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  1. EDIT: 9/18/18 - Up to 144 games now. Current stats: EDIT: 7/5/18 - Up to 123 games now. Current stats: So, pretty much everything to follow still stands, but I've switched up my build pretty significantly, so I wanted to outline that here. I took advantage of the discounted respec a couple weeks ago to change things up. Modules, consumables and flags remain the same. I think it's probably the best of both worlds where you maintain a 6km AA range, you still have defensive AA, but you have far more survivability with SE and Vigilance, and maintain DPS with BFT. I've been very much enjoying this build, though the current radar meta has made getting good consistent damage numbers a bit more difficult. But the Kidd is still extremely fun and a very dangerous adversary when played correctly. Thanks for reading and post any questions you have and I'm happy to answer! Good hunting, Pirates. Just wanted to share my thoughts on this ship in case anyone was on the fence about buying her while she's still available. I currently have 371 games in the Fletcher and 245 games in the Gearing with both over 1400 in WTR. Just to give you some perspective on where I'm coming from in how I view the Kidd. Tl;DR - If you love T8 and up USN DDs, then get this ship. Just do it. She's awesome. All of these 25 games were played Solo, in Random Battles, and at all different times of day on the NA server. I picked 25 games because within these games were a fair mix of outcomes. I had insane super-unicum games, and I had that game where I ate a unlucky Fletcher torp 2 minutes in and and got one-shotted having done zero damage, and all types inbetween. So there's a balance there. I'm no great player, just good, so I think my results are achievable for the above average USN DD player. Here are my stats according to Warships Today Moving on: Here's how I've had my Captain and ship set up for all 25 games, with one exception; I ran AFT instead of Manual AA for the first several games, but other than that no changes were made. This is essentially the build that Flamu runs, but with Manual AA in place of Advanced Fire Training. Ship modules. Probably no surprises here. You could swap rudder shift for acceleration. I go back and forth on it. The Kidd seems to accelerate pretty slowly and I've wished for it on more than one occasion. EDIT (11-22-17): I've since swapped rudder for acceleration and there is a massive difference. I highly recommend making the switch if you currently have rudder shift currently. Flags. Unless you're trying to grind credits or XP/Captain XP, you really don't need much help on the economic side of things. Even in so-so games you clear 100k credits. Many, many more in good games. I don't want to rehash what LWM, Flamu, Notser and everyone else has done. If you want pros and cons, just head over to the wiki for the ship and its all right there. These are just my thoughts. - First off, this ship is just fun. If you enjoy the Fletcher, you'll feel instantly comfortable and right at home. - The big knock against the Kidd is the torps, and yeah they're not great and I'm still learning how to use them. The best advice I can give someone just picking up the Kidd is treat them defensively. You're gonna spend a lot of time in smoke and everyone knows you only have 5 fish for defense. Save them for when you really need them, and can guarantee successful strikes. There has been at least 5 times where my torps were on cooldown, because I had fired them on a traditional type of target, only to need them a minute later because a BB was YOLOing into my smoke. On each and every one of these occasions, the torps would have 100% made the difference between me living and dying, as well as getting a kill and helping my team win. I -It's a tough habit to break. But save the damn torps. You'll be glad you did. -Now, for the Heal. The heal on this ship is a game-changer. It will absolutely ruin you on other DDs because of the staying power that it gives you. We all know that DDs become more dangerous the longer you get into games and the Kidd is no exception. It allows you to survive late into games and make a huge difference. Out of 25 games, I've survived 15 of them. And at least 5 of those where I died were 100% my fault for misplaying the ship and being far too aggressive. In each and every game the heal absolutely changes the landscape of your performance. It allows you to swap damage with DDs, heal, and come right back into the fight to finish them off. It's such an advantage that playing without it on other DDs just sucks. Like I said, the Kidd is ruining me. -Now obviously the heal can't save you from everything. If you take a torp, or the ridiculous BB AP salvos that plague DDs right now, yeah you're screwed. You can heal back some, but massive alpha strikes still ruin your day, just not quite as bad. You should still have a robust fear of RN Cruiser AP, and any ship with a radar. -The AA is awesome when you get to use it. Most games its useful for just blapping scout planes, which it does pretty much instantly as soon as you pop Def AA. Very nice. As for CVs, it works as advertised. I've yet to face a Midway, but I've gone up against I think every other CV from T7 up and it works extremely well. MAA + BFT + Def AA is just disgusting. You can wipe multiple squadrons before they can drop on you. I've seen several CV players just avoid me completely, which in a DD is saying something. But hey, if you watch three of your strike groups evaporate while flying over a smoke cloud, I'd probably avoid it too. Alright now for the stuff that kinda sucks. -You have very little ability to hard carry games, unless it becomes a race to cap, or if the remaining enemies are DDs not named Khab, Gearing, Udaloi and Grozovoi. That's really been the tough part of the ship for me. You rely on your guns to do damage, and if you don't have anyone to spot for you, it becomes very frustrating trying to stop those stubborn BB pushes, and god help you if they have radar Cruisers in support. When you have support, this ship shines. You can harass with your guns, drop awesome US smoke, and you have your torps in case someone feels froggy. -The guns are still what they are. They have rainbow arcs and very little fire chance. If you're not good at USN DD gunnery, you will struggle mightily to do high amounts of damage in this ship. Even I have games where it seems like my shells are allergic to steel and go everywhere except where I want them to. -This ship almost requires a dedicated Captain. I mean, sure I can use this build in my Fletcher, but it's not ideal. Ideally you'd want things like Survivability Expert and Torpedo Reload instead. It's not a bad thing really, but to bring out the best of what this ship has to offer, you may need to divert slightly from the optimum build in your other USN DDs. But if you do run those Captains in the Kidd, she's still very, very good and a great trainer. In Summary: No regrets buying this ship at all. She's a ton of fun and if you die in her, its probably all your fault for playing the way I do and being way too aggressive and being overwhelmed by torps, radar, and YOLO rushing BBs. It's T8 so the Matchmaker you get is not great. I didn't keep track, but I'm willing to bet at least half my games were multiple T10 ships. I can remember clearly 3 games where I was top tier. And on that note, it bears mentioning. If you get top tier? Good grief this ship is ridiculous. Seeing a spread on the other side of Farraguts, Mahans, Fubukis makes my hands tingle. Go hunting and enjoy your rewards. It's a solid moneymaker. Not Missouri good, obviously, but I'd say on average I clear 200k per game running all premium consumables, and no credit flags. Thanks for reading! If you have any specific questions, just post them and I'll answer!
  2. Recently I watched Flamu’s and sea raptor’s quick review of Leone. After seeing the concealment, reload of guns, the double torp mounts with only 4 torps, and the low speed, I’m thinking that some of the stats will change once this ship goes into testing. May tier 6 better it seems like it cannot compete. Not to mention that if one decides to treat this ship as a gun boat, they will only be able to use HE as an option because the AP appears to be horrid. Plus the low speed and short smoke duratiOn, I’m thinking that I will be hard to put gun and evade other dd’s. Especially if up tiered. Even though there seem to be a lot of bad areas, I’m hoping that once it undergoes testing it will receive some buffs in some of the areas. What are your thoughts at first glance? ( , flamu’s review starts at 10:26)
  3. teleStraightShooter

