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Found 92 results

  1. Have you ever captained a BB and a DD pulls up within 6km of you or it jumps from behind an island point blank? You used to be able to punish them for that mistake but now you can unload a full broadside at them and theyll just shake it off and dump salvo of torps at you and kill you. WG needs to address this. As a BB player since the beta days this is one of the biggest frustrating changes theyve made. DDs need to be punished for travelling too close and revealing their broadside. Even if its not a full citadel, at least half damage or flooding or allow BB secondaries to do the same damage as DD main guns since theyre the same weapon essentially. Its impossible even on arcade physics to honestly allow DDs to shrug off a full broadside by a BB and have 2/3 health remaining. Lets give us BB players an incentive to play again instead of just flooding the server with fake ships and broken pro DD physics
  2. History The 18 Forrest Sherman-class destroyers were the first US post-war destroyers (DD-927 to DD-930 were completed as destroyer leader configurations). Commissioned beginning in 1955, these ships served until the late 1980s. Their weaponry underwent considerable modification during their years of service. Four were converted to guided missile destroyers. This class also served as the basis for the Charles F. Adams-class guided missile destroyer. At the time they entered service, these ships were the largest US destroyers ever built, 418 feet (127 m) long, with a standard displacement of 2,800 tonnes (2,800 long tons). They were originally armed with three 5-inch (127 mm)/54 caliber guns mounted in single turrets (one forward and two aft), 4 3-inch (76 mm)/50 caliber AA guns in twin mounts, as well as hedgehogs and torpedoes for ASW. However, over the years, weaponry was considerably modified. The hedgehogs and 3-inch (76 mm) guns were removed from all ships during the 1960s and 1970s. In addition the fixed torpedo tubes were replaced by two triple 12.75 inches (324 mm) Mark 32 torpedo tube mounts. Eight of the class were modernized to improve their ASW capabilities, becoming the Barry class. These ships were fitted with an eight cell ASROC launcher in place of the No. 2 5-inch (127 mm) gun, and with a variable-depth sonar system. Characteristics Length: 407 ft (124 m) waterline 418 ft (127 m) overall Beam:45 ft (14 m) Draft:22 ft (6.7 m) Propulsion: General Electric steam turbines (Westinghouse in DD-931) 4 × 1,200 psi (8.3 MPa) Foster-Wheeler boilers (Babcock & Wilcox in DD-937, DD-943, DD-944, DD-945, DD-946 and DD-948) 70,000 shp (52 MW), 2 × shafts. Speed:32.5 knots (60.2 km/h; 37.4 mph) Armament 3 × 5 inch (127 mm) 54-calibre Mark 42 single gun mounts 4 × 3 inch (76 mm) 50-caliber Mark 33 guns 2 × Mark 10/11 Hedgehogs 4 × 21 inch (533 mm) torpedo tubes. ( likely ASW torpedoes ) USS Hull History She was commissioned 3 July 1958 and transited the Panama Canal a few months later to begin a long career with the Pacific Fleet.[1] Between April and August 1959 Hull conducted the first of her fifteen deployments to serve with the Seventh Fleet in the Western Pacific. She made three more cruises in that area in 1960, 1961–1962 and 1963-1964. During October and November 1962 the destroyer escorted Pacific-based amphibious forces to the Panama Canal Zone as part of the US Navy's Cuban Missile Crisis operations. Hull's 1965 Seventh Fleet tour was the first of six Vietnam War deployments, during which she fired tens of thousands of five-inch shells in support of forces ashore and helped rescue several downed U.S. aviators. Additionally, Hull served as plane guard for carriers on Yankee Station in the Tonkin Gulf, participated in Operation Sea Dragon operations, and patrolled on search and rescue duties and carried out Naval Gunfire Support missions during the Vietnam War. Hull made her eleventh WestPac cruise in 1973, after the direct U.S. role in the Vietnam War had ended. During her major overhaul in 1974-75, her forward 5 in/54 Mark 42 gun mount was replaced with an 8 in/55 Mark 71 gun mount. This Major Caliber Lightweight Gun ("MCLWG") was the result of a project dating back to the 1960s, when it was realized that heavy gunfire support for amphibious operations would die with the existing force of heavy cruisers unless a