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  1. Wargaming considers it a problem that DDs are able to escape from BB/CAs because they are faster and have lower detection. They likely consider this an issue because a skilled DD player can have their way with an inexperienced BB/CA player. WG has painted themselves into a corner now with radar, as they obviously can't get rid of it without a bunch of folks having a conniption. But there were plenty of other ways to address this issue (assuming you think it IS an issue, which I do not, but that's neither here nor there). The simplest way would be to alter DD concealment based on speed: 75% speed = Full concealment. Full speed = Concealment + 50%. (You're going full throttle creating lots of mist and wake, with your engine belching smoke like a madman with a cigar addiction) Speed boost = Concealment +100% (Hey, you want to move fast pretty much everyone is going to see you) It would allow CAs to chase DDs. While the DD can go faster than a CA, they do so at the expense of their concealment. A DD that remained concealed and moved at 75% would have to use position to avoid being detected and certainly wouldn't be able to do the "hit and run" tactics people complain about with DDs (which I've never really seen). Now, this is an example of a nerf or balance adjustment that makes the game more insteresting for everyone. For both the DDs and the CA/BBs. It would create lots of emergent and fun tactics, which should be the goal of any designer working on competitive online games. Compare this to radar which is a purely hard-counter that adds no additional options or strategies to the game, and does not add to the fun of both the user and the victim. If you're still wondering about the reasoning behing WGs decision that it's not okay for DDs to be faster/stealthier than CA/BBs you can read this:
  2. To round out our ranked Commentary for the past season, we are going to different Russian Ship: the Khabarovsk. This game I try to work with my team but instead I have to work for them to win, what should have been a steamroll. No video on Friday, as that's when I get back from Vacation. Going to make a special video this weekend, and some more of these so that there is a new video next Monday, Wednesday, and Friday. Thank you for watching.
  3. So I finally unlocked the Yueyang last week, and I'm rapidly approaching the 19th point on my captain. I'm just not sure how best to spend what will be the final three points. So far I'm running PM, LS, SE, TAE, BFT, and CE. My initial plan was to throw DE on there, but with the current T10 meta I'm just not sure if I'll be using my guns enough to really warrant that skill. I play solo & don't do clan wars, so SI doesn't really appeal to me either (it's very rare I run through all my smokes anyway). Other options I'm considering: AR + PT (duh) JoaT + PT (again, though, how often am I going to have the opportunity to string smokes together in a T10 battle?) TA + PT (the thought of 73-knot torpedoes with a 0.8 km spotting range is tempting, but will that produce enough extra hits to justify losing 2.7km of range?) Spec out of BFT and pick up either IFHE or RPF + a two-point skill (I can stand losing the 0.3 second reload boost on my guns, but the AA bonus helps a lot & chews up lower-tier aircraft) ????? Would love to hear some opinions from the more experienced YY folks out there.
  4. Today's lesson is about damage mitigation in IJN DDs, though this discussion effects DDs of all Nations as well. I just feel the IJN DDs benefit the most from it. IJN DD Module Discussion The video goes in depth into how modules can absorb incoming shells when they hit things like your turrets, torpedo tubes and most beneficial to DDs their small caliber AA guns. The video gets into the concept of understanding which angles DDs are safest to minimize the damage they receive by looking at the surface of the ship that is subject to damage. Below are screenshots taken of the fight showing the modules saving my ship: Further when we angle our ship the vast majority of the damage received will be on the end of the ship closest to the enemy. This enables us to take advantage of a game mechanic called saturation. Basically each section of the ship holds some of the ships total HP. Once you cross certain thresholds damage inflicted repeatedly to the same area begins to take reduced damage. You can tell a section of the ship is saturated when it starts to turn a black color. Like below, the screen shot after the engagement with the Gearing. Warships Wiki Damage Saturation The end caps tell the tale. My dodging did throw off a lot of his shots. He landed 15 shells for only 4475 or 299 HP on average per hit instead of the potential 594 HP that the guns were capable of inflicting. To sum the engagement up by angling to reduce the area the Gearing was able to damage, and by allowing my stern to take the brunt of the damage so it would saturate I reduced the damage I received by roughly 50%. This reduction of damage, combined with my own aim allowed me to inflict roughly 185% of the damage I received in a Shimakaze under 5km from a Gearing.