    Harugumo/ Kitakaze observations

    What are your observations about the performance of the new IJN DDs Harugumo & Kitakaze? The dakkaDakkaDakka on the Harugumo is wicked. With a reload nearing 2 seconds I racked up ~40k in gun/fire damage in under 2 mins on a charging Alsace BB, then sunk it w/ 2 torps; damage scoreboard suprisingly went from 29k to 100k - just like that. I have noticed captial ships like Stalingrad facing me bow on beyond 12km default range, then creeping up for its 11.7km radar. I am going to try the range upgrade & perhaps AFT. I read on these forums that past 13-15km(?) the 100mm ap speeds up due to gravity assist & pens upto 75mm. Problem is hitting @ past 15km, but at a +45% drop it might be able to arch over less than towering mountains. For max damage I recommend IFHE/ DE/ BFT/ AR
  4. Trying to find out what to buy after the Nicholas. Specs: Surviv: 20 ; Artillery 26 ; Torpedoes 21 ; AA 21 ; Manuv. 87 ; Concealment 92. The direct upgrade to Tier VI is the Farragut, but it is a marginal upgrade with Torpedoes = 12 (!). I really love the Nicholas torps... two banks per side, with three torpedoes each. Yeah the reload time could be better, but I can deliver 12 by doing a circle without reloading. I really want to keep a torpedo armament just a strong, but the US vessel upgrade path seems to be going downhill in torpedo strength. But I'm wondering if / how the centerline torpedo mounts work? Do they reload relatively fast? Also I see the IJN Tier VII Akatsuki has Torpedoes = 30. That sounds like something I would be interested in.....anyone have experience in it? >>> and, not having an IJN vessel so far, can I jump straight to a Tier V/VI/VII IJN destroyer (Fubuki or Akatsuki) without playing the Tier 1/2/3/4 under them ? (never tired this before) Thanks in advance for your advice! Allen
  5. Historical IJN DDs camouflage mod with markings & numbering !!! In memory of those departed ------------------------------------------ wowsg GmbH & Co KG proudly presents Historical IJN DDs mod with markings & numbering by [KA]sual This mod alters the visual appearances of IJN DD ships into historical appearances with Markings on Hull and Funnelss. The Hull color is also calibrated to accurately represent the original hue of paint used by the ports where they were built and based off. Works with Premium camo and Type 5 Camouflage ------------------------------------- Ships modified 6 Fubuki Hatsuharu Shinomeme 7 Akatsuki Shiratsuyu 8 Kagerou Akizuki Asashio 9 Yuugumo 10 Shima Preview: Preview the mod at https://imgur.com/a/mfzXdZg Akatsuki presented as "Hibiki" Yuugumo presented as "Kazagumo" --------------------------------- Official Releases Recommended Install Method: Download Via Aslain's Modpack http://aslain.com/index.php?/topic/2020-07100-aslains-wows-modpack-installer-wpicture-preview/ Manual Install (Advanced, only when Aslain mod is unavailable or if you know what you're doing) All versions are compatible with their micro-patches and legacy versions 0.7.11.X  Compatible with 0.7.11.x & Legacy Versions https://drive.google.com/open?id=1A0GjK47AZulIjF2I5IMSf-iJiSKV_Erq (updated) Nov 2018 0.7.10.x https://drive.google.com/open?id=1uUI5HqcIg3LSdyRiqi6stKZHjnJXCvN3 Updated 2018 Oct 21 Beta version available at https://my.mixtape.moe/uqcaqg.zip outdated 2018 Oktober 13
  6. poeticmotion