big gun could be developed for destroyer-size ships. A prototype gun and mounting had been built and tested ashore during the early 1970s. Hull was its test ship for seagoing trials, after which it was expected that several of these guns would be installed on board destroyers of the new Spruance class. Hull's eight-inch gun began firing tests in April 1975. These lasted into the following year, and were reportedly successful. The ship carried the Mark 71 mounting during her 1976-77 and 1978 deployments to the Western Pacific, and conducted more firing tests during that time. However, the MCLWG project was cancelled in 1978. The prototype gun was removed from Hull during her 1979-80 overhaul and she spent the rest of her days with the three five-inch gun mounts that were typical of her class. Ingame The Forest Sherman's capabilities ingame could be closely relate to that of Friesland's while USS hull's gameplay could possibly be quite unique in that it's 8 inch gun would be the main armament while it's 2 5 inch turrets in the rear of the ship would be counted as secondary mounts. As such it's 5 inch mounts could be adjusted as necessary sense have too main armaments of different calibers,mass,and ROF would be difficult manage in the heat of battle. Forrest Sherman Ingame Survivability: 18,500 HP Main armament: 3 × 5 in (127 mm) 54 calibre dual purpose Mk 42 guns HE Shell ( HC Mark 41 ) HE Shell weight: 31.448 kg HE shell initial velocity: 808 m/s HE shell max damage: 1,800 Reload: 1.8 secs Turret traverse: 7.2 secs Range 11.5 km Anti-Air: 3 × 5 in (127 mm) 54 calibre dual purpose Mk 42 guns 4 × 3 inch (76 mm) 50-caliber Mark 33 guns Manuverability: Speed: 33 knots Turning cirlce radius: 660m Rudder shift: 3.5 secs Concealment: Sea: 7.3km Air: 3.0km USS Hull ingame Survivability: 18,500 HP Main armament: 1 x 8"/55 (20.3 cm) Mark 71 HE shell ( HC Mark 25 ) HE shell weight: 117.8 kg HE shell intial velocity: 808 m/s HE shell max damage: 2800 (same as Des Moines) Reload: 5 secs Turret traverse: 7.2 secs Range: 12.5 km Secondary armament: 2 × 5 in (127 mm) 54 calibre dual purpose Mk 42 guns HE Shell ( HC Mark 41 ) HE Shell weight: 31.448 kg HE shell initial velocity: 808 m/s HE shell max damage: 1,800 Reload: 4 secs Turret traverse: 7.2 secs Range 5-6 km (depends on the modules that could be available) Anti-Air: 2 × 5 in (127 mm) 54 calibre dual purpose Mk 42 guns 4 × 3 inch (76 mm) 50-caliber Mark 33 guns Manuverability: Speed: 33 knots Turning cirlce radius: 660m Rudder shift: 3.5 secs Concealment: Sea: 7.6km Air: 3.4km Consumables ( for Both ) Repair Party Smokescreen Engine Boost Defensive AA The Values of these ships are just ones I've come up with comparing the attributes of these ships and what that may look like ingame compared to the ships we have currently aswell ones as in testing. I also know of the current over saturation of HE ships currently ingame but i"m not asking for these ships tomorrow or even months from now I'm just putting the possible for these ship on the table.
  3. Tier IX Premium Soviet VMF Destroyer Suggestion: Project 48-K – Yerevan Historical background: The Project 48 destroyer leader, also officially known as the Kiev-class, was designed in response to the arrival of the lead ship of Project 20I destroyer leader – Tashkent, from Italy, along with the subsequent cancellation of other three Tashkent-class destroyer leaders that were planned to be built at the Soviet Union altogether. Originally, the Naval Ministry of the Soviet Navy was expecting to build four Tashkent-class destroyer leaders in the thorough efforts of rebuilding & modernizing both the Baltic, Black Sea & Northern Fleets – the lead ship, Tashkent, built in Italy; the other three to be built at their homeland. However, the Tashkent-class was apparently a foreign-built warship & henceforth, Tashkent was somehow being too alien & problematic for the Soviet shipbuilding standards of its time to incorporate the Italian shipbuilding methodology. As such, Pr. 20I was officially abandoned in favor of Pr. 48 (Kiev-class) for a low-cost shipbuilding alternative, in addition of similar engineering features & parameters analogous to the Tashkent-class. Pr. 48 – Kiev-class ship design was built on the following dimensions: - · Length – 127.8 m · Beam – 11.7 m · Draft – 4.8 m Judging from the overall ship hull dimensions, the