  5. Premium Ship Review #102: Monaghan

    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.
  6. Welcome to the first post in what might be a continuing thing if you guys are interested. I’ll start by saying I read a LOT of books. I go though three or four on a good week if work and life permits. Some are fictional but most fall into the non-fiction, military history section which might be of interest to the general population of the forum. I’ve recently finished one that has finally pushed me to writing this post, so without further ado let me introduce you to Captain Tameichi Hara and his memoir Japanese Destroyer Captain. Summary: Japanese Destroyer Captain chronicles the rise of a young naval officer from his first days of service to the aftermath of Operation Ten-Go. Hara details his exploits as commander of the Kagero-class destroyer Amatsukaze, the older Shiratsuyu-class destroyer Shigure and the Agano-class cruiser Yahagi. About the Author: The grandson of a samurai, Tameichi Hara has the distinction of being the only surviving captain of a Japanese destroyer who not only survived the war in its entirety, but most of the major naval engagements that the Imperial Japanese Navy participated in (including the night action at Empress Augusta Bay, which the new scenario is based off of). He was well known within the navy as a forward thinker; having rewritten torpedo doctrine as well as pioneering counters to new enemy tactics such as skip bombing. My Thoughts and Why I Recommend It: This book was written in the mid-50s and published in 1961, seemingly with an eye towards the Western audience. At times the author seems arrogant and self-aggrandizing, however I did some research and the events which I thought were dubious have been confirmed through other sources. The book gives a rare glance into the mindset of a Japanese naval officer and his mounting frustrations with a hierarchy that repeated unforgivable mistakes and sacrificed life so cheaply. Hara provides some very candid opinions of well known admirals, their operations and why the Japanese Navy failed time and again to commit needed resources to the front. Challenges such as combat fatigue, US radar-guided fire control systems, the dwindling supply of experienced sailors are all explored. This book would be worth the read for those with an affinity or interest in the Japanese Navy and destroyer mains alike. After finishing it I picked up a copy for the collection at Barnes & Noble for $20. It's also available as an audiobook for considerably cheaper, around $10. If you guys are interested in seeing more of these let me know. They might not always be non-fiction or naval-focused (most likely will be related to military history), but they will always be works that I’ve thoroughly enjoyed and would highly recommend to others. If you have any books you would like to recommend let me know as I’m always on the lookout for another good book.
  7. Wargaming recently announced on their Facebook that Grozovoi with radar was in super test. This was followed with a lot of questions and even more backlash. Now, i have Grozovoi. I would technically benefit from this change. However, in the interest of other players and, in the long term, the Grozovoi as well, I would like to propose other more conventional changes that could make Grozovoi more competitive. They are as follow: Setup 1 - Torpedo Focus Increase base main batter firing range to 12.5km Increase torpedo range to 14km Increase torpedo alpha damage to 16570 Setup 2 - Speed Focus Decrease torpedo reload to 115 seconds Increase torpedo range to 12km Decrease main battery reload to 2.5 seconds I'd like to hear your opinions and/or suggestions on this, so go ahead and let me know in the comments.
  8. The Ether Conflict

    Scenario: You are a warship that uses an outfit like in KanColle. You start off with a chosen ship class (WW2 Era). You can only change your class once after you have chosen your class to start with. Starting ships: Carrier: Ranger, can be upgraded to Saratoga, Enterprise, Essex, and Midway Battleship: Arizona, can be upgraded to Colorado, Washington, Missouri, and Montana Cruiser: Pensacola, can be upgraded to Cleveland, New Orleans, Baltimore, and Des Moines Destroyer: Sims, can be upgraded to Benson, Kidd, Black, Fletcher, and Laffey Escort Carrier/Light Carrier: Langley, option to upgrade to Bogue, Casablanca, and Independence Auxillary/Support: Your choice between Oiler or Supply ship, no upgrades available Note: You cannot go to the max immediately, you must improve your technology and level up your ship before you can move on to the next tier. Players can choose to Operate independently or work together and operate from a single naval base. Enemies will either be other players who want to fight other players, or AI enemies that are historic enemies (IJN and KMS). The choice is yours as where to start!