    Aigle fan club thread

    Anyone who has ever divved with me, talked WoWS with me, or even has heard of me knows about my over-the-top love for the Farragut. Well, Farragut is now my side chick, and I only have eyes for the new tier 6 love of my life. Behold the DD that made me shelve my Farragut (at least for a while)...my sweet Aigle. Aigle is amazing (for my playstyle.) I absolutely understand why she gets a bad rap from some people...this isn't a ship that will work for everyone. For me, she's gudbote and maybe even overpowered, but I cant argue with LWM that she's a mehbote overall. And I doubt I'll continue to do *quite* as well in her as I did in my first 8 games, but I can tell she's going to be a go-to boat for me from now on...especially considering I did as well as I did today with only a 10-point captain and she really needs a 16-point captain to excel (I have PT, LS, SE, and CE per Littlewhitemouse's recommendations, will be adding EM and IFHE as I get the points for them.) She just works for me. She's like the bastard stepchild of a Farragut and a Khabarovsk, feel-wise if not quite stat-wise. Her handling is a bit clumsy, as was pointed out by others, and her shell arcs are...weird. I struggled to get hits in the first few games with guns; I can make the high shell arcs of Farragut work for me, but trying to adjust to Aigle's arcs was tough. I was having to walk my fire onto even broadside BBs. But she's incredibly fast, can take a beating, and her torps hit HARD. And she can straight up bully other DDs out of cap circles. She gives you the speed to fly across the map, the guns to demolish DDs or HE spam anything else, and her torps are few in number but they make up for it in power. I was having a blast laying torp ambushes around islands or using my speed to flank and torp BBs as they meandered across the "safe" back area. And she's a pretty good cap control boat, if you're experienced enough at knife fighting to anticipate torps and evade them. Your handling sucks; you need to plan ahead and anticipate as you can't just dart through a torp spread with the twitch of a hand on a keyboard like the maneuverable Farragut; but with speed boost is on she's a bit more nimble than I thought she'd be. She's not going to work for everyone. But for skilled gunboat DD captains, she's a beauty. I <3 you, Aigle. My first 8 games in her: 6 wins, 2 losses, 42k average dmg (was consistently doing 50k except for one game where my team just collapsed so quick I couldnt do much and another where the enemy Saipan dedicated his game to keeping me spotted and then finally sunk me...another weakness, Aigle's AA is terribad. Just turn it off. Seriously. ) Here are the games I played today in my new beloved Aigle (in the spoiler tab)
  7. Cossack is a stealthy British gunship destroyer armed with eight 120mm/45 naval rifles and a single bank of four, high-tier torpedoes. She is defined by her good concealment values and awkward firing arcs. Cossack also has access to the Engine Boost consumable while maintaining improved British acceleration and energy preservation. Game play wise, Cossack is very similar to Lightning with an overlap in consumables and commander skill choices. Wargaming has set her price tag at 9,600 doubloons. This is the second Tribal-class destroyer introduced into World of Warships following the release of HMCS Haida earlier this year. She is less remarkable than her sister-ship but that's largely owing to the unforgiving environment in which she plays. Cossack contends with being up-tiered more often than her Canadian counterpart and higher tiered matches are far more radar intensive. Moreover, at tier VII Haida has a defined role -- she's a lolibote-molester. This role is generally lacking among the other tin-cans at tier VII which makes Haida stand out. Cossack doesn't share this same kind of defined specialty. She's more of a generalist scout or gunship -- roles that are replicated by other destroyers at her tier. Thus, Cossack is a workhorse, one gunship among many. She gets the job done in a tough environment which is worth noting, though she is not deserving of any acclaim in this regard. PROS Good DPM performance on her guns and excellent chance at starting fires. Powerful torpedoes for a gunship which may launched individually. Improved engine performance with increased acceleration and energy preservation in a turn while also having access to the Engine Boost consumable. Ridiculous rate of turn, throwing herself about at almost 9.0º/s! Good concealment with a surface detection as low as 5.48km. Access to a long-lasting British Hydroacoustic Search consumable. CONS Poor fire angles on all weapons. Terrible gun ballistics -- worse than American 127mm/38s. Limited to a single torpedo launcher. Her anti-aircraft firepower is effectively non-existent. Poor quality Smoke Generator consumable with short emission time and duration. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Cossack is not a forgiving ship to play. For a novice player, she has many strikes against her. She struggles to do damage, hamstrung with restrictive fire sectors on all of her weapons and poor performing guns. A deep skill build is necessary to allow her to do direct damage with her artillery against larger opponents and the range of targets she can engage is limited. Having a single torpedo launcher does her no favours either. She is at her best at what amounts to point-blank ranges. At high tiers this is a range where you will get killed in short order for making a mistake. Cossack has the speed, stealth and agility enough to make her attractive to a veteran but her engagement range, optimized for short-distances and limited attack power are a severe mark against her carry potential. Still, she has a diverse toolkit that will earn her some devoted supporters. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Cossack's damage output and durability are best described as average. While she does have her strong points, a combination of drawbacks with her guns keeps Cossac from outperforming her peers. Her low hit point total similarly holds her back. She gets a rating in both categories. Her anti aircraft firepower is virtually non-existent and she earns a evaluation as a result. It's arguably worse than the IJN torpedo boats which is saying something. Where Cossack stands apart truly is her agility and stealth. She takes primacy from Lightning in terms of flexibility and speed. It's a closer contest for Vision Control, but she wins out against Loyang. She's the in both categories among tier VIII destroyers. Options Cossack's options are almost all standard for a British destroyer. Cossack like (new) British destroyers cannot make use of the Propulsion Modification 2 upgrade as she already has an improved version built in. Consumables Cossack's Damage Control Party is standard for a destroyer. It has unlimited charges, a 60s/40s reset timer and a 5s active period. Cossack uses a British destroyer Smoke Generator. This has 5 charges base and a 90s/70s reset timer (it's not just you, that number is stupid-weird). It emits smoke for 10s and each cloud lasts for 40s. Unlike other (new) British destroyers, Cossack has access to Engine Boost. This is a standard destroyer-version of the consumable providing an 8% speed increase with 2 charges base, an 180s/120s reset timer and a 120s active period. Cossack uses a British destroyer Hydroacoustic Search. This has 2 charges base, a 180s/120s reset timer and a 180s active period. It detects torpedoes and ships at a range of 3.00km. Upgrades Cossack should equip Magazine Modification 1 into its first upgrade slot. If you like to live dangerously, then Main Armaments Modification 1 is fine. In your second slot, the special upgrade, Hydroacoustic Search Modification 1 is optimal. If you do not have access to it, then the next upgrade you should reach for is the special upgrade Engine Boost Modification 1. If you're lacking that, then default to Propulsion Modification 1. Aiming System Modification 1 is optimal for slot 3. The only reasonable choice in your fourth slot is Steering Gears Modification 2. Similarly, the only reasonable choice in your fifth slot is Concealment Modification 1. Camouflage Cossack comes with Type 10 Camouflage. For 2,000 doubloons you may purchase Royal Navy - Cossack as a cosmetic swap. Both camouflages provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Cossack comes with Type 10 Camouflage in mottled grey. I personally think she looks prettier in Royal Navy - Cossack in green, black and grey, but that's only for players with deep pockets. Firepower Main Battery: Eight 120mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four torpedo tubes in a 1×4 launcher mounted amidships. The 120mm/45s that Cossack uses for her main batteries have a lot of problems at tier VIII. While perfectly serviceable at tier VII with ships like Jervis and Gadjah Mada, against the upgraded opposition faced at higher tiers they're nowhere near as competitive on a per-gun basis. This is largely owing to penetration issues due to gun caliber but there are other things to remark. They have a modest rate of fire, damage per shell and poor ballistics. The mountings on HMS Cossack are poorly situated with limited fire arcs and a lackluster traverse rate. Their only real strength is a high fire chance per shell. Her saving grace is that she has a lot of guns -- quantity has quality all of its own. However, the competition is fierce at tier VIII and even armed with eight rifles Cossack struggles finding the edge she needs. Destroyer AP shells are highly circumstantial in their utility. Most simply do not have the penetration or damage output to make them worth chancing the risk of a bounce using except in specific circumstances. Still, when a broadside is offered, switching to AP provides a much improved damage increase -- especially if your target is already burning from fires set. HMS Cossack's poor penetration values limit the range at which she can make these exchanges successfully, with her ability to citadel enemy cruisers falling off at 4km and her ability to reliably penetrate the extremities of battleships dropping off between 9km and 11km.1 Cossack's HE damage potential looks impressive, though it's important to cross reference it with her penetration values. The chart on the right shows the armour value the respective guns can best while the extremity armour on the bottom lists the prevalence of different armour types for the bow and stern. The number in brackets is the (current as of 0.7.9) number of ships with these armour values. There is a long list of targets she is incapable of damaging directly which will necessitate her making the attempt with AP shells instead. The arcs of fire on A and Y turret are terrible, contrasting the excellent arcs on B and X. On top of this, B-turret may rotate 360º which facilitates keeping it engaged even while Cossack manoeuvres. It's thus very easy to keep six guns on target most of the time but especially difficult to keep all eight firing. Bringing all eight guns to bear makes her an easy and predictable target due to the limited fields of fire on her foremost and rearmost turrets. Sacrificing a turret makes Cossack's gunnery no better than a tier VII destroyer. Cossack doesn't have the DPM advantage to be able to best contemporary gunship destroyers. The race is very close. Once you factor in the hit point totals and detection consumables, the margins get even smaller. Against anything higher tier, Cossack comes out the worse for it. This said, Cossack does have the muscle to bully anything smaller than herself short of HMCS Haida. She can play the role of a destroyer hunter provided she can ensure the detection, hit point and DPM advantage, but she has nowhere near the primacy in these categories at her tier. Against larger vessels, Cossack's guns are a mixed bag. Her ability to deal direct damage is compromised with her poor penetration values but she's an excellent fire starter. Note that this is largely