Kiev-class ship hull was designed & built largely based on the two predecessors with slight improvements – Pr. 1 – Leningrad-class & Pr. 38 – Minsk-class. Even more so evidently with the very similar propulsion system of 3-shafts, 3-bladed propellers; 3 water-tube boilers, 3 geared steam turbines configuration found on both Leningrad & Minsk-class were also implemented for the Kiev-class, but with more powerful total propulsive output of 90,000 shaft horsepower over the predecessors’ 66,000shp – each propeller shaft has a net output power 30,000shp instead of 22,000shp, which in turn produced the top speed of 42.0 knots compared to both Leningrad’s & Minsk’s 40.0 knots. In overall, Kiev-class was seen as a large improvement over the Minsk-class – with the latter claimed to be an improved version of the Leningrad-class, albeit with admittedly marginal improvements in seaworthiness, operation range & anti-aircraft armament. But for the Kiev-class, she has much greater operation range, much more manoeuvrable, better seaworthiness & has a vastly superior combat performances over the Minsk-class in a considerably large margin, with a combined firepower no worse than the Tashkent-class. Given the Soviet shipbuilders were more familiar with the existing Leningrad-class design, they ultimately preferred to further improve existing tried-and-true design & solution over a rather more foreign & radically different concept. That factor also helped contribute to their convenience of planned mass production of initial 30 Kiev-class destroyer leaders, but later decided to half the production to 15 ships. In comparison with the Tashkent-class in terms of armaments, the Kiev-class featured three 130mm B-2LM twin gun turrets in similar configuration to the Tashkent-class. However, instead of three 533mm 1-N triple torpedo tubes, Kiev-class has two 533mm 2-N quintuple torpedo tubes which grants the destroyer leader slightly more powerful salvo firepower than his/her Italian cousin. As for anti-aircraft armament, Kiev-class was to be armed with a single 76.2mm 39-K twin high-angle AA gun turret similar to Tashkent’s, in addition to four 12.7mm twin-linked DShK heavy machine guns in the form of small DShKM-2B turrets. Though not as powerful as Tashkent’s, but performances would not be worse than Tashkent either. Initially, as mentioned, a total 30 ships were planned to be built in the 3rd Five-Year Plan, but ultimately halved the productions to 15 ships – first 12 ships to be constructed on the 3rd Five-Year Plan & the remaining 3 ships in the 4th Five-Year Plan. 10 out of 15 ships were given a namesake. They were: - Kiev, Yerevan, Stalinabad, Ashkhabad, Alma-Ata, Petrozavadosk, Ochakov, Perekop, Arkhangelsk, Murmansk Only Kiev (lead ship), Yerevan & Stalinabad were officially laid down on the near end of December 1939, however. Though 2 out of 3 laid down ships – Kiev & Yerevan have begun construction at the Marti South shipyard of Nikolayev (now Mykolaiv), whilst the construction order of Stalinabad at a Leningrad shipyard was cancelled & summarily scrapped. Pr. 48 - Kiev-class under construction at Nikolayev No. 198 Shipyard, circa 1939 In August 1941, during the onset of the Great Patriotic War, Kiev was nearly 50% completed & Yerevan was 25.4% completed. But just as when the combined German & Romanian forces invaded Ukraine, both of the incomplete twins – Kiev & Yerevan, were forced to be prematurely launched from the shipyard & towed to the Georgian port of Batumi in January 1942, while the Soviet Navy’s marines, naval infantrymen & coastal defence forces were heavily resisting the advancing Axis forces in Ukraine during the Siege of Sevastopol campaign. Until the near end of the Great Patriotic War in April 1945, both Kiev & Yerevan were towed back to Nikolayev & began plans to complete them under a revised design of Project 48-K. Unfinished Yerevan at Sevastopol, August 1941 The Pr. 48-K plan to complete both Kiev & Yerevan with a list of modernization refit proposals were on the following: - · Replace the 76.2mm 39-K twin AA gun turret with a more powerful 85mm 92-K twin AA gun turret · Further upgrade anti-aircraft armament with eight 37mm twin-linked water-cooled V-11 AA gun mounts · Upgrade both 2-N quintuple torpedo tubes to PTA-53-series quintuple torpedo tubes (presumably PTA-53-48-K) & to be armed