  9. I'll just post the replay and say nothing, except that ... it may represent the way I do business from now on. Success Asashio_Neighbors.wowsreplay Come and feast.
  10. Best Torp Botes

    Hey Guys, I'm a relatively new DD player and i like being a torpedo boat, so naturally i tried IJN, im up to the Isokaze, and its great, I love it. I really like the line but i hear from every single person that the IJN dds are shiz after the nerfs to torp stealth and the guns, and tell me that ijn dds in general are crap, They say that shima is worst T10 dd in the game, and now i dont know if i really want to play through the IJN line anymore. I honestly dont care about guns, (i don't know how to use them without being nuked ;) because i dont use them that often, so what would you guys say?. Also how effective is the akizuki line at knife fighting and how is the manuevrability and concealment on them??
  11. Dummies Guide to the USS Sims United States Premium Destroyer I've had Sims for a while now. I'm doing this guide at the behest of a clanmate of mine, bolstered by all of the questions about the USS Sims on the US DD thread in general. I've personally always enjoyed the Sims. If you play it correctly, it can be a fun and even decent ship. However, I would argue that it will never be a good ship. Here's why. (As always, stats are provided below) - Stats - All stats provided are base without captain skills HP: 13800 Main Batteries: 4x1 127mm Main Battery Firing Range: 12.9km Maximum HE Shell Damage: 1800 Fire Chance per Shell: 5% Maximum AP Shell Damage: 2100 Main Battery Reload: 3.3 seconds Main Battery 180 Degree Rotation Time: 5.3 seconds Maximum Dispersion: 112m HE Shell Initial Velocity: 792m/s AP Shell Initial Velocity: 792m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: Mk15 Mod. 0 - 11600, Mk7 Mod. 2B - 8500 Torpedo Range: Mk15 Mod. 0 - 5.5km, Mk7 Mod. 2B - 9.2km Torpedo Speed: Mk15 Mod. 0 - 65kt, Mk7 Mod. 2B - 49kt Torpedo Reload: Mk15 Mod. 0 - 87 seconds, Mk7 Mod. 2B - 72 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 40.4kt Turning Circle Radius: 500m Rudder Shift Time: 2.1 seconds Surface Detection: 7.3km Air Detection: 3.7km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost/Defensive AA Fire - Guns - The main batteries are pretty typical USN DD guns. Same damage, same shell velocity, same arcs, yadda-yadda-yadda, etc. The gun layout is basically a Benson minus 1 gun. Or if you're newer to the game, it's the exact same setup as the Hsienyang, the T8 Pan-Asian DD. Reload and DPS output are excellent. Your smoke lasts about as long as a typical university lecture on how paint dries, so be sure to use that to your advantage. Islands are also your friend, as your gun arcs are wicked high. Smoke is great, but always remember: In USN DDs, HE reigns supreme. Use AP only in extreme circumstances at incredibly close ranges and only on lightly armored targets like broadside DDs and British CLs. But for the most part avoid AP. DD Gun fights are also easy to handle in most cases thanks to the main battery turrets turning faster than a hamster wheel. Keep in mind that it's much easier to win DD fights in Sims when you close the distance. Stay outside of torpedo range but stay close enough that it doesn't take your shells 87 years to reach the target. - Torpedoes - So let me start with this before we go any further: These torps are BAD. Very bad. The only redeeming feature is one torpedo option that can stealth torp. They do practically no damage, the reload's nothing to write home about, and the speed, oh god the speed. Or realistically, the lack there of. See, you have 2 options for torpedoes on the Sims. Sounds great right? Wrong. One option is the awful short-range situational shotgun torps you've been dealing with all the way up to T7 in USN DDs and have been trying to get away from the whole time. The second option is a set of torps that go 9.2km. The only issue is that they go 49kts. 49kts. What are these? Aerial torps? They might as well be, because they also do 8500 damage. Yaaaaaaaaaay. Now, these are possible to use. Just keep in mind that they're out performed by Duca torps in pretty much every way. Let that set it in. - AA - Now, having explained both the guns and torpedoes, I will explain in this section why the Sims will technically never be the best choice. Because AA is your best choice. Can you run a gun boat build? Sure, but you won't out gun an actual dedicated gun boat. Can you do a torp build? Uh... don't. The point is, this thing's AA is HELLA STRONG. Build up that AA, slap that DF consumable on with the might of Zeus, and div up with you friend's favorite T7 CV because it's time to go plane hunting. The AA spec Sims was the Kidd before there was a Kidd. CVs, Kaga in particular due to it's low plane HP, hated this thing with a burning passion. Most still do. Make no mistake this is the best, nay, the only way to play the Sims. Now go my friends. Go and slaughter the enemy aircraft. Watch them all fall from the sky while the enemy CV goes off in chat about how broken DD AA is. And then laugh. Laugh because it's hilarious. - Captain Skill Builds - Gun Build: Meme AA Builds (Extremely Viable): - Conclusion - Thanks for reading my Sims guide for dummies! I hope you liked it. These will become more normal as I'm thoroughly enjoying making them. Look forward to more in the future! Please feel free to leave any feedback below.
