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Found 13 results

  1. Destroyer_KuroshioKai

    DD Lesson of the Day.

    My intent for this thread is to link battles where I have learning opportunities that I discuss in my videos. Lesson is about situational awareness. In this battle I lose map awareness since me and a fellow DD are both smoking up trying to hold back the reds. Its not clear just how many and how close the reds get until I come out of the smoke. I barely escape with my life. Lesson 2 is a tactic I do not see used often. I call them smoke curtains. Let me know what you think.
  2. Destroyer_KuroshioKai

    How to Shimakaze

    Replay Link I promised a replay to a few players here, rather than send it directly to them, I decided to open it up to the forums in general as I know a lot of people struggle with Shima and IJN DDs in general. So here's a lesson plan broken down in the manner I do when teaching CUTE members. For starters good DD work is never about damage. It's all about winning vision control and cap control. Damage is secondary. Let the damage come to you, by chasing damage you take far more damage and lose the ability to influence battle in the later stages. 1. Your game starts with MMing screen. As a DD I really only care about if its a CV game, the number and types of enemy radars, and the number and type of DDs. Everything else is food. Take the time to play out a few likely enemy positions for those strategic ships, and come up with your game plan. 2. In this game I spawn far west with a Minotaur. I use this to my favor by communicating with the rando Mino telling him I'll smoke him up at A. This helps him as A cap is lacking in cover and by using my smoke concealment allows him to really dump a lot of support on A cap. It also helps conceal him from the enemy CV creating an AA trap. Regarding smoking a CA up, leave room for their smoke detection firing limits (you do have that memorized dont you?) as well as room for them to disengage safely. You do that by using the combined fire power to drive enemy DDs beyond his spotting range. Notice I dont pop speed boost right away. Your boost is best used to evade damage when possible. By rushing ahead, particularly in a CV game you over extend and are easy prey. Play patient, and to your strengths. 3. First contact. Prior to smoking I ping the RPF bearing for my Mino buddy. Get your team focused on targets the best you can. Call targets on critical things you have spotted, like DDs, radar CAs, etc. The enemy CV sent two fighters to scout deep at A. I end up spotted, but my Mino buddy goes to work on them. I pause to enter cap at this time as I dont have smoke. For those wondering, I was clumsy activating my AA as I was playing with my 9 month old Son on my lap and he was trying to eat my keyboard. Again. My Dinosaurs as they are known in CUTE love this game. Anyways, I see an opening when the enemy CV flys the fighter west out of my detection range I enter cap. Cap shortly is contested afterwards. With my preparations of a smoked up CL and other support near me it is to my advantage to push the cap rather than stall. I find an enemy offender, a Shimakaze. Like many IJN DD players, he plays very passive, in contrast to how aggressive I am with the guns. The team and I drive the Shimakaze off. 4. At 17:14 I have a decision to make. Looking at the mini map we should get A, and an enemy Gearing appears to be headed for B cap where my team has nothing to contest him. Repositioning to B denys a potential flanking enemy DD getting the side of my team mates and prevents an enemy cap. 5. Engaging the red Gearing. Watching the Gearing I am positive his intention is to trade shots with our Yue Yang then cap B. The Gearing ends up hugging the island between A and B, and I pre fire torps on the corner. The first two sets is if the enemy Gearing goes wide, the third right and the corner. Notice how I position myself for this fight. I am bow neutral away to the Gearing with a decent amount of speed to open the engagement range, with my guns on target ready to kite him. This is the position you need to be successful in winning fights consistently vs US type DDs. Unfortunately the Gearing ate a torp as I started the fight with him, so the fight was cut short. It does display the reason why you use everything at your disposal to fight enemy DDs that torp saved me 5-10k hp to use later. Killing a DD is far more critical than dev striking two random BBs IMO. Not losing much HP here let me push C pretty aggressively. 6. At 15:00 I am pushing cautiously to C cap where the bulk of the enemy is. I am thinking of launching harassment torps north of C, but on the mini map I see two DDs with last position shown as heading towards me. Notice I slow down and turn my guns. I am preparing for another DD fight. This moment is critical for any IJN DD player. Never push while your guns are rotating. 7. The pause in advance and my mini map awareness pays off. I am pushed by an enemy gearing at 14:35. Notice my position this time. I am slightly bow into him, my guns haven't quite made the turn and my speed is much slower as I'm speeding up from preparing for combat. I bait the enemy DD to shoot by shooting him. Once he does I smoke quickly to limit damage. This stage of the fight is in the Gearing's favor as its sub 5km. I want to be outside of 7km. I smoke to break contact, repair my engine to prepare to kite him, but just as I am getting ready to abandon the smoke I notice the Gearing is not smoking himself up, and is indecisive about rushing my smoke, and in trouble . I am able to stay in my smoke and win a very good trade against this DD as I planned ahead by having tools available to stack the odds in my favor thanks to team mates giving me vision on the Gearing. Had the fight drug on I am pretty sure I could win the fight, but at the cost of a lot of HP due to my poor position at the start of the fight. Only fight when you have the advantage. 8. After the second Gearing engagement, the rest of the game is greedy farming as we have won the game. The game isnt clean. There are a few things I could have done better, but it does show how a Shimakaze is able to deal with other DDs when fighting for caps. I will keep trying to get a replay showing how I gun down DDs when all of the preparation, and vision games fail. I have just had bad luck with DDs not wanting to fight me recently. Any comments and questions?
  3. I have been playing Blyska like a Russian gun boat. Lots of constant shooting at mid to long range and general harassment. While I could farm harder than old McDonald, I always felt it could be better. Shots beyond 12km just didnt land enough often enough to really make it hurt. I thought of my recent revision I did on my Gremy captain where I committed the cardinal sin of dropping AFT on a Russian boat. My thoughts were the same, she's maneuverable enough I can still avoid most damage at 10-12km, and by being closer, I bring more of my full arsenal of weapons to bear. Blyska and Gremy both have solid torps with pretty quick reloads. By dropping AFT my average engagement range dropped to 10-12km, meaning I am close enough to go dark and throw out some pretty well aimed torps at targets that likely have blown their DCP, or have fires burning. The point and purpose of the build is not to go out of your way raining shells on a ship or two, but rather constantly be moving to keep enemy ships 10-12km from you, and cycling between gun boating and torpedo boating. When someone DCPs smoke up and finish them off in a Polish BBQ. I am pretty happy with the build, I feel its breathed new air into a ship that didnt have as much impact in the early to mid game. It also really turns her into a ship to farm Arsonist, Witherer, and Liquator flags, always a nice bonus. The video and commentary are uploading as I type and should be out shortly. Attached is the screen cap: Video is up:
  4. Destroyer_KuroshioKai