with more modern 533mm torpedoes beyond 53-39 (probably from 53-48, 53-49, 53-50/53-50M, 53-51 & up to 53-56) · Refit the ship with a lighter, more thermally efficient steam turbine propulsion system as the expense of reduced top speed from 42.0 knots to 39.5 knots for better seakeeping · Equip the ship with Gyuis-2 and/or Rif surface search radar(s) · Increased total depth charges loaded from 30 to 48 With such promising upgrades, the revised Pr. 48-K would have been effectively reclassified the Kiev-class from a destroyer flotilla leader to a large destroyer based on the Soviet Navy’s postwar ship classification combat roles, aligned with both Pr. 35 – Udaloy-class & Pr. 40/Pr. 40N. However, in reality, such upgrade would not only increase the ship’s displacement by nearly 400 tons, but would also cause stability issue due to the ship design’s constraints & limitations should the latest gun firing control radar be fitted on the ship. Ultimately, Pr. 48-K was eventually fell out of favour, abandoned any further developments & had those two ill-fated ships be summarily scrapped or used as a target ship hulks. As such, every resource planned for the revised Kiev-class were then allocated to Pr. 30-bis “Smeltiy”/Skoryy-class destroyer – a postwar modernized version of Pr. 30-K – Ognevoy-class (another ship project revised alongside Pr. 29-K – Yastreb-class frigate/”guard ship”, Pr. 48-K – Kiev-class large destroyer & Pr. 68-K – Chapayev-class light cruiser). In this article, I hereby to propose Kiev’s brother/sister ship – Yerevan to be a potential Tier IX premium destroyer-class warship, purchasable with coals in the Armory store worth more than 200,000 coals & never exceed 240,000 coals. How would Yerevan present in-game & how would he/she stand out from other baseline ships at the same tier as a premium ship? Summary · Based on the historical & technical backgrounds of the Kiev-class destroyer as stated above, Yerevan will be based mostly on the actual Pr. 48-K refit plan. Yerevan will not be played as a usual destroyer flotilla leader class like his/her lead brother/sister ship Kiev, but as a large destroyer-type just like Pr. 35 – Udaloy & Pr. 40N – Grozovoy. In other words, Yerevan will be played like Kiev with Udaloy’s gimmicks & quirks. · In terms of overall ship performance parameters, Yerevan will largely retain most upgraded Kiev’s combat parameters, but with some slight improvements. Except the top speed will reduce to 39.5 knots & probably gain a marginal buff in turning radius & rudder shift time, because of a more efficient propulsion system fitted on the ship, which would then pass down to Pr. 30-bis – Smeltiy/Skoryy-class destroyer. · Whilst representing a vast improvement over Kiev, Yerevan is expecting to either perform comparably or slightly better than Tashkent, as well as no worse than Udaloy in some aspects as a large destroyer, in addition of surveillance radar for a more tactical utility role. As a brother/sister ship to Kiev, Yerevan retains many of Kiev’s physical appearance along with technical design flaws & quirks. However, Yerevan would appear with some notable differences from Kiev, which are in terms of armament, propulsion parameters & a few additional loadouts. Yerevan’s armament would be radically different from Kiev as of the following: - 3 x 2 – 130mm B-2LM twin gun turrets -or- 3 x 2 – 130mm B-2-U or BL-109 twin DP gun turrets (like Udaloy’s & aligns with Tashkent’s already woeful circumstances) 1 x 2 – 85mm 92-K twin DP gun turret (same as Kiev’s unique feature of additional secondary guns) 9 x 2 – 37mm V-11 twin water-cooled AA gun mounts 2 x 5 – 533mm PTA-53-48 quintuple torpedo tubes; armed with either two choices of 53-48, 53-49, 53-50, 53-51 & up to 53-56 torpedoes in selection range (8.0 – 10.0 km in range at the very least) Possible consumables (excluding Damage Control Party): - Repair Team Defensive AA [Smoke Screen] [Engine Boost] Surveillance Radar (Gyuis-2 or Rif surface search radar) Both Smoke Screen & Engine Boost should be an optional choice, so that Yerevan could stand out from both Tashkent & Udaloy at the same tier in consumable gimmicks. Or rather, the pre-0.9.5 Soviet large destroyers’ tactical handicap with consumables like Udaloy’s. Even more so with a surface search surveillance radar to grant Yerevan a much needed tactical & strategic