  12. Dummies Guide to USS Sims

    Dummies Guide to the USS Sims United States Premium Destroyer I've had Sims for a while now. I'm doing this guide at the behest of a clanmate of mine, bolstered by all of the questions about the USS Sims on the US DD thread in general. I've personally always enjoyed the Sims. If you play it correctly, it can be a fun and even decent ship. However, I would argue that it will never be a good ship. Here's why. (As always, stats are provided below) - Stats - All stats provided are base without captain skills HP: 13800 Main Batteries: 4x1 127mm Main Battery Firing Range: 12.9km Maximum HE Shell Damage: 1800 Fire Chance per Shell: 5% Maximum AP Shell Damage: 2100 Main Battery Reload: 3.3 seconds Main Battery 180 Degree Rotation Time: 5.3 seconds Maximum Dispersion: 112m HE Shell Initial Velocity: 792m/s AP Shell Initial Velocity: 792m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: Mk15 Mod. 0 - 11600, Mk7 Mod. 2B - 8500 Torpedo Range: Mk15 Mod. 0 - 5.5km, Mk7 Mod. 2B - 9.2km Torpedo Speed: Mk15 Mod. 0 - 65kt, Mk7 Mod. 2B - 49kt Torpedo Reload: Mk15 Mod. 0 - 87 seconds, Mk7 Mod. 2B - 72 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 40.4kt Turning Circle Radius: 500m Rudder Shift Time: 2.1 seconds Surface Detection: 7.3km Air Detection: 3.7km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost/Defensive AA Fire - Guns - The main batteries are pretty typical USN DD guns. Same damage, same shell velocity, same arcs, yadda-yadda-yadda, etc. The gun layout is basically a Benson minus 1 gun. Or if you're newer to the game, it's the exact same setup as the Hsienyang, the T8 Pan-Asian DD. Reload and DPS output are excellent. Your smoke lasts about as long as a typical university lecture on how paint dries, so be sure to use that to your advantage. Islands are also your friend, as your gun arcs are wicked high. Smoke is great, but always remember: In USN DDs, HE reigns supreme. Use AP only in extreme circumstances at incredibly close ranges and only on lightly armored targets like broadside DDs and British CLs. But for the most part avoid AP. DD Gun fights are also easy to handle in most cases thanks to the main battery turrets turning faster than a hamster wheel. Keep in mind that it's much easier to win DD fights in Sims when you close the distance. Stay outside of torpedo range but stay close enough that it doesn't take your shells 87 years to reach the target. - Torpedoes - So let me start with this before we go any further: These torps are BAD. Very bad. The only redeeming feature is one torpedo option that can stealth torp. They do practically no damage, the reload's nothing to write home about, and the speed, oh god the speed. Or realistically, the lack there of. See, you have 2 options for torpedoes on the Sims. Sounds great right? Wrong. One option is the awful short-range situational shotgun torps you've been dealing with all the way up to T7 in USN DDs and have been trying to get away from the whole time. The second option is a set of torps that go 9.2km. The only issue is that they go 49kts. 49kts. What are these? Aerial torps? They might as well be, because they also do 8500 damage. Yaaaaaaaaaay. Now, these are possible to use. Just keep in mind that they're out performed by Duca torps in pretty much every way. Let that set it in. - AA - Now, having explained both the guns and torpedoes, I will explain in this section why the Sims will technically never be the best choice. Because AA is your best choice. Can you run a gun boat build? Sure, but you won't out gun an actual dedicated gun boat. Can you do a torp build? Uh... don't. The point is, this thing's AA is HELLA STRONG. Build up that AA, slap that DF consumable on with the might of Zeus, and div up with you friend's favorite T7 CV because it's time to go plane hunting. The AA spec Sims was the Kidd before there as a kid. CVs, Kaga in particular due to it's low plane HP, hated this thing with a burning passion. Most still do. Make no mistake this is the best, nay, the only way to play the Sims. Now go my friends. Go and slaughter the enemy aircraft. Watch them all fall from the sky while the enemy CV goes off in chat about how broken DD AA is. And then laugh. Laugh because it's hilarious. - Captain Skill Builds - Gun Build: Meme AA Builds (Extremely Viable): - Conclusion - Thanks for reading my Sims guide for dummies! I hope you liked it. These will become more normal as I'm thoroughly enjoying making them. Look forward to more in the future! Please feel free to leave any feedback below.