    How to Grozovoy

    In this thread I will be showing some of the different ways to play the boat. She is very under appreciated and very versatile in my opinion. I have 3-4 different viable builds for her making her one of the most flexible DDs in T10 even giving Gearing a run for the money. Most have around 2 different viable builds. This thread will go a while as I try different builds. I just speced out of my KOTS build and into a general gun build. Play style wise I often play her as a destroyer escort, providing fire power and AA to allied DDs. Here's an example: This ship is going to be strong with a heal. As it is most DDs do not want to pick a fight with her.
  5. While I call her a gun boat, she plays more like a true hybrid with a pretty constant flow of gunfire or torps. The volleys this ship is going to land is going to be magnificent. She, and a few other IJN torp DDs are going to get pretty frightening for guys that know how to run them. You can get an idea on the Cossack I finish off in B cap. In this game I dont get to do much open water gun boating, but you see some of the principals of it. The game has some good lessons about not just contesting behind an island waiting for your team to help clear out the cap. Hope you guys enjoy.
  6. Destroyer_KuroshioKai

    Tier 5 Ranked Battles Prep - DD Commentaries inside

    Okhotnik build used This boat might as well be called Stalin's Hammer. She hits like it, but strangely has 2nd best in class concealment. Just mind your turning circle and length, she loves to eat torps and BB fire. Kamikaze build used This build might surprise some, buffing the guns with BFT rather than TAE. Losing a base 4.7 seconds off the torps is nothing IMO compared to taking a full one second reload off your guns. For some reason the Kami sisters never had their HE adjusted when the global change occurred. These boats still have the old 2k alpha enabling them to do some nasty hit and run tactics against other DDs, especially when kiting.
  7. Destroyer_KuroshioKai