owing to volume and accuracy of fire -- Cossack must be cycling all eight of her guns onto a target and landing with most of her hits to be a credible threat this way. Where Cossack truly excels is her potential to set fires. This is especially true of she eschews the use of IFHE in her commander skill build and elects to just focus on Demolition Expert instead. While this is unlikely to ever give a hale and healthy cruiser pause, it is very effective against battleships. Note, in practice these values are approximately halved when striking ships and represent only the raw fire starting potential. Thus, against a Montana, Cossack with a DE build could expect to set about 4 to 5 fires per minute. Be warned, though, the efficiency of focusing on fires leaves a lot to RNG. Cossack's performance will not be consistent. The final issue facing Cossack's gunnery is one of range and detection. She has adequate reach but she suffers from horrible ballistics. British 120mm/45 guns have worse shell arcs than American 127mm/38s. Cossack has similar gunnery challenges to Loyang, Hsienyang, Kidd and Benson without their fast rate of fire to facilitate aim correction. Cossack is greatly endangered by the prevalence of Surveillance Radar within her matchmaking tier where her short engagement range is more likely to bring her within reach of this consumable. Furthermore, her Smoke Generator does not allow for long bouts of gunnery within the safety of concealment. Cossack must contend with much of her gunnery being done while she is vulnerable to return fire if she cannot make use of island cover. Thus, Cossack must be opportunistic. Whatever ability she has to bully other destroyers falls away as she faces same or higher tiered opponents. Her guns can terrorize lower tiered vessels, including battleships but they lack the caliber needed when facing higher tiers. Throw in the usual challenges of radar in this matchmaking spread and a pattern emerges: The power and flexibility of Cossack's guns varies considerably upon the hand which she's dealt by Matchmaking. Cossack's torpedo launchers have much better rearward arcs than forward. Like her guns, Cossack is going to have to give up her full broadside to be able to fire her torpedoes at a target. Cossack's torpedoes are decent individually, but she has too few of them and bad firing arcs to boot. Cossack has HMS Daring's torpedoes but at tier VIII instead of tier X, which looks nice on paper but that single launcher holds her back. The saving grace of Cossack's torpedo armament is her ability to fire them one at a time. While getting good accuracy with single-launch torpedoes is locked behind a skill wall, once mastered it helps greatly with making up for the lack tubes. For a gunship, Cossack has better individual torpedoes than those found on the Soviet, American or German destroyers. However, like with her guns, she places a distant second to Akizuki, lacking both striking power and being unable to keep up with her damage output Furthermore, Cossack's individually more powerful torpedoes in no way makes up for having only one launcher. Like Cossack's guns, her torpedoes perform much better when she's top tier than bottom. Their 10km range is fairly standard (and an improvement on the 8km on Lightning's), however as Surveillance Radar becomes more and more prominent in higher tiers, this reach just doesn't provide the same level of safety. Ideally, a player should be able to combine Cossack's torpedoes with her excellent fire setting to stack damage over time effects on a given target. In practice, this is much easier said than done. Their limited arcs makes finding opportunities to use them difficult, especially in a pinch. When the stars align (or skill prevails), Cossack can doom an enemy vessel in short order by overtaxing their Damage Control Party between fires and floods and score herself an easy kill. However, these will be rare events rather than commonplace. As discussed, use of Cossack's gunnery and torpedoes are both steeped in challenges. One of the drawbacks of British torpedoes is their large detection range. While not quite on the same level as Japanese destroyer torpedoes, this does limit their effectiveness. Summary: The potency of her guns varies considerably based on the tier of the target she faces. Her gunnery performance is inconsistent. Her torpedoes are individually excellent but they're difficult to use, locked behind a higher skill wall. Cossack must present a lot of broadside to cycle her weapons which can make her unfortunately predictable. Evaluation: What it would have needed to be : Cossack never quite gets her act together to seriously contest the Japanese gunships for their primacy at this tier. Yeah, I'm as shocked as you are that Japan now dominates the destroyer firepower meta at tier VIII. I always thought it would have been the Soviets, but here we are. Defense Hit Points: 15,200hp Min Bow & Deck Armour: 19mm The Lolibote with a redundant name sure looks OP when you lay out the maximum effective hit point total of the tier VIII destroyers like this. However, making perfect use of all four charges of her Repair Party happens so seldom. Still, she's way tougher than Cossack. Cossack has nothing going for her in this category. She has a downright middling hit point total and no fun quirks to her armour profile. This is a destroyer where you will have to manage any gunfire trades carefully to preserve your health. Her DPM advantage is not so high that she can afford to simply slug away at an enemy lolibote and hope to come out the better. The Survivability Expert skill, which ups her to an even 18,000hp should be considered mandatory lest she fall behind the staying power of other gunships. Veterans who are familiar with the play style of Loyang and Benson will no doubt be able to relate to the need to properly spend their hit points when making gunship attacks. The difference between Cossack and these American-based gunships is her worse Smoke Generator performance which limits her ability to make escapes when things go pear shaped. Cause they will. Evaluation: What it would have needed to be : Cossack is in the bottom half of the vast tier VIII destroyer population. It's going to take a lot to move her up in rank -- namely another 5,000 hit points or a Repair Party consumable. Agility Top Speed: 36.0 knots Port Turning Radius: 610m Rudder Shift: 3.6s Maximum Turn Rate: 8.9º/s There's a lot to cover here. Let's hope I can put it in some semblance of good order without melting the brains of my readers. Your take away should be this: Cossack is far more agile than her in-port stats might otherwise indicate. She comes about quickly. She accelerates fast. She doesn't lose speed in a turn. Stay with me here, this graph isn't as scary as it looks. In purple, we have the sustained 4/4 speed of the tier VIII destroyers with their rudder hard over. This is how fast these destroyers can move while wiggling, dodging and coming about. In green is their nominal maximum speed -- for Cossack and Lightning, that's 36 knots. In blue, we have their engine boost speed. What makes Cossack so remarkable is that her maximum speed and turning speed pretty much overlap AND she access to an Engine Boost. This makes her a much harder target to hit, akin to a fast Soviet destroyer in terms of her forward momentum but with the added bonus that she can change her heading much more quickly. Cossack doesn't have the straight-line speed of some of her contemporaries. However, she's functionally faster than many of them. Like destroyers from the Royal Navy tech tree, Cossack preserves almost all of her speed while under manoeuvres. Most destroyers bleed off between 15% and 18% of their top speed while wiggling and dodging. Cossack loses less than 2%. In addition, Cossack comes about almost as nimbly as USS Sims -- one of the most agile mid-tier destroyers in the game, and at a higher sustained speed. For enemies trying to pick her off at range, Cossack presents the dual challenge of a ridiculously high top speed with an nimble target, giving the best traits of both American and Soviet lolibotes in a single package. It doesn't stop there. From a dead stop, Cossack accelerates as much as 25% faster than a similar destroyer equipped with Propulsion Modification 2. From a dead stop, Cossack is quick to get moving again, helping her avoid sudden threats like incoming torpedoes or being lit by Surveillance Radar. Cossack gets the best of both worlds when it comes to upgrades; she enjoys better acceleration than she would have receive with Propulsion Modification 2 and she gets the improved rudder shift time of Steering Gears Modification 2. Unlike other Royal Navy destroyers, Cossack gets all of this without sacrificing access to Engine Boost. Combined with a Sierra Mike signal, she can get her speed up to 40.8kts for these brief spells while keeping all of the aforementioned bonuses to her handling. While ships like Kiev and the upcoming Le Terrible can outpace her in a straight line, Cossack wins out in overall handling and flexibility in combat situations. She trivializes dodging incoming fire and dancing torpedo beats. Paper stats won't tell the whole story. If you looked at a combination of Cossack's top speed, turning radius and rudder shift time, she'd look deceptively mediocre. The engine power of the Royal Navy destroyers and their energy preservation means that they perform on an entirely different level from the other lolibotes, making Cossack far more nimble than her stats otherwise indicate. Her Engine Boost consumable adds even more flexibility than even Lightning can boast, making Cossack the most agile destroyer at her tier.[/caption] Summary Boosted acceleration. Little to no loss of speed in a turn. Cossack can rocket-butt with Engine Boost unlike other British DDs. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost consumable would be enough. This is a closely contested category at tier VIII with Lightning being hot on Cossack's heels with better rate of turn and a smaller turning radius. Anti-Aircraft Defense AA Battery Calibers: 40mm / 12.7mm AA Umbrella Ranges: 2.5km / 1.2km AA DPS per Aura: 12.9 / 4.2 Hahaha, no. Cossack has no large caliber AA guns to speak of. Even cursory HE damage is likely to strip her of all of her remaining defensive weapons. Enemy aircraft carriers should feel completely safe in having their planes loiter over Cossack and friendly carriers should abstain from dragging enemy aircraft near Cossack. She'll be of no help. ... except I did. Evaluation: What it would have needed to be : Cossack only barely ekes out the worst AA rating at tier VIII. Asashio is only marginally better with less DPS but more range. In theory, it wouldn't take much to nudge Cossack up the ladder, but don't ever assume this would make her evaluation passable here. Refrigerator Base Surface Detection Range: 6.97km Air Detection Range: 3.90km Minimum Surface Detection Range: 5.48km Detection Range when Firing from Smoke: 2.48km Main Battery Firing Range: 11.89km Detection Consumables: Smoke Generator / Hydroacoustic Search There's a whole lot of weirdness crammed into Cossack's refrigerator. She is currently the rated tier VIII destroyer in terms of stealth and detection, however this is a title she doesn't claim easily. There are three elements which define her concealment: her surface detection range, her Hydroacoustic Search and her Smoke Generator. Surface Detection Spotting distance delta (in meters) between HMS Cossack and the destroyers within her matchmaking spread when fully upgraded for concealment. This chart is restricted only to those destroyers within +/- 500m spread of Cossack's optimized stealth rating. Note that a distance of at least 200m is necessary to have a plausible chance of a reactionary advantage over an opponent and more is preferable. There are few destroyers that can challenge her concealment rating. Cossack is one of the stealthiest destroyers not only at her tier but also within her matchmaking spread. Only the