time you can spend raining HE with impunity. Aside from that though the smoke is more sensible at T8 where you see far more radar than you do at T7. There’s no point having less-vulnerable smoke, if there is no radar, and there will be a decent amount of radar as you see T10 matchmaking and multiple radar with some frequency. As for the elephant – matchmaking, my 24 game experience with Lightning wasn’t too terrible. The average top tier was 9.04. I was top tier 42%, bottom tier 46% with the main deviation from what you’d expect being mid-tier only 12% of the time. Radar is a threat to Lightning and I saw a maximum of 6 radar in one red team (thanks triple-Missouri division…) while about 20% of my games were radar free and the average was 1.75 radar/game. However, playing around this is entirely possible and Lightning uptiers very well. Carriers are a problem, but even at T8 I only saw them in 25% of the games. How to fix: Erm, it’s not broken, clearly needs no fixing. Move along here! Well, my main niggle with Lightning is knowing when the guns can fire at the target. Yeah, that’s pretty slight. The game uses a system of green/orange aiming reticule to indicate whether the guns can point where they’re aimed, with the RN 360’ traverse turrets they can frequently point, but not shoot and you don’t get a clue as to what angle you need to give. Ok, this is Jutland, but exactly the same applies, you get one green icon indicating the guns are aimed there, but 1 can't fire, could this be looked at? Lightning is very good, I can foresee a stealth nerf in her future though I’d regret it. She is the concealment anomaly in the line, and ultimately that didn’t work for the Japanese destroyers with Shima getting buffed. Jutland, T9 Power Level: 7/10 Suitable Nickname: Yuckland Basic Description: A rather piggish but still dangerous gimmick-riddled gunboat I was very disappointed to get to Jutland, and my initial impression was very unfavorable. I made the tragic mistake of trying to use the A-hull, which has the historic 5-gun configuration but found it virtually unplayable. With the A-hull you have significantly fewer HP than the B-hull Lightning and your rudder shift is a frankly laughable 5.9s. It’s far too high a price to pay for a set-up which also lacks the 6th gun and arranges the 5 in a less advantageous (though more cool) layout. I don’t know why the guns and everything else are all tied to the hull. Anyway… TLDR stock grinds are bad, nothing new I know. Jutland (the B-hull) isn’t a bad ship, she’s simply unremarkable in a lot of ways, held-up by gimmicks and not very user-friendly. If you look at a basic Jutland: Her guns aren’t bad, but they’re not monstrous and cost you 4 skill points for a mandatory IFHE and while they have the advantages of 360° traverse like Lightning, and the same base traverse MBM3 for -13% traverse speed hurts the feel. They have good, but not exceptional reload slightly behind Benson/Fletcher. DPM is good – higher than everything in your MM range but the Japanese gunboats, Daring (duh) and Gearing but it’s not tremendously better than say Fletcher – about 8%. Fire chance is excellent. Ballistics are reasonable, at least better than the American competition, but the AP penetration at close range is poor. The torpedoes are ok… I guess, but you want to use them fairly opportunistically and 120s is a long reload, exacerbated by it not being worth speccing into them. The hull is ok, HP are reasonable. Concealment is fine, 5.7km is better than average if not up to the level of Lightning, and it does give you less scope to pick your fights, especially as you’re slow. The maneuverability is trash. Like all other RN destroyers Jutland gets the baked-in super-acceleration of the cruisers. According to @LittleWhiteMouse this means in a full turn Jutland should retain about 98% of her speed while most destroyers drop to about 86%. Unfortunately the base speed at 34kt feels fairly punitive for the first time, and for moving over big maps losing speed in a turn is less important than getting places. Most T9 destroyers can get around at about 40kt while using the Engine Boost, Jutland really feels slow. Fletcher boosting to 39.42kt and losing proportionally more speed to the turn is still faster in a turn than Jutland is while being ~16% faster to rejoin the action or get to the cap first in a straight line. In addition a 4.2s rudder shift and 610m turning radius combined with the low speed make her handling less impressive than on most other ships, in particular Lightning. Even with the rudder shift mod (and you can’t take propulsion mod) you’re still left wallowing around turns. Summing up Jutland in pictures: What a spawn for a 34kt destroyer (also all the middle spawns on this map suck...) Jutland compensates for some overall fairly poor baseline (ok guns, ok/good concealment, ok/poor torpedoes, poor speed) with – and you knew this was coming – even more gimmicks. In