    RN DD Commentaries

    Acasta Icarus More to come as I unlock them.
  8. Destroyer_KuroshioKai

    Ranked AA Grozovoy Commentary

    CVs in ranked queue got you down? Grozovoy is your answer. This commentary gets into how to play as an AA zone for your CV to utilize, target prioritization etc. Let me know what you think.
  9. In this thread I'll compile my Ranked Battles Ship Commentaries and map discussions. My primary ship this season is Shimakaze, so she will be more of a series of videos. To date here are some of the highlights.
  10. Destroyer_KuroshioKai

    How to Fubuki

    This thread I will dedicate to attempting to master Fubuki, a ship that I have hardly touched since her move to T6. Video one shows a lot of different ways to launch torps, from targeting single ships with a tight spread, to more wide spread area denial torps, and torps targeting multiple enemy ships. This is just beautiful. Hope you guys enjoy this section on Fubuki. Let me know what you think.
  11. Destroyer_KuroshioKai

    Akatsuki, the start of a beautiful thing

    This thread I will focus on Akatsuki, a DD which more than a few have struggled with. This game is done with my standard IJN DD torp build. (PM, LS, SE, CE, TAE although I feel BFT is a better option for this tier, 8 seconds off the base torp reload just isnt that much compared to .75 seconds off your gun reload) I do feel like this DD will eventually have its concealment buffed to around 6.2km due to power creep. Once that happens she is going to get much stronger. In future videos I will be exploring a gun spec build so you guys can see some of the IJN specific gun boat tactics you can use that is different than my usual torpedo focused IJN play style. Hot off the upload: In this build I dropped TAE added a 14th point and took AFT. The eventual build will be PT, LS, SE, CE, AFT, BFT, AR in that order.
  12. Destroyer_KuroshioKai

    Some CB replays from the DD perspective

    Yolo time with Shima to try to secure C cap on Hotspot. This is probably Shima's weakest area on all the maps, but still can be useful. The sordid love affair between a Gearing and a Zao. My team throws a bit making it closer than it should have been. MMing wanted us to really play Hotspot last night. Here's C cap in a Gearing. More yolo time needed as the game got really close. Got permission to release these from CUTER. If there is interest I put more out. Let me know what you think.
  13. Destroyer_KuroshioKai

    Destroyer, caps, and the new meta

    Its been hard for me to get the usual number of games I do in since packing to move a little eats an hour or so of my free time per day. I have noticed DDs by and large are taking lessons I've discussed to heart. I see a lot more counter spotting being done against CAs. I have also seen some bad play that has generated from this meta. This brings me to these two videos. This first, I was hesitant to use mainly because I die early to a massive suicide push by the enemy. To kill me they trade an NC, a Cleveland and a Baltimore for a Z-39. This brings me to some of the bad plays. I have seen a large up tick in the number of players that will throw their ship away to try to kill a detected DD. Some times, it might be a good play, but you really need to understand the trade before you are doing it. In this videos case two of the enemy's capping DDs pushed into my cap. One was killed by my spotting the other crippled by radar. My team had a complete crossfire on the cap. The enemy only could shoot one side of the cap for the most part giving me a narrow window to reverse into the cap into some cover and sneak the cap out from under them. While this is not a good video for entertainment, it does have some good teaching moments. Using the mini map to see if the enemy has left any openings in their field of fire for you to exploit capping. The second, not to throw your ship away. Trading a significant number of their high tier ships crippled their team both in numbers and points. What was a close game turned into a complete stomp. The second game has some lessons as well. The first, my Benson was too afraid to enter the cap, or really to even scout or do anything useful. I end up capping the point alone in my Khaba for the team using cover to block potential fire. When an enemy DD returns I see a potential opening to wreck him as the enemy has pulled back a bit. The game goes on into a cyclone, which is always a pain for a Russian DD. So I show a way to help make it not quite so yolo by ducking in and out of the 8km visual range harassing a Kurfurst. This hit and run style makes the Kurfurst split his attention between me and team mates, as well as buy me extra time to heal, DCP etc. Hope you guys find the videos interesting. Got a few other less educational videos going up today as well.