advantages for the fleet, which neither Tashkent nor Udaloy could ever had. Furthermore, unlike Kiev, Yerevan can finally access to the final ship upgrade slot 6 to further enhance Yerevan’s combat performances. No main gun firing range upgrade like the rest of the Soviet destroyers, however. In terms of combat parameters, Yerevan’s possible advantages over Tashkent will obviously be having a much lower ship design in concealment & better handling in maneuverability, though at the expense of lower HP & slower top speed. However, if comparing with Udaloy, 39.5 knots is far from being at the worst off in the spectrum & the difference is relatively minuscule compared to Udaloy’s 40.0 knots in top speed as it is on par with Grozovoy’s. But regardless, the supposed “downgrade” in top speed from 42.5 knots to 39.5 knots by 3.0 knots is relatively minor & would not adversely affect Yerevan’s performances in a rather negative way. Given the reduced top speed, Yerevan may expect to be marginally or slightly more maneuverable than Kiev – slightly smaller turning radius & marginally shorter rudder shift time. Nevertheless, Yerevan would be, in overall, a vast improvement over his/her brother/sister ship – Kiev, in most aspects. Whilst Yerevan would also perform comparably with both of his/her cousin combined – Udaloy & Tashkent, at the same tier of Tier IX. Thus, to summarize the possible advantages over Tashkent and/or Udaloy are of the following: - · Slightly smaller ship profile, hence slightly stealthier than either of them (albeit in a relatively small degree) · Outmatches Tashkent in torpedoes payload, could be a lot better if a postwar torpedoes with 10.0 km range are given · Much more manoeuvrable than Tashkent & somehow as maneuverable as Udaloy · Superior anti-aircraft firepower (depending on the choice of 130mm DP guns) · The only destroyer with a secondary armament, like Kiev, to finish off a crippled enemy destroyer, though admittedly in a relatively minuscule chance · Has surveillance radar to stand out as a more tactical & strategic value asset for reconnaissance & coordinated operations, especially useful when cyclone & thunderstorm limits visual range As for weaknesses: - · Weaker survivability than both Tashkent & Udaloy nonetheless · Slower than Tashkent, but not to Udaloy’s case · Torpedoes armament may not be as flexible as an upgraded Udaloy · Somewhat more unstable in gun fire control on full speed maneuvers · Surveillance radar may be severely short in time duration On side note, it was stated that the Kiev-class was supposed to be a spiritual successor to the Tashkent-class & was expecting the former to either be comparable or would have been projected to perform better than the latter – which is quite relatable to a parallel case of both the Swedish Navy’s Halland-class & Östergötland-class destroyers. With Yerevan representing as the Tier IX premium Kiev-class with postwar technology fitted on board to be as capable as Tashkent or better & no worse than Udaloy-class in combat performances, that would be a given!
  4. Title about sums it up. Recently, I finally completed the Captain Bad Advice collection and as such, I now have a 10 point RN captain sitting in my port, waiting for a ship. However, that's the rub: I don't have a ship to put her on and I don't know what to choose. Currently, I have four RN ships in my fleet: HMS Exeter, HMS Warspite, HMS Implacable, and HMS Indomitable, all of which I already have 10+ point captains for. As for the new ship, since I'm torn on what to pick, so I've decided, in a mild twist of irony, to turn the mic over to the rest of you in hopes of getting some good advice. What do you guys think? Should I pick up one of the RN cruiser lines? Should I complete the Fleet Air Arm trifecta and buy the Ark Royal? Perhaps I should start my way down the RN DD line, or restart the RN BB line, or choose between London, Vanguard, Hood, and HMS Dreadnought for another premium? Feel free to let me know if you so choose. Thank you in advance to anyone who offers any advice. Sincerely, 1Sherman. *Update: Bought myself a Fiji based on your advice. If 108k damage, two kills, and the near single-handed fighting off of a Chapayev, an Atago, a Siegfried, and an FDG one after the other is any indication, I might just have to listen to you guys more often.
  5. Felipe_1982