  13. Z-39: How is It?

    Dummies Guide to the Z-39 German Premium Destroyer So, I got Z-39 the day it came out. There have been a lot of mixed reviews on it talking about whether it's good or bad, but I'll be frank here: it's a decent ship but it relies heavily on its user's DD play style and map awareness. That said, let's move on to the different aspects. For those interested, I have provided statistics below. - Stats - All stats provided are base without captain skills HP: 19600 Main Batteries: 1x2 150mm, 2x1 150mm Main Battery Firing Range: 11.8km Maximum HE Shell Damage: 2200 Fire Chance per Shell: 12% Maximum AP Shell Damage: 3700 Main Battery Reload: 7.5 seconds Main Battery 180 Degree Rotation Time: 22.5 seconds Maximum Dispersion: 104m HE Shell Initial Velocity: 835m/s AP Shell Initial Velocity: 835m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: 14400 Torpedo Range: 8.5km Torpedo Speed: 65kt Torpedo Reload: 90 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 36kt Turning Circle Radius: 670m Rudder Shift Time: 4.5 seconds Surface Detection: 7.5km Air Detection: 4.4km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost | Hydro-acoustic Search - Guns - The 150mm guns can either be a hilarious meme or the worst thing you've ever touched with a 10ft pole depending on the situation and their use. You are not going to win a lot of DD dps fights in this thing. Forcing them to trigger and then hide in smoke so that you can rely on your use of hydro to catch them off-guard is going to be one of your go-to tactics. For the ones too smart for that, stay at range and kite battle them. if you aim well with HE you'll be doing 2k-3k salvos if you hit most of your shells. Chances if you're fighting something like a Mahan, Benson, or Hsienyang they'll try just holding down the fire button instead of firing salvos because it's easier. In this case they'll probably only hit shells here and there, so if your aim is good and you fire full salvos With HE things should go alright. IT IS ADVISED NOT TO USE AP ON DESTROYERS. The last thing you want is overpens in a fight where every bit of damage counts. However, with CLs/CAs and BBs you'll have a little more luck in this department. On lightly armored cruisers you can easily get citadels when they go broadside. On BBs fire HE into the superstructure until you get a fire, then switch to AP and play like a Des Moines firing a metric butt-ton of AP into the superstructure (note: if they're dumb and repair a single fire, switch back to HE, set another fire, then proceed with AP). When firing at CVs HE spam = profit (< important). Above all else, remember your reload is long and your turret traverse is slower than your average potato + negative 30 years of WD40. Do not rely on your smoke. It's German. It won't be there long. Do not sit in it. Especially not broadside, that's a good way to get smoke torped. - Torpedoes - The Torpedoes actually aren't half bad for their tier, however, you'd do well to remember that they are still German torps. In fact, they're copy-pasted max Maass torps. That said, they're fast and reasonably long enough range for stealth torping. Keep in mind that damage output is mediocre at best and anemic at worst. If you get uptiered to T9 and fire torps at something like a Musashi, don't expect much of anything really. Fire your torps, but rely more heavily on your guns. - AA - The AA on this thing is actually pretty potent, however, this makes it kind of like the Akizuki of tier 7. Why is this? Well i'm glad you asked, it's the lack of Defensive AA Fire Consumable. But just like the Akizuki, an AA build on the Z-39 is still a pretty good meme even despite not having DF. Below there will be some recommended AA builds for those of you who are feeling spicy. - Captain Skill Builds - Gun/Torp Hybrid Builds: Meme AA Builds: - Conclusion - Thanks for reading my Z-39 guide for dummies! If you liked it let me know in the comments and I might start making this a regular thing. Feel free to discuss any ideas or issues. Let me know if there's anything I should fix!