Kagero-class sisters (Kagero, Asashio, Harekaze) have an improved stealth rating as low as 5.374km to Cossack's 5.476km. In open water with every other match-up, Cossack will detect enemies before she herself is seen. Generally speaking, when Cossack is top tier, she will dominate scouting. It's only when she faces tier IX opponents that things get harried, with detection ranges being close enough that Cossack is likely to trip over an enemy destroyer without enough time to react. Surveillance Radar, always the bane of destroyers (and gunship destroyers especially), is a very real and especially prevalent threat to Cossack's well being. When she's bottom tier, Cossack faces several ships with radar that meet or outstrip their surface detection range. There is very little counterplay she can exercise against ships armed with this consumable short of having advanced knowledge of their approximate location. Keep a wary eye on team rosters and behave accordingly. Hydroacoustic Search HMS Cossack comes with a Royal Navy Destroyer safety blanket -- her Hydroacoustic Search. In the radar-heavy environment in which she plays, this lacks the offensive utility found on HMCS Haida and it's largely reserved for simply sniffing out torpedoes. Still, it is possible for Cossack to unmask ships hiding within smoke screens while using her consumable, however she needs to get even closer than her Canadian counterpart to do it. This tactic is largely inadvisable given Cossack's difficulties in getting away once detected but it can be pulled off in a pinch, especially in late game scenarios where an enemy destroyer lacks support. Exploit that three minute duration -- she can outlast the longer ranged (and easier to use) consumables found on Loyang and German destroyers. Outside of these very specific instances, Cossack's Hydroacoustic Search is better used defensively -- giving her the time necessary to avoid incoming torpedo strikes. In most games, this will largely be its purpose. Vigilance is a helpful skill in this regard for team play purposes if you can afford it. Still, this consumable provides a degree of flexibility to the ship that expert players can exploit and to underestimate or dismiss it would be a mistake. Cossack belongs up on the front lines, projecting vision forward for her team and sniffing out early torpedo threats. Smoke Generator There's a big ol' "but" looming over Cossack's superior vision control. She may have great surface detection. She may have a very handy detection consumable that keeps her safe from torpedoes and can be used offensively in a pinch. Butt, her Smoke Generator stinks. Shackled to the same terrible smoke consumable as the British destroyers in the tech tree, Cossack is held back by its low emission and duration times. She doesn't make many smoke clouds for one. What smoke she does make doesn't last nearly long enough to be comfortable, undermining both Cossack's survivability and her ability to deal damage. When used offensively, Cossack can only park in smoke for 40 seconds at a time. With American battleships boasting up to 20s worth of immunity with their Damage Control Party, Cossack isn't going to seriously contest her opponent's ability to put out fires. This necessitates other tactics to get the most out of the potential damage output of her guns. Borrowing the smoke from another ship is one way such as in a division. She can also take a page from American cruiser and destroyer game play and use island cover to lob her shells at enemies that cannot see her but her lack of reach makes this difficult. Finally she can simply elect to fire from open water and risk trading her hit points. I would hardly call this ideal given her low hit point total. Defensively, her smoke is also found wanting. At top speed in a straight line, Cossack drops all of three (count 'em) smoke clouds. If you install the special upgrade, Smoke Generator Modification 1 you get one more puff. That's it -- hardly worth the coal investment. Cossack's consumable is not so much a smoke screen as a squid's ink-squirt. If Cossack has been firing her guns, she may not being able to create enough smoke to block line of sight to multiple opponents (which will make you wonder why you even bothered). Fortunately, if you cut your speed the moment you activate her consumable, Cossack will come to a stop inside the last cloud. Don't wait on the throttle though -- you need to be decelerating the moment you begin laying down your rings. At least Cossack's smoke reset timer isn't punitive. The delay between dissipating and the availability of her next charge can be as little as 20 seconds with the correct commander and signal combination. With up to seven charges available, Cossack simply needs to hold her fire for brief intervals before setting up for another round of shooting. Patience and careful planning can almost make up for all of her consumable's shortcomings. Closely Contested Cossack is an excellent scout. Few destroyers at tier VIII can sit as comfortably on the front lines, broadcasting back enemy positions for their team as Cossack can. In addition, her forward position helps protect her allies from long range torpedo salvos which become quite commonplace within her matchmaking. This isn't a safe place to be, however, and Cossack lacks reliable smoke from her toolkit to give her a sense of security. Cossack may be one of the stealthiest ships at her tier and one of the best destroyers for controlling vision for her team. However, this is very little room for error. Summary Great open water concealment. Hydroacoustic Search combined with her great acceleration and handling makes enemy torpedoes launched at range a non-threat. Her smoke smells like butts. At least she gets a lot of quick-reloading charges. Evaluation: What would have to happen to DOWNGRADE to : Top spot among the tier VIII destroyers is heavily contested. The Japanese torpedo ships have the best raw concealment values. Loyang has arguably the best combination of detection consumables though her surface detection is too big to take the crown. Cossack wins out on primacy despite the flaw of her Smoke Generator, but not without contention. Keeping Oskar from becoming a Sam Skills rated by their utility in descending order from purple, to blue, to green, to red. For the colourblind, they're also rated by hearts. Cossack's initial skill choices are fairly standard for a gunship. Start with Priority Target. Next take Last Stand at tier 2. Survivability Expert is optimal at tier 3. And finish off your 10th point with Concealment Expert. Basic Fire Training should be a must on anyone's list after that and Adrenaline Rush is also optimal. From there, spend your last four points as you will. Final Evaluation I'm not one to blame matchmaking. However, Cossack's fortunes are more firmly tied to matchmaking than many other ships I've played in recent memory. I think it's largely owing to how Cossack performs when she up-tiers. To be absolutely clear, Cossack is a beast when she's the top of the pile. There are very few opponents she cannot engage comfortably and it's only those vessels at her own tier which give her pause. However, Cossack doesn't feel anywhere near as comfortable when she has to go up against tier IX and X opponents. This isn't a problem unique to Cossack, but it is more pronounced in her case. Her guns have a very limited menu of appetizing targets when she faces same or higher tiered opponents. It's not that she can't deal damage when bottom tier, it's simply more of a challenge than for other destroyers. She reminds me very much of most tier V battleships, where they can feel like real powerhouses in those rare times that matchmaking favours them and victims otherwise. Your mileage in Cossack will vary based upon not only where your placed on the Matchmaking roster but what's on the enemy team. So long as she's facing enemy destroyers and cruisers with soft squishy bits she can pelt with her pew pews, you're going to have a great time regardless of her tier. If you suddenly find yourself facing down tier VIII+ American and German heavy cruisers, a heavy battleship lineup or Japanese ducky-destroyers, life's going to be a lot more difficult. Fortunately, Cossack still has a role when she can't be the big dog. When she's no longer able to deal direct damage easily, she excels at simply putting eyes on targets and pressuring cap circles. It's difficult to dislodge an RNDD that has setup shop around a given cap short of using concerted air power or a constant barrage of radiation from Surveillance Radar to drive them back. Cossack won't come out of said matches with much to show for it other than a win if everything goes right, unfortunately. I do like Cossack, but she doesn't inspire the same kind of awe her sister ship, Haida did for me. There's a lot to enjoy with this ship. Few feels as comfortable as she does when top tier and even in those uptiered matches, she can serve you well provided you meet the right opponents. However, in those games where there's nothing but hard targets, the pickings get mighty slim. I dunno why, but I'm a fan of Cossack's alternative camouflage. I wish it didn't cost 2,000 doubloons to make my ship look pretty, but oh well. Would I Recommend? Cossack was originally made available through the Royal Navy event which ran in the last quarter of 2018. Wargaming assigned her a cost of 50 Guineas with players able to earn up to 48 Guineas over three patches. It's not you -- the math doesn't add up. The assumption is that players will have to pay for the difference with a Guinea setting you back around $1 USD. Otherwise, players may acquire her for the equivalent cost of 9,600 doubloons + the price of a port slot. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Cossack does alright in Operation Dynamo, but her contribution is very one-sided with being largely limited to engaging the torpedo boats. Her AA power is virtually non-existent. Co-Op isn't kind to gunship destroyers, particularly those with only modest hit point pools and limited torpedo options. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes with a butt. Cossack doesn't play much differently than the other Royal Navy destroyers and her skill choices overlap nicely (especially with captains for Icarus, Jervis, Jutland and Daring). The only issue is that earnings get a might bit slim of matchmaking doesn't love you. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. There are better choices, namely Loyang and Akizuki. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. Now you too can own a memento of the ship that predicated the early invasion of Norway! Slap on a Hotel Yankee signal, board some enemies and cause an international incident! For Fun Factor: Bottom line: Is the ship fun to play? Yes. While I'd rather play Haida, that's my own Canadian bias speaking. Cossack is a fun ship though be warned, she is a tier VIII destroyer. That comes with all of the hangups that tier VIII destroyers face. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely In Closing Is it over? I think it's over! Cossack (and Haida) have been on books since January of 2018 -- that's over nine months of work that has gone into reviewing her and her sister ship with too many different versions between them. As you can imagine, there was a lot of information to keep track of with her performance changing so regularly. While I'm happy the two ships aren't terrible, I'm very (very) glad to be able to stop worrying about Cossack for a while. I want to thank my readers and fans who helped keep me sane over these months and an especially well deserved thanks to my Patrons on Patreon who helped keep me fed. I won't have to dig her out again until there's another tier VIII destroyer to review for a comparative study. But that won't happen for another ... Aww, sh-- ...! Appendix (1) Penetration data courtesy of Proships.ru (https://www.proships.ru) and World of Warships AP Calculator (https://mustanghx.github.io/ship_ap_calculator/).
  8. Gramzon_the_Dragon