    ST 0.9.7, KITAKAMI

    Looks like there is a new DD coming: ST 0.9.7, KITAKAMI Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website. In Update 0.9.7, Japanese Tier X cruiser Kitakami will enter the test. Kitakami is an unusual cruiser, with her main armament consisting of 5 quadruple torpedo launchers on each side. These torpedoes can travel up to 15 km at a speed of 57 knots and deal up to 15,633 damage. Because of her relatively fragile armor, weak AA defense, and low HP pool, Kitakami has to rely on her low basic detectability - 10.6 km - and her special Smoke Generator, which has a low smoke duration time but a large number of charges. The main gameplay of the cruiser revolves around stealthy attacks using a large number of torpedoes from a safe distance. To balance Kitakami's efficiency in the control of straights and flanks, she will only have access to narrow and "super narrow" torpedo spreads. We will carefully watch how this unusual cruiser will prove herself in battle, and will implement the necessary changes to make playing her and against her interesting. Additionally, we understand there might be concerns about the ship dealing damage to allies, and we plan to take them into account when the ship will be released. Ship's characteristics Japanese cruiser Kitakami, Tier X Hit points – 28,500. Plating - 16 mm. Main battery - 4x1 140 mm. Firing range - 13.1 km. Maximum HE shell damage – 2,400. Chance to cause fire – 10%. HE initial velocity - 850 m/s. Maximum AP shell damage - 2,700. AP initial velocity - 850 m/s. Reload time - 6.0 s. 180 degree turn time - 21.2 s. Maximum dispersion - 123 m. Sigma – 2.00. Torpedo tubes - 10x4 610 mm. Maximum damage - 15,633. Range - 15.0 km. Speed - 57 kt. Reload time - 141 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.9 km. AA defense: 10x3 25.0 mm, 1x2 127.0 mm. AA defense short-range: continuous damage per second - 105, hit probability - 85 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 18, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 1, damage within an explosion - 1,610; action zone 3.5-5.8 km. Maximum speed - 32.0 kt. Turning circle radius - 640 m. Rudder shift time – 7.0 s. Surface detectability – 10.6 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 4.6 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator (Action time 15 s; Duration time 40 s; Reload time 80 s; Charges 6; Radius 450.0 m) Slot 3 - Engine Boost Slot 4 - Repair Party All stats are listed without crew and upgrade modifiers but with the best available modules.
  6. SK66_2019

    CV-DD interaction

    i'm just really sad at wg's response to the DD-CV interaction issue (rocket planes, getting half healthed by one salvo Etc.), they just say "get good. " Now I'm a big fan of Zoup, and i saw his video on the topic, but when i had this one match where i was getting constantly harassed by rockets, and almost died without even getting to the enemy fleet, that just made me sad about the current state of the game. With RU bias, and the Nerf that killed Italian cruisers, it's just hard to play without getting angry. - a rant from a very angry player.
  7. EDIT: 7/6/20 - Been a minute! Up to 227 games. The Kidd is still competitive, but like all DDs, suffers heavily based on MM, and like most T8s, also suffers heavily when put with T10s. EDIT: 1/20/19 - Up to 172 games now. Current stats: (Also, Happy New Year!) 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!
  8. Hello all, I've got some thoughts and questions on destroyers I'm currently playing, and I'd like other opinions. This is really me just thinking out loud, because I'm a middling player (you're welcome to check my stats) and I've been playing on and off since closed beta. 1. Playing my German Destroyers Like everybody else I started off as a BB and CA/CL main. That's still the case, but I jumped onto the German DDs a few years ago when they came out. I'm now on the tier 9 because I grind up pretty slowly, so that's the highest tier I have currently. I think I'm playing too aggressively to be honest. I try to cap fairly early, and after reading the forums and giving it more thought I'm thinking that's just not a good idea. Between RADAR and the proliferation of attack planes these days, it just feels like a recipe for failure. After bumping around the forums and reading DestroyerKuroshikai's (I can't spell the name properly) posts, I'm thinking I'm playing more aggressively than I ought to be, and that I need to be hanging back more in my German DDs? Is that everybody else's experience? I don't feel like I can effectively contest caps anymore because torpedoes usually don't actually kill enemy destroyers, and the guns on the German DDs just feel weak honestly. The anemic HE damage gimps you if you try to use HE, and I do frequently use AP, but it's so easy to get the angle wrong and either overpenetrate or simply ricochet with it. At least that's my impression at the moment. I'm not averse to using my guns, but honestly? It's so frequently not worth it. Battleship AP wrecks you, and the agility isn't enough to agility tank. So all that HP you have just ends up being useless. I'm not sure what to do. 2. Switching to British Destroyers On the other hand, I'm about to get the tier 5 British destroyer (Acasta) and honestly I've been having a blast in the Wakeful. I know a lot of that is simply because the standards at tier 4 are much lower, but it feels like a useful DD. The guns fire fast, the torpedoes reload fast enough (for someone who grew up on German DDs) and the single shot torpedo system is just fantastic! I don't struggle to hit things, and even a single torpedo hit feels useful and satisfying. The smokes are awful short, but at least they come back quickly! I'm hearing the next few tiers of British DD are much more difficult to play. Is that really true? I'm not expecting it to be as bad as the T-22 at least. I want to know if people really do think they're weak, and I'm interested in hearing how people are playing them, especially after the recent buffs. I have a 10 point captain, I just haven't allocated my points yet. On that, is using the Bert/Jack Dunkirk special captain a good idea here? I'm trying to decide if I want to use him on my British DDs or my BBs. 3. Premiums I want to get a premium DD. Right now I'm looking at the Gallant and the T-61, but the Z-39 has also caught my eye. I hear good things about the T-61, so that's appealing. However I may end up playing British DDs more in the new meta, we'll see. I also hear good things about the Z-39, but maybe not as many good things about it as I do the T-61. Finally I don't know a whole lot about the Gallant. I'm also grinding up the French, American, and Soviet DD lines (yes I'm doing too many things at once, it's why I don't have a tier 10.) I'm really enjoying the French (they do so much damage!) and the Soviets, though they're a definitely style-change. I already own the Monaghan, and take that out sometimes to derp around. Been having great fun using that to sink subs in the submarine mode. If you got to the end here, thanks for reading. I'm rambling a lot I know. I hope you all have a great weekend though!
  9. MockingBird94