  14. What line was your first objective

    Personally mine is USN BB's. Why? I live in canada so that and UK where the closet representation. Also big bad BB's lol
  15. I'm a DD main. I have been since Beta. Looking back over my games over the last few months or so, I've noticed I'm starting to get stuck in a reoccurring pattern that I cant seam to break.. I'm not good at dodging, and I often get nailed with torpedoes less than 5 minutes after the match starts. This typically happens with 1 of 3 scenarios; 1) We have a cap and I'm sailing over from one cap to another to support allied ships (normally DD's). I'm not spotted or radio located, but torpedoes randomly show up broadside to my current path. I reduce speed and turn, but I don't really know the proper speed and rudder shift to get the angle right to avoid them, and I take 1. Either it sinks me or I"m left with 3k health or less. 2) I'm in a cap which is contested. None of the enemy has been spotted yet, so I stick around to contest the cap, but I have my rear facing the cap so I can run if needed. I get spotted, pop smoke when i start to lose some HP, and run away. I'm sailing away out of range, and torpedoes show up outside of my smoke. I try to avoid them, but cant get the angle right and take one on the side or rear of the ship. I might be 2/3 health from a gun battle, and 1 torpedo hit sends me back to port. 3) A CV spots me and cross drops 2 or 3 torpedo bombers. and I get sent back to port immediately. Getting sent to port each time I get hit by them, doesn't really teach me how to avoid them.. I've tried turning towards them, or turning away, and changing speed, but each torpedo send is different, different km/hr, different detection, different angles. What works for one set of torpedoes, If I try to reproduce it, it doesn't work the second time. So basically my question is; Is there any way to practice dodging torpedoes or somehow improve avoiding them? I would like to be better at dodging them, but the game isn't giving me enough information on what I need to change. I watch lots of videos on WoWs from several CC contributors, but I see myself doing the exact same things they do, so I don't understand why it work's for them and not me. Here is a replay file to show what I mean: 20180519_114412_PJSD518-Asashio_28_naval_mission.wowsreplay and 20180519_124403_PJSD518-Asashio_47_Sleeping_Giant.wowsreplay Thanks in advance to anyone who can assist.
  16. With the changes to ships, able to be spotted firing in smoke, eg BB, why do we need different smoke times now in relation to nation. 1 second of smoke in a gearing lasts 6 seconds, so when a gearing lays outs a 30 second smoke line it lasts 180 seconds (could be wrong on exact time) Why not have 1 puff of smoke last a set amount of time, and using a slider like we see on the horn ability, you can lay 5 seconds of smoke which might have a duration of 30 seconds, as that might be all you need. This way all nations have a level playing field when it comes to smoke duration, and it is on the player to control what they are putting out. WG could even go so far as this, 4 smoke charges would last approx 10 minutes of smoke duration, (round number) you have an indicator (like the horn) that represents this 10 min, so for eg, if you held down you smoke button at the start of the game you could lay 10 min of smoke at your spawn, not that you would want to do that, but you get the idea. Once the indicator is at 0, you are out of smoke. This would make breaking LOS easier , not just for a DD but smoking up a team member that needs time to turn unseen to move away. Smoke would be more flexible for a DD to use not just for themselves.