addition to the odd smoke, long-duration hydro, baked-in acceleration and single-launch torpedoes of the rest of the line Jutland becomes yet another destroyer with a repair party, only it couldn’t just be a normal repair party could it? A normal repair party repairs 0.5% of starting HP per second for 28s or, as the mathematically astute will deduce 14% of HP. The RN one on the other hand restores 1% of HP per second for 10s for (it’s easier…) 10% of HP. The Jutland and Daring, along with the Grozovoi only get 1 base charge instead of the 2 charges of the Tashkent, Khabarovsk or Kidd, leaving the RN ships able to restore a maximum (prem, SI, flag) of 36% of their HP while Grozovoi can restore 50.4% and the others up to 67.2%. So it’s a better repair than almost all destroyers, which lack them entirely, but about half as good as that on the Kidd. I’m not quite sure why WG went with it, and the fact that SI pairs poorly with the other consumables and that RN DD have to waste 4 points on IFHE just to function also compromises it. Without SI you’re left with a 24% total repair – so good luck with the 120% of damage received requirement for a ‘Dreadnought’ medal. The other annoyance about the repair is that when you glance down at your HP bar it ‘looks’ like you’ve not taken enough damage to have a full use available – but you have. I’d quite like a little quality of life change to indicate a full use of repair is available there. The (crap) repair looks like it's not ready to use for full effect, even when it is - could we do something about that? As you’d expect, T9 matchmaking is basically T10 matchmaking and I was mid-tier (which is fine) in 77% of my games and top tier in 23%. It’s a bit of a shame as it generates a feeling of ‘might as well be a T10’ and also limits the range of ships you see. Red radar numbers varied from 1-4 with an average of 2.4 per game on the red team. There were no radar-free games whatsoever. Carriers turned up in 29% of the games, possibly due to getting ‘cycled’ with a pair of carriers for successive games. How to fix: Jutland’s slow speed is historic but her main shortcoming, along with other factors (smoke) that WG are unlikely to touch. Her guns requiring IFHE is a major pain, but given WG have already given her better AP bounce angles I can’t see them revisiting it. One of her odd plus points is the repair, which does bump her already good HP but it is a gimmick. I think it could go. WG have allowed an engine boost on a ship with RN DD maneuvering in the shape of Cossack and trading the repair for engine boost might smooth her out a bit. Daring, T10 Power Level: 7/10 Suitable Nickname: Basic Description: A less stealthy Jutland with 40% moar dakka! I’ve generally not had the most fun playing destroyers at high tiers. I think it becomes unduly stressful with abundant radar, aircraft, a fairly ‘hit or miss’ life shooting torpedoes for a lot of ships. While the playstyle of the Khabarovsk is different, it's one I prefer to have in a cruiser. That does color my impressions. That said, Daring isn’t that bad. I’m not in love, but I’ve had a good run of games and Daring has some major plus points. The fastest reloading guns in the game, pushing out 24 RPM and begging for BFT and MBM3 to throw even more firepower will always put a smile on your face. While your smoke might be a rubbish 40s duration you can in theory throw out over 100 rounds in that time, with a 7% fire chance. Maybe there’s a reason it’s rubbish after all… The remarkable rate of fire, improved traverse (25°/second vs 20°) retention of 360° traverse for all three turrets and decent firing angles make Daring feel very comfortable in most gunfights. The middling ballistics, combined with (really) high ROF allow you to ‘walk’ fire onto targets and Daring can usually be doing at least something. Aside from the guns, Daring is otherwise an incremental upgrade over Jutland. She maneuvers a little worse on paper with even slower rudder shift and an even bigger turning radius, but she does go a knot faster which is nice. She has a decent chunk of hit points and the same repair party as Jutland giving her among the best survivability at T10, though she’s quite a tall target. The torpedoes are the same fish as Jutland, and while they’re not bad they’re not amazing and not really worth investing in. I’ve used them primarily when I know I can get away with smoking up as well to try and stack fires, or for area denial. While not bad, they’re significantly worse than T9 Fletcher torpedoes. Given investing in them is hard, and that 8 torpedoes with single launch can often do what 10 can, the 120s reload is a bit of a pain. It's situational, but the situation is quite fun, DM lurking behind an island gets a face full Daring does require a bit of bravery at times, her concealment is not very good for T10 and while far from the worst I’d outright call it bad. That means on advancing you are likely to be spotted