    European DDs are the Worst.

    Everytime I play the Visby or the Vasteras, the following always happens: I approach the enemy at medium range. I get detected so easily and all the cruisers open fire at me. My first turret gets disabled. I fire my other back turrets too. They get disabled after I fire them. So I switch to torpedoes and as soon as I click to fire, they are also disabled and none of them got out. I try to fire the the other set and same thing happens. So my mind goes, "Oh damn, I gotta get out of here!". So I press engine boost, and start running but they disable the steering, and then the engine. I am a sitting duck. I put my repair party and they detonate me. This happens every game and sometimes, they detonate me at the start of the game!
  10. I'm thinking that giving the capability for DD to spawn once or twice per game can bring more balance to their current state. In most games, DDs sink at the beginning due to the abundance of radar at high tiers. Combined with permaspotting from CVs and upcoming submarines, their survivability will only decrease while their duties increase in being the main class to counter submarines. Usually, the team that loses all its DDs first ends up being the losing team. As a result, it's a matter of killing DDs as fast as possible to secure victory. It also makes sense to bring more fairness to DD players to have limited respawns, because historically, DDs have always been cheaper and faster to build compared to CAs, BBs, and CVs. Since you get what you pay for, DDs are inherently weaker than the other ship types and rely on quantity as well as the element of surprise to win battles. By allowing a respawn or two, DDs can become more effective and durable to counter submarines as well as CVs.
  11. Since DDs (and subs) are small ships it kind of makes logical sense in the same way as deep water torps not hitting DDs make sense. Do you guys think this would help with the current CV balance problems? Or is it pointless, as it doesn't really address the real problem: the fact that the high skill ceiling seems to still exist? (so good CV players are really powerful)
  12. spmdougherty