  17. Simple poll. Where do the potatoes hide? What are the 2 most influential classes of the 3 main surface vessels? This is for random play not clan battles or ranked. My personal opinion. BB by a landslide is the worst played. It's not even close. Bad players flock to it like a moth to a flame. Why? They are the most forgiving class to play. Most influential would be BB and DD. While I love playing cruisers I am full aware it is full on tryhard mode, especially in high tiers. I think DDs are in a good place as are BBs for the most part. Cruisers could use a bit of work. They are a DoT class, but are the most susceptible to be insta-deleted more than any other save for a DD catching a torp. BB citadels have gotten smaller and smaller over the years, yet cruisers for the most part remain huge and easy to hit. My opinion would be to either lower or reduce the citadel size of cruisers as a whole or to reduce the amount of max AP damage from BBs. Your thoughts? What is your choices and why? What could WG do to mix things up and improve the game?
  18. Am I the only shima player who stops queuing if there's only a couple of DDs in the rank 5+ bracket at the moment and the other is a YY? I have no idea how to deal with a YY in Shima, other than to stop playing ranked the moment I see one in a match.
  19. Khaba Does Ranked

    Much fun was had...... https://www.youtube.com/watch?v=Gb1f20DZNjU
  20. Asashio Broken

    First off, I'm a DD main. When a DD player says this ship is broken, you know it's f*in ridiculous. OMGRLY!? Over twice the average damage of the other Japanese Tier 8 premium torpedo boat Harekaze, and a 2-to-1 average K/D to boot. WoWS is officially pay-to-win now. DD's OP? Add game-breaking radar. OOPS! Too many BB's now? Add game-breaking DD. wth WG!? You are seriously idiotic.
  21. Hello guys, i think i played 6 games on rank 10, and gave up, i have only the Grozovoi, that ship turns like a BB, and the damage it does is awfull. I gave up. On these few games i saw some Khabas, and they seem to be doing fine. I normally do well on my gunboats like KIEV, have the Tashkent now, it is a good ship. Have played the Khaba on PTS and i liked it a lot. I have enough free XP to pick a Khaba, so I would like to know, is it worth? Anyone has been playing them?
  22. Really?11??!? Average damage Asashio 60563 vs Kagero 30537 Asashio has twice the K/D ratio, almost exact, than Kagero. So what really kills the Kagero it seems is that the 10 km torp puts the Kagero into the MM bracket's cruiser detection range and Kagero just dies way earlier. Also, it seems that Asashio's flank wide and find a BB to torp guarantees a good damage farm even in unfavorable games. Kagero's hits everything torpedo is a detriment because it encourages the player to "waste" salvos on targets that are harder to hit. This is unexpected result, but people will probably figure out Asashio's a one trick pony later on and the performance will probably suffer. Never under estimate the damage feeding ability of potato BBs.
  23. Finally! Suffered for Weeks

    Suffered through radars, giant hydros, superior DDs, not to mention win rate farming CV plus 2 divisions... Weeks, weeeeeeks! Finally...