    High Tier USN DD Captain Builds

    Okay, a lot of ships in the game have certain skills that seem like no brainers and help really guide you in your choices, like knowing you need to get concealment and IFHE on USN CLs, or Advanced Firing Training and Manual Secondaries on German BBs. My dilemma is the USN DDs are rather comfortable now that I’m in well into Benson. Good concealment, Lightning turret traverse, respectable torpedo range and damage, stupid high rate of fire. After the essential DD skills, I’m puzzling over what to take as I work towards another 19 point captain. currently running 1. Priority target 2. Last stand (duh) 3. Survivability Expert, Demolition expert 4. Concealment Expert for 13 points invested. I don’t think IFHE is on the table as it won’t let me pen BB extremities going further into high tier anyway, so I’m thinking maybe Torpedo Armament Expertise and Basic Firing Training to help with the slow torp reload and get an always-on little RoF boost with an AA damage boost. So if I’m not trading hitpoints I still get full benefit to my reloads. But I could also swap BFT for Adrenaline Rush and Preventavie Maintenance for better gun and torpedo reload when I take hits, which would be really nice when really low on health and just being a sneaky torpedo boat for the rest of a game. Thoughts on the build, or have alternatives to suggest for other readers?
  9. Introduction Icarus's Wings A fresh contender in a strong tier for gunboat DDs Icarus is a big step-up from its predecessor, Acasta; the question is if it's a big *enough* step given how strong tier 6 is for DDs, especially gunboat DDs. Tier 6 is, in my opinion, the single best, most-crowded tier for destroyers. There's fantastic differentiation and a lot of strong boats. If you can't find a DD at tier 6 that fits your style, you're just not a DD player. Icarus is a much more versatile boat than her predecessor. You retain the same artillery configuration, with stats remaining basically the same, with exception of gaining .5km of basically useless range given the punitive shell arcs of her guns. However, your torps, while still slow, gain an extra 1k of range while maintaining Acasta's concealment, making stealth torpedo attacks more viable from unfavorable angles (with Acasta, you could only stealthtorp approaching ships unless you used islands to ambush.) You also get 2x5 torps instead of 2x4 while maintaining the singlefire capability, and they do much more damage. Don't get me wrong; Icarus is still first and foremost a fleet support/cap control DD. However, the torp upgrade gives her some much-needed damage-dealing capability and versatility. Her artillery is still limited, but she gets a hit point boost, plus she has hydro. Being able to put a 10-torp spread across a whole smoke cloud to flush out or kill red DDs, having a middle-of-pack hp pool and the nimbleness to dodge some fire, and hydro to give early warning of torps makes her a stronger cap contester than Acasta. Little things, but she feels much more comfortable and less out-classed. Part of that is also being middle or top tier more often, so YMMV, she just feels much more competitive. She still struggles from the same meh gun traverse and dpm of Acasta, but the improvements elsewhere help her with her primary role. And her stealth, while not an improvement over Acasta, is still fairly decent; she can outspot what can outshoot her, and use her quick-reloading defensive smoke to break contact when needed. Is she a keeper for me? No. And that's not necessarily because I don't like her; she felt far more comfortable than Acasta. Tier 6 is just such a stacked deck for DDs, including DDs that do many of the same things Icarus does well. Comparisons with the stacked deck of tier 6 DDs: The obvious comparison for Icarus IMO is Farragut, one of my favorite boats of all time. Farragut's only a hair below Icarus in HP, is very nimble, and puts out a fearsome DPM in a knife fight; she can't stealthtorp in all situations, but her torps hit hard and fast and she's adept at using them on ships approaching obliquely and then running before being sighted. Icarus will see her first, but Farragut is much faster, especially with speed boost. I've often said Farragut is, tier-for-tier, the best cap control boat in the game; Icarus is built for that niche, and may be just as effective, but it's a toss-up and although I'm fond of calling Farragut a swiss-army-knife DD, Icarus has an advantage in open-water torp operations, although Farragut's speed can get her out of trouble quicker. They're both adept at DD hunting in their own ways. I'll call it even. T-61 has slightly better hydro than Icarus, and quick-reload 8km torps, but her guns are a tad weaker; slightly faster ROF, slightly lower traverse, lower damage. She's a very versatile boat, and her advantage in hp and better hydro with only marginally worse concealment makes it also a toss-up as far as cap control, with T-61's longer-range torps making her a much better torpboat. Admittedly, T-61 is almost hilariously OP in the right hands just because she has no real weaknesses, so this may be an unfair comparison. Gaede has much higher visibility; Icarus can see her early enough to run, but a well-played Gaede can bully an Icarus in a 1v1. With support, Icarus can focus on spotting and win. Gallant is a nice alternative for those who place a larger emphasis on torpedo capability; she gives up 2 tubes compared to Icarus but gains 1km of range, and Icarus is a much stronger cap contester. And even with Icarus's improved torpedoes, she can't compete with Hatsuharu or Fubuki as a torp platform, although she can murder them in a gunfight. She's far more versatile than Gnevny or Fushun. PROS: *Single-fire torps. Great for island ambushes of ships coming around a corner, strait/gap control, or torping smoke clouds when you're pretty sure a red DD is in there due to flexibility of torp spread design (can drop them all in a row or spread them out as you see fit. And having a decent window to stealthtorp gives her some teeth in the mid-game or standard battles, expanding her role beyond her core competency of DD hunting, fleet support, and cap control. *Good acceleration and handling: RN DDs don't get speed boost, but they accelerate quick and hold speed in a turn. These aren't huge advantages, but they help you knife-fight other DDs and still avoid torps, and help get you out of trouble. *Decent stealth: Same stealth as Acasta; you'll get outspotted by some tier 8 DDs since they can equip the concealment mod, but you're at least in the neighborhood of everything in tier 6 and 7. You can outspot everything that outguns you. And your smoke is great for breaking contact and vision control even though it sucks for offensive use. *Hydro: Like Icarus's smoke, her hydro is mostly defensive; very limited range limits its use offensively, but when used properly gives you plenty of early warning of torps and allows you to be very aggressive in a knife fight, bearing in mind your average HP and the fact that you're still outgunned by USN DDs. CONS: *Meh guns: the improved AP ricochet angles RN ships get hasnt been a huge factor for me so far, and the low effective range (due to firing arcs), meh traverse, meh reload speed, and meh DPM means you need to be cautious in engaging other gunboats as even a win can be pyrrhic in lost hp. *No speed boost: She's nimble, and her quick-reload smoke can help break contact, but if you overextend you're not going to find it easy to get back out. She's not a deep-penetration DD and you're going to struggle if you try to break through to go for the CV kill. Fight for caps, play aggressive, but stay in support range and know your exit strategies because breaking contact is difficult, especially if you have red ships nearby at multiple angles and cant use smoke to break LOS with all of them. TL;DR: Icarus is an ok boat but it's a crowded pack. . For a less experienced player, I think she's a great choice for a t6 gunboat; Farragut's skill floor is a bit higher. She's a well rounded boat; she's got a bit more versatility than Acasta which makes her a far better boat for randoms, and as the first boat to have hydro in the line she fits better in the niche WG expects RN DDs to operate in. She seems like a balanced addition; not overpowered, not underpowered, but capable of performing according to the skill of her driver. If I didn't own T-61, I might keep Icarus for a Farragut alternative; but as I already have Farragut, T-61, and Gallant as keepers, Icarus doesn't add anything new to my port. Still a worthy addition to the game. Other British DD reviews: Acasta Doing Business (My other reviews - British BBs: Conqueror/Lion Monarch KGV Queen Elizabeth French BBs: Overall Line Review German DDs: Flottentorpedoboot My Waifu)
  10. Jdelgado20005

    Cossack vs Haida

    Hi Everyone, I'm not too savvy on the actual technical specs on each ship, however i don't consider myself a "noob" at all. My question comes to what actually decides what tier a ship should be categorized by??? I own both Haida VII and Cossack VIII. So i bought the Cossack thinking it will be a nice upgrade from the Haida. I think I'm finally making the Cossack work for me but looking at the stats of each ship i realized that the stats of the Haida are better. I usually achieve 100K dmg with the Haida most of the time, and as for the Cossack boy is it an achievement when I do. I did upgrade commander skill for Turret Traverse speed on the Cossack bringing my Artillery up by 1. Stats for Haida: Suitability: 26 Artillery: 29 Torpedoes: 11 AA Defense: 22 Maneuverability: 85 Concealment: 96 Stats for Cossack Suitability: 27 Artillery: 28 (27 without commander skill) Torpedoes: 12 AA Defense: 11 Maneuverability: 84 Concealment: 97 If anyone could explain this .. well you da real MVP. Thanks all and may everyone have a GG!
  11. Today I am going to showcase my experience in the Tier 8 Royal Navy Destroyer, the Lightning. Overall a decent ship, but my experience in it was "something different" compaired to other ships I have played.
  12. Playing a concealment DD is all about risk management. You could sail on the edge of the map all match and be almost entirely safe. You could also yolo into a cap or at the enemy in the faint hopes of somehow capping/stopcapping or taking out an enemy ship. Concealment DDs, generally, allow you to set your own level of difficulty based on your desired level of reward. Playing a DD at any point in a match is like playing roulette in a casino. If you just need to double your money, you can place your bet on red or black. If you needed to triple your money, you could bet on a dozen or a split. Or if you were going for broke (pun intended) you could play a single number. At the start of a match, DDs have the role of capping or contesting caps, as well as spotting/screening/smoking for teammates. A DD doesn't have to fill this role. They could go yolo solo off and do whatever they want. But for those interested doing their best to help their team win a match, this is what DDs are expected to do. The secret sauce of being effective or ineffective as a DD player is how you manage your interactions with other DDs. Do you shoot them? Do you torp at them? Do you chase them? Do you turn and run? Do you smoke and fire? Do you smoke and torp? Do you smoke and flee? I'm playing a Hatsu this ranked season, and while I hate to give away my secrets, 90% of what I do in DD vs DD encounters is hold fire, remain detected long enough to get the enemy DD to fire at me, then turn and move out of detection range so that I'm concealed while he has to eat 20 seconds of fire from everyone else on my team. Every situation is different, however. Sometimes, my best chance is to open fire on the enemy DD to do some damage, usually dropping torps in what I extrapolate to be his likely path of pursuit or escape. Often, I'll fire at the DD but launch torps at the enemy BBs who (hopefully) have a much less unpredictable path. Other times, if I know a friendly teammate has the enemy spotted, I might even drop smoke and sit in it and fire, although usually I try to save my smoke, since it worth much more if used on my teammates. Radar, and CVs as well in many ways, completely kill the entire DD subgame. It's like being at the casino, deciding which bet you need to make to pay off the loan sharks so they don't break your other hand, and suddenly having the police come in and raid the place, shutting down all the games and dragging everyone to jail. Sure, maybe it was your fault for picking THAT casino, but the fact of the matter is that you need to place some bets if you want to have any chance of paying the mortgage this month. The trouble is that radar (and to a lesser extent, CVs as well) is very inconsistent, much like police raids. A cruiser (BB) with radar isn't going to be hiding behind every island waiting for you to touch the cap, just like the police aren't waiting outside every casino waiting for you to make a bet. In fact, most of the time, radar/police aren't waiting to gank you. We can argue whether it's 5% of the time or 20% of the time, or something in the middle, but either way, this mechanic completely overmatches any of the other risk management decisions you'd otherwise be making. It doesn't matter if you made a smart bet or a poor one when someone mashes the radar button and you're hauled off to jail. As the famed DD player Joshua once said, the only way to win is not to play. However, the early caps are so very important in determining the final outcome of a match, and the entire teamwork side of Warships so much about trying to coordinate to have your teammates moving into position to support the move on the cap, that pulling the emergency brake to stop the train just isn't an option. Worse, because your chances of not being radared at the start are greater than the chances of being radared, the DD that disregards the radar threat, either out of ignorance or as part of a calculated decision, is going to win most of the time if the other DDs decide to play it safe. If the rest of my team is all working together and moving to support a cap, there is no way I can change (read: adapt) my play style by shirking the responsibilities of my role and NOT contesting a cap because there's a chance someone's waiting on the other side of island to hit the radar button and knock me out of the game. People flip out over detonations, which happen extremely rarely and can still be mitigated or eliminated based on modules and flags. Being spotted by radar (and blown up) happens much more frequently, cannot be avoided or mitigated short of eschewing your role for the team, and yet is somehow perceived as an acceptable part of the game. It's not fun for anyone because everybody, and I mean everyone, knows that it's complete malarkey when a concealed DD is revealed by radar and killed. Players that hate DDs and torps justify this away by saying those DDs deserve it for past crimes, both real and imagined, but even they know that it's wrong because it doesn't follow the long-established conventions of the game. Ultimately, it hurts the game because skilled DD players are either going to migrate to other ships or simply quit the game. Those that continue to play DDs will eventually learn, depending on their pattern recognition skills and number of matches they play, that challenging a cap isn't worth the risk and will start holding back and waiting for other ships on the team to start spotting the threats. This is going to result in more CAs leading the charge, which will cause more CAs to be deleted at the start of the match. Which will make people less likely to play CAs, either switching to BBs or quitting the game. I made my prediction that, unless something drastically changes, by June 2018 there will be general consensus on these forums that the proliferation of radar "killed" World of Warships. Maybe I'm just insane, or maybe I'm spot on and have seen this very exact same thing happen to other online games over the past decade or so. Only time will tell. But as my good friend Lillian once said, “You think I’m crazy just because they named that disorder after me. But this time I’m right.” (originally posted as a reply in another thread)
  13. KSN