first, potentially held in spot by a faster DD and put in the position of making a difficult decision to smoke or push on. It’s very hard to ‘waste’ RN DD smoke given you get 6 with just the premium consumable, so if in doubt, my advice is smoke. With 6.0km concealment the Daring is significantly outspotted by ships such as Kagero at 5.4km, Shimakaze at 5.6km and Chung Mu at 5.7km as well as the raft of 5.8km conceal ships such as Fletcher. Only a few outliers like Harugumo, Khabarovsk and Z-52 do much if any worse. This does mean you may take first-shots, but you do have the weak repair, good traverse and DPM to overcome your initial disadvantage, so long as you keep your hand in the fire young Scaevola! A Daring, a Harugumo, a Shimakaze and a Gearing walk into a cap, hijinks ensue - don't be afraid to try 'Team Play' One frustration that seems to have come to the fore with Daring for whatever reason is the smoke emission time at 10s. The emission time is the worst in the game, with typical destroyers getting 20s and the US ones 30s, while even cruisers get 15s. One issue I’ve had is that you can’t slow down enough to stay in your smoke if your engine is knocked out leading to you ignominiously sliding out of it if you’re hit while smoking. Maybe Daring has a bigger, fatter engine or hit box. Oh dear. 10s of smoke emission sucks and it's pretty hard to slow down in time, even without losing the engine. Would 15s be OP? Daring I had… 100% top tier matchmaking (gasp!) the only noteworthy stat was maybe that there were no radar-free games, and the average was 2.75 red radar per game, which is nice because most games have 3 caps to fight over and I’d hate to think one was uncovered. Carriers turned up in 25% of the games which surprised me a little, but 75% of those carriers were T8 who got bashed into irrelevance. How to fix: Daring isn’t broken, she’s not as much fun as Lightning but overall I’d say she’s more fun than Jutland. I would prefer it if IFHE wasn’t mandatory but that seems a stretch to achieve. Being allowed a little more build flexibility would be a good thing. I’m also not entirely convinced that the 6.0km best case stealth is ‘fair’ and even 5.8/5.9km would be positive. As with Jutland, I’d like the option for Engine Boost in lieu of the Repair Party. I’d also like improved UI features like the repair indicator and gun angle indicator. Hope you had at least a quarter as much fun reading as I did playing Lightning. mofton
  4. When will we get the Daring's Personal Combat Mission? Hopefully it is something that'll make it as stealthy as it was advertised (though I'm betting it won't go below the 5.7 possible for the Gearing).
  5. RussianCosmonaughtIvan

    Repair on in the Daring. Too much? Or no

    Personally I think the Daring has a little too much going for it. Rest in peace shimma captains.
  6. I have been keeping up with the community contributors and trying to keep up with the dev blog and am still a little bit confused... Is IFHE still a requirement for Royal Navy dd line? Is Daring getting the quarter pin buff? I would much rather not have to spend 4 pts on IFHE unless it is absolutely necessary... Thanks!
  7. WIP Review of the latest Daring iteration So: 1. Cruiser Acceleration and energy conservation 2. 360 degree gun arcs 3. 35 knot top speed 4. 24.8k HP 5. Now with hydro and heal consumables 6. 5.7 km concealment 7. AP all the away - 19mm needed to fuse. Max 2.5 sec reload time USN CA penetration angles. Range 12.8 km. The only reason to use HE is to set things on fire. This removes the need for IFHE. So if they keep this iteration as is, expect a nerf 3 months after introduction. i wouldn't mind using it in ranked or CB.
  8. ‪A look at the Tier 10 Daring (WiP). Be sure to pack IFHE with this DD, as it’s very dependent on a high skill commander. It has potential though as both a DD hunter and at burning down BBs. Also... Jingles is out, sadly, so don’t feel bad commenting or liking :)
  9. Base reload time 2.5 seconds Main Battery Mod 3 : -12% Basic Fire Training: -10% Adrenaline rush at 50% HP: -10% AP max dmg per shell 2100, 6 guns total firing at 1.7 sec intervals TOtal -32% reload time, 1.7 seconds every salvo. Oh sweet lord yesus. Gun caliber is low but the AP pen seems pretty great. Defensive hydro for DD vs DD brawling, together with the great engine acceleration and very workable turn rate. IFHE probably isn't necessary, just use build like this to focus on DD vs DD, DD vs cruisers. AP max dmg per shell 2100, 6 guns total firing at 1.7 sec intervals = potentially 12,600 dmg every 1.7 sec, almost 450k dmg per min. HOLY SWEET LORD. With that kind of potential DPM, even Yueyang in full gunboat build's going to have trouble dealing with RN DDs. WIth the caliber of the guns, AP probably will rarely over pen. At around 4-5 km range, RN DD's going to just absolutely dominate everything. RN DDs, gun boat captain's dream. Oh my oak is so erect already.