  24. The Kiev is the least stealthy tier 8 destroyer in the game, with the added bonus of packing the torpedoes with the shortest range. Conventional wisdom would therefore suggest that it would be a terrible ship to bring into Ranked Battles; this is not true. Given the map setup in season 9, the Kiev offers one huge advantage over any other destroyer in the game--its speed. With Sierra Mike attached and speed boost activated, Kiev will top out at 48.1 knots in a straight line. Tack on the special speed boost module and you can maintain that speed for 3 minutes at a time, which means that you can beat every other ship in the game to the crucial third cap in each battle. Comparing base speeds vs. other commonly seen T8 destroyers gives an idea of just how big an edge this is: Ship Base Speed Kiev 42.5 Benson 38 Kidd 38 Lo Yang* 38 Z-23 37 Harekaze 35.5 Akizuki 33 * Note that almost all Lo Yangs will be equipped with hydro rather than speed boost, making for an even bigger edge to the Kiev. In other words, if the Kiev captain boosts immediately to the outlying cap while the rest of the team primarily focuses on the "home" cap, the player in the Kiev will win the race to that cap against anything but another Kiev. Competent play from that point will usually result in an early 2:1 cap advantage for the Kiev's team, either through the Kiev capturing that third point or, should the opposing team dedicate a large number of ships against the Kiev, through the remainder of the team pushing into the enemy's "home" cap with a numerical advantage. This does of course make two rather significant assumptions given the nature of Ranked play: that the Kiev driver is capable of competent play, and that the rest of the team is capable of sticking to a plan and properly reacting to the enemy's disposition...but both of these factors play into the use of any ship in Ranked, with the possible exception of a particularly skilled player in a carrier. With that early 2:1 cap advantage, the pressure is placed firmly upon the opposing team to make something happen--they become the ones who have to push into opposition and risk ships in order to make up the point differential. Also working into Kiev's favor is that her speed and exceptional gun range (14.76km with Advanced Firing Training) allows the Kiev player to quickly react to any pushes by the red team, laying down long range HE fire and/or dropping torpedoes along the paths of advancing enemy ships to blunt their advance. Alternately, should a path open up to the enemy's "home" cap, Kiev can quickly boost there for a cap trade. Best of all, the remarkably flat firing trajectories of the guns allows for accurate fire from even maximum range, while the speed & fairly small profile of the Kiev makes it an extremely difficult ship to hit with return fire when firing in open water. The final thought above is key--a well played Kiev is the ultimate open-water "cruiser" at this tier, equally capable of burning down battleships at maximum range or decimating cruisers and enemy destroyers at medium ranges. This is not a sneaky "ambush" destroyer, and playing Kiev as such wastes most of its potential. It's important to keep those guns firing as often as possible, drawing fire away from less nimble teammates while forcing Damage Control Party use and giving second thoughts to any enemy destroyers trying to push into torpedo range. Should one or more enemy ships make a concerted push toward you, your torpedoes are quite lethal even when dropped into the path of an advancing ship well outside of their normal range, particularly when combined with a well-placed smoke screen. My own results had me moving from a starting point of Rank 19 down to R10 in 43 battles, 41 of which were fought in Kiev (plus two Lo Yang battles after I made grievous early mistakes in Kiev, which resulted in 1 win and 1 loss). Even taking into account a brutal Monday night session which saw it take 14 games to move from R12 to R11, that comes out to a very respectable 58% win rate. Keep in mind that I am far from a unicum-level player, even in my primary class of destroyers, and that I can count on one hand the number of wins where I was truly "carried" by my team (only one comes to mind). It's not just me, either--according to WoWS Stats & Numbers, Kiev currently ranks 4th among NA destroyers in overall win rate, slightly ahead of the far more popular Benson. In damage per battle Kiev comes 3rd among destroyers. Among regular Kiev players (20 or more ranked battles in ship) 8 out of 10 have posted a win rate above 50%, with 4 above 60%, but it should be pointed out that these stats are only updated through the opening weekend of season 9 as of this posting. For those curious, my captain build can be found here on ShipComrade, and searching my username on WoWsReplays will yield some of my Kiev battles in Ranked (link goes to WoWsReplays home page, not trying to self-promote). The captain build is certainly open for debate--Radio Location would have come in handy many times, but I just didn't want to give up the 1/2 second reduction in firing rate which Basic Firing Training provides. The only truly mandatory skills in my opinion are Last Stand, Survivability Expert, and Advanced Firing Training (although I'd highly recommend Demolition Expert as well). Is Kiev a better choice than Lo Yang, the most popular Ranked destroyer? That's definitely up for debate...Lo Yang's versatility makes it an excellent choice, while Kiev only holds a real advantage in the speed category. As detailed above, though, Kiev's speed can be a very big advantage indeed when used properly. I'm quite interested in any other opinions on Kiev in Ranked, regardless. Thanks for reading to this point!
  25. Bravery

    Well there I was in my Akizuki capping D on the map North, I get detected! Quick check of the enemy DD on the mini map elsewhere, sure enough it's a Kagero, sneaky bugger, fires his torps but I was waiting for them. I push up still spotted and what do you know he opens fire. Brave little Kagero! Dead little Kagero. The morale of the story is this, know thy enemy ships
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