    Mean Z39

    Das Gud Bote! ... and the replay:
  14. Submarines are now implemented in the Halloween mission in the public test. If they come out in random battles in a future update, will destroyers be armed with depth charges and squid launchers? Maybe sonar to actually detect subs other than just torps? Firing at submarines from battleship and cruiser guns kinda sounds ridiculous and overkill.
  15. I love my gunboat DDs. I'm an average at best cruiser player, and only good in some BBs, but my happy place is filled with names like Clemson, Farragut, Z-52, Akizuki/Haragumo, Vampire, Fletcher, etc. I enjoy hunting DDs, controlling caps, spotting and vision control, and such, and I find it's my best way to contribute to wins. I like playing fast and aggressive but still having to be thoughtful about movement and positioning. I'm an average player overall, but in a gunboat DD I can carry games that I am not capable of carrying in other ships. So when it became evident that the RN line would be optimized for the fleet DD role, I was excited. So far....the results are mixed, but I am optimistic for the rest of the line. I won't unlock Lightning until Wednesday as I've completed all the container missions and didn't unlock her, but I've gotten some time with Acasta, Icarus, and Jervis. (Valkyrie looks like it will play similarly to Vampire with a bit more torp flexibility and emphasis, so I'll try her and Wakeful after launch as well.) Here's my impressions of Acasta, with Icarus and Jervis coming later tonight or tomorrow and the rest coming soon (I probably wont have much time to play next weekend so it will be a bit of time before I cover Lightning, Jutland, and Daring.) 'The Acasta Doing Business - Mid-Tier Meh "A lot like T-22, except even more boring and ineffectual" It was evident even before playing them that a lot of the British DDs would have reasonably high skill floors and would be 'better than sum of its parts' boats given the 'fleet DD' niche. Acasta is clearly a step in that evolutionary line, but in her case, sh's likely a 'grindwall' boat that most players will be glad to get out of. Even as someone with realistic expectations and who enjoys that playstyle, I didn't enjoy her. Full disclosure: I played 2 games in her and then sidelined her after unlocking Icarus mission. So maybe others make her work better after some more time, but I have played enough Gallant and enough other gunboat DDs to know Acasta wasn't for me. She's just aggressively meh. She doesn't excel in anything, but neither does T-61 and that's one of my favorite boats; she's just not good enough at enough things to make her fun. Her guns are meh, with a slow traverse and low dpm output making her vulnerable to USN DDs, and aside from the flexibility of her singlefire torps, her torps aren't anything to write home about. You can't launch from stealth except in ambush or at an approaching target. When the cards fall right, you can still devstrike anything easily with 8 torps on the same vector, or easily design your own spreads to improve odds of getting at least one hit. I have used this skill to great effect with my Gallant, but with 6km torps (and 6km stealth even at full-stealth build) I struggled to do so with Acasta. Good players will get some fantastic results out of these torps on occasion when they use single-fire perfectly, but it's going to be rare-ish and you're going to have to work harder to get good torp results than other DDs. Her guns are also a weakness. Like USN DDs, RN DDs have high shell arcs that necessitate engagements at closer ranges than Russian or (to a lesser extent) German DDs. But USN DDs just spank this boat 1v1 in a gunfight. She isn't even competitive with Clemson for cap control, much less Nicholas or Farragut. Her nimbleness helps her avoid torps but you wont dodge much gunfire at that range, and her RN smoke is even shorter because tier 5. Plus, the hydro later tiers get isnt present here. I've played a lot of Farragut and Clemson and know every trick in the book to use torps when you can't *quite* stealthtorp in most conditions, but the singlefire capability doesnt make up for the fairly weak torpedoes here, and her guns just aren't good enough to deal damage when you can't pull off ambushes, unlike the USN boats. This is a boat in which even experienced gunboaters will struggle to do damage on a consistent basis. She's nimble and accelerates quickly, she can use singlefire torps to torp entire smokescreens to flush or kill red DDs or to devstrike a BB from ambush, and she can spot and help kill DDs, but she doesn't beat ANYTHING 1v1 in a stand-up fight except a badly played IJN torpboat, and even then she doesn't have hydro for the extra cushion so her nimbleness is key to not eating torps. I think very good players can make her work very well, and I wouldn't be surprised to see her do well in the t5 ranked season in the hands of a good player. But she's going to uptier even more poorly than most tier 5 boats. She'll never be a popular boat; for one, the most OP dd for its tier is Kamikaze at tier 5, and although tier 5 is a fairly weak tier for gunboat DDs anyway, Acasta is just not equipped to excel in randoms with her toolkit. PROS: *Single-fire torps. Great for island ambushes of ships coming around a corner, strait/gap control, or torping smoke clouds when you're pretty sure a red DD is in there due to flexibility of torp spread design (can drop them all in a row or spread them out as you see fit. *Good acceleration and handling: RN DDs don't get speed boost, but they accelerate quick and hold speed in a turn. These aren't huge advantages, but they help you knife-fight other DDs and still avoid torps, and help get you out of trouble. *Decent stealth: You'll outspot Clemson and Farragut (Nicholas noses you out), outspot Gaede and Maass, and all Russian DDs. You get outspotted by IJN DDs but not by too much. And your smoke is great for breaking contact and vision control even though it sucks for offensive use. CONS: *Meh guns: the improved AP ricochet angles RN ships get doesn't seem to help much (although small sample size as I didn't play too much of her) and the low effective range (due to firing arcs), meh traverse, meh reload speed, and meh DPM mean you get your [edited]kicked by any other gunboat 1v1 assuming equally skilled players. *Situational torps: I'm used to not being able to stealthtorp; as I said, I play Clemson and Farragut often. But these torps are slowish, meh damage, and your torp range is identical to your concealment. Use them to torp smoke clouds, but don't count on racking up BB kills when they're not dumb enough to come around the corner of an island predictably enough for you to launch your torps in a line right at him. *No speed boost + low hp = low survivability: She's nimble, and her quick-reload smoke can help break contact, but if you overextend you're not going to find it easy to get back out. Her stealth is ok but she can still be outspotted by several common DDs at that tier, and she can't just boost out of trouble, so she can find herself getting focused down and her smoke is really the only thing that can buy time to bail. And once she is getting focused, she doesn't have the HP pool to last long. You've got to play smart; lone wolf deep-penetration tactics are a death wish in Acasta. *Tier 5 matchmaking: I personally enjoy the challenge of being bottom tier in most boats. However, aside from her stealth advantage over many tier 6 and 7 DDs, this is a boat that gets murdered at bottom tier. I think she'll surprise people in tier 5 ranked, but this boat is going to be terribad in randoms because she'll be bottom tier 40-50% of the time and she just doesnt have the toolkit to be effective at all. This is literally the worst t5 DD to be in a tier 7 match with. When you're uptiered, you'll jhave to work hard and play out of your mind doing all the little things to get your xp and contribute meaningfully, because you can't effectively engage anything but isolated and wounded targets and you will get pushed off caps easily. TL;DR: she fits perfectly in the niche Wargaming wanted RN DDs to fill, but in this tier, that niche just doesn't work. She's right up there with T-22 as an incredibly boring boat, and even when you find ways to win and contribute, you won't feel like you've done all that much even though you worked hard all game to do what little you did. But don't worry, Icarus is an improvement and Jervis is a strong boat, so just keep grinding. It'll be over soon. (My other reviews - British BBs: Conqueror/Lion Monarch KGV Queen Elizabeth French BBs: Overall Line Review German DDs: Flottentorpedoboot My Waifu)
  16. Hey Captains! I have a Discord Server dedicated to gaming. Our main game is World Of Warships, but we do play multiple other games, along with trying new games. We are looking for others to join our Discord, and if there is enough interest, we will be creating a clan. Our main goal is to enjoy the game, and not take life too seriously. We are a very small group of gamers who enjoy playing together. I will provide a link to the Discord server. ( https://discord.gg/GseFfQ You may also contact me through the Discord, or reply this thread with any questions. Thank you all!
  17. supercrewjohn

    DD Stealth

    Good day Fellow players, I have a question about how the Dd stealth is implemented. The average DD that appears in this game are very similar to size and dimension to the USS Faragut. https://en.wikipedia.org/wiki/USS_Farragut_(DD-348) Im not sure if most players or WG understand that these DD, are not some little PT boat. The Faragut is 341 FT 3 in i.e 110 Meters or the size of a football field. These are big ships. Obviously not the size of a battleship or an aircraft carrier, but these are also not the size of a digny either. A 40 ft offshore boat can be spotted from the water level at 3k On the water a 340 ft ship doesnt just disappear at 6 Km. WG, that is called a submarine or PT boat, that are small, or can submerge. My issue is that the physics just seem broken, and as a player that plays primarily Cruisers or BB's or CV's this just seems like there is a huge disconnect to reality. an you please explain the physics here as they do not seem to make sense. Cheers, and keep up the work on the enhancements to the game
  18. In the latest video, it was briefly mentioned that a soft cap of 4 dd's would be implemented in matchmaking. Was that 4 dd's total (2 per side) or 4 dd's per side for 8 total? Thanks!
  19. WanderingGhost

    Acasta

    So, unlike the last several times, I actually got a mission for Acasta, got the XP, and gave it a go. I wanted to come up with something funny or witty for the title but... I can't even do that with this ship. It's just so.... I have no words beyond "in need of something". Maybe "Just Enough the ship" - Just enough shell size to be useful, with IFHE mainly, Just enough stealth/torp range, just... somehow at the same time "Just enough" not being enough. Everything combined the way it is just does not work well, at all. Sure, it has a bit more turret rotation than Pod and better RoF - but Pod has flatter arcs, bigger guns, more of them, and is a hell of a lot faster. Nicholas has even worse arcs and lower fire chance, but has that slightly bigger guns that fire faster, again, on a faster ship. The guns are so right between the other stats of ships that it basically has nothing that makes up for any of the drawbacks. When it comes to torp/concealment it has one of, if not the worst, concealment's at the tier, and the torp range matches the stealth, but something about these torps, or bad luck, has seen them seem fairly ineffective. I get using angles to stealth torp regardless, I've been called a hacker for doing that in Nicholas, but it's like something is just off with these. And then you have the simple fact of speed. Regardless of EB it's one of the slowest ships in tier. Not to mention not even any real AA and HP like an IJN DD. Combined with a super short smoke screen just...... the ship's not good. And not even in the way where, it can be kinda bad, but is a blast to play cause of something about it, it's just bad. I only have a couple games in the thing (why this is an unusually short post for me on something like this), but just, this thing needs something. A few tenths off the reload to accommodate the smaller shell, slightly faster traverse to keep guns on target while maneuvering, better shell arcs. Maybe even just building in the 1/4 HE to the line (seeing as it has some small caliber guns and would go along with the BB's). Lower her spotted range or increase her torp range a little. Say .5 km max on increasing torp range and .2 km on lowering spotting distance max. Either one of those would help some. Even just making the ship faster, by itself or with a speed boost, would help. Any one or a combination of thesechanges would actually make the ship more comfortable. Maybe I don't understand the concepts of this line - I seem to recall "defensive" being used but - I really don't see how these are. Smoke in no way allows for any real cover for you or friendly ships, the torps with the stealth and their own range aren't the greatest at driving anything from a cap or scaring a BB off, the guns shells so are as people say "Floaty" and not great at taking out other DD's, nor it's RoF to make something reconsider, and no speed with which to escape or get to another cap/area to defend. After another look, it's like you strip the speed and speed boost from Gallant, give it worse HP and 2 km less torp range and that's Acasta, which is basically stripping everything that makes Gallant playable away. Maybe the ships after are better and this is that one ship in the line that just makes you bang your head on the wall, but especially reading back of 7.9's patch notes where it seems like 5 and 6 are supposed to be more about their torps, and 7 and 8 about guns - this really does not give a great first impression of the line.
  20. I just watched this Flamu review of the Harugumo, and was left aghast that WGing is getting ready to release this thing without a proper counter (or so it seems). For any that played and remember the original Khabarovsk; at least to me, seeing this thing is like a slap in the face to Khaba. ... this is a much higher level of 'dakka dakka' than the Khaba was ever EVER guilty of... I seriously don't know what to say about how hypocritical this is (even as an Akizuki fan). Simply put, un-nerf the Khabarovsk to make it the counter to the coming Harugumo and Kitakaze.
  21. Submarines in WOWS--It is an interesting concept. A few points to consider: 1. NEW Game engine--Macwrapper from Code Weavers will have to do a new wrapper for subs. They already are probably working on one for the new CV play. I wonder if the WOWs Halloween game will even play in October 2018 ? 2. Subs of WW2 vintage did around 25 knots on the surface. WW1 did 18 knots on the surface. Speed will drop to 8 knots or so submerged (this may not be an issue with the Oxygen meter). Depending on how long you are underwater, a sub may have to fire quickly before surfacing. There will be no Irwin Allen Seaviews or 1990s vintage SeaQuest DSV subs in the game doing 30 or more knots underwater. The vessels will be SLOW 3. DDs are getting overtaxed as the main sub hunter. CAs had provisions for subs. You can see the equipment on the Tier 3 Aurora. So does (yes) the Tier 1 sloops. Note that they have depth charge deployment devices on them. While any of these ships have a role in sub chasing ? 4. CV aircraft did a fair amount of sub chasing (as well as the Zeppelins of WW2 US Navy). What role would they have ? 5. While the German U-Boats fired fore and aft torpedoes, the American "O" and "S" classes, if memory serves correct, fired only from the BOW in WW1 and later. I will give WOWS credit for thinking of all the Gamers who have asked for submarines. It will be the hardest ship class to put in if they proceed. It would be a programmer's nightmare given all the changes needed to get submarines to work right. Astrosaint
  22. anon2u

    Ranked is Poison

    I have noticed that during ranked battles, DDs and to a lesser extent cruisers, are focusing on preventing damage by hiding, and by trying to get high damage, at the expense of the team when we lose by points because they no longer will cap or scout. Pure poison that costs a win every time.
  23. Yes, it was a co-op game, but The_Lonley_Surfer of clan SIGG didn't care. He selflessly smoked my cruiser and then proceed to help me burn down the Minekaze, Furutaka and Giulio Cesare than came to our side of the map. I gave him all the compliments I was allowed in game and if anyone from can pass the word, I wanted to give him props here as well. Well done Surfer. SIGG, y'all have a good clan mate in Surfer
  24. I had a really nice game for me and felt like sharing. This was using a 3pt capt and gives me hope I am figuring out how DD's work in low tier anyways.
  25. I know smoke screens were use effectively during WW II and they worked quite well....but not as well as they do here. If you set a smoke screen out you mask your position because they can't see through the smoke. On the other hand you shouldn't be able to see the ships your hiding from....If I can't see through it...the destroyer or Cruiser shouldn't be able to see through the smoke screen either. The DD in this game are way over modeled you would think they are armored like a battle ship the way they take hits. They have to do something about the smoke if you can't see through it the enemy shouldn't be able to either...nothing worse than a Cruiser with smoke out peppering the hell out of you with accurate fire sitting in smoke.
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