    Commonwealth DD tech line proposal

    A modest DD tech line proposal for the Commonwealth. Wild polar bears, wallabies, and kiwis on the loose! :D. Play style/consumables/gimmicks/etc similar to HMCS Haida. Tier 2 HMCS Patrician https://en.wikipedia.org/wiki/HMS_Patrician_(1916) Tier 3 HMAS Tasmania https://en.wikipedia.org/wiki/HMAS_Tasmania Tier 4 HMAS Voyager https://en.wikipedia.org/wiki/HMAS_Voyager_(D31) Tier 5 HMCS Saguenay https://en.wikipedia.org/wiki/HMCS_Saguenay_(D79) Tier 6 HMCS Saskatchewan https://en.wikipedia.org/wiki/HMS_Fortune_(H70) Tier 7 HMAS Arunta https://en.wikipedia.org/wiki/HMAS_Arunta_(I30) Tier 8 HMAS Queenborough https://en.wikipedia.org/wiki/HMAS_Queenborough_(G70) Tier 9 HMCS Algonquin https://en.wikipedia.org/wiki/HMCS_Algonquin_(R17) Tier 10 HMAS Vendetta https://en.wikipedia.org/wiki/HMAS_Vendetta_(D08)
  13. Since the whole thing about the Russian cruiser lines are being changed/split, I feel like now is a good time to ask WG when they are going to revisit the little devil Khabarovsk? That ship in the current meta is piss poor. You have ships like Kleber that have 8 kilometer torpedoes and go to nearly 60 knots and then you have ships like Smolensk that can spam you to death with 16x 130mm guns. What about the Khabarovsk? The ship has only 6 kilometer torps with a speed of 43 knots. Khabarovsk's max speed without flags is 43 knots as well as her max range being only around 13.5 kilometers being a full gun boat build. Yes the ship has good armor, but the cost is, is that you still get the old pin values of DDs when shot by AP! The ship was buffed awhile ago and to be turned into stats that made sense at the time. Khabarovsk's current form was good for a time where their were less variety of ships provided by War Gaming. Back then at around 2017 (estimated) you didn't have ships like Venezia, Henri, Kleber, and Worcester. Not to mention any new BBs that have entered the game and the recent CV changes! Since these ships and changes have been brought into the game, the role of Khabarovsk has been demoralizing and not fun to play. Khab has also been over taken by the other DD, Kleber which has better detection, speed, and torps. Yes Khab can equip a heal but why would you choose a heal when you can't dodge shells that will go around 900 meters per second from multiple different type of ships? You also have to deal with the variety of DDs that you face like Harugumo and Daring that have good guns and way better than your concealment which is 9.7 kilometers. Khabarovsk used to have 8 kilometer torps with a lower damage Alpha as well as greater range for her guns. Khabs torps helped get that damage needed to help regular players to break that 100k damage. Back then, when their were less ships to counter Khab from her past form, she was a very disgusting ship to deal with. Now with new varieties of ships, we Khab is now power crept in this current meta. And she needs to be re-looked into to get her back to being a ship that can be enjoyed and maybe considered for Clan Battles? The ship needs to have better range in torps and gun range. I feel the past form of the Khabarovsk can suffice to bringing this ship back from the grave.
  14. MitoUchiha

    Shimakaze Torpedo Options

    Since I've owned Shimakaze, my go to torpedo option has always been the Type93 mod.3 12km torpedoes. However, the new update has allowed for builds that make every torpedo, including deep water torpedoes, to be seen from 1.8km to 2.25 km. This has made me consider instead running the 20km Type93 torpedoes with Torpedo Acceleration and Torpedo Tubes Modification 1 to create 16km 70 knot torpedoes. Any thoughts would be appreciated.
  15. Elioron

    CVs as DD hunters

    Why is it that people expect CVs to be able to hunt DDs. I get that we can get our planes to a location faster than ships, but we can't see them until we're too close to start an attack run, and they can turn tighter than our planes. The easiest target for me is a BB. I can hit them with torps and bombs and takes them out fairly quickly - much faster than I can take out a DD (unless the DD player is an idiot).
  16. CriMiNaL__

    Mogador Capt/Mods

    Out of curiosity, what are people using for their Mogador builds, captain and mods. I have had a Mogador for some time now, and have only played a few battles in it, it's a nice ship. Any info on builds would be appreciated, ty in advance.
  17. Nightlock_

    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??
  18. Like them or not, the community is really torn about CVs. I'm on the hate side, but I think i have a legitimate solution on how to keep them in the game, but make them 1) more rewarding 2) Increased danger 3) strategic in way that benefits all classes. This is my gamification of what I learned from watching a youtube video on the Battle of Midway and the struggles the CVs actually faced at the time. 1) Range Currently there is no range restriction. You can get in a squadron and just fly forever until you fire a few times or get shot down. There is no urgency to using the squad and no detriment to going to the wrong location or just flying forever to find that last DD when the rest of your team is dead. Where you fly should matter, and unplanned random discovery flights are unfair to classes that rely on stealth. The ideal distance would be between 14km - 18km depending on the type of plane used / country. This would become a stat that differentiates the carriers. They have stats now, but they all feel about the same. Range +1 km would also be a good captains skill as long as it's a choice between another valuable stat like faster flying or additional plane in a squad in the 4th tier. 2) Invincibility for average intelligence As long as you aren't a complete idiot, staying alive in a CV is really easy for the first 5 minutes minimum, and many matches it's easy to never even feel threatened in an even match. Decisions should have consequences. The range forces the CVs to move forward to deploy a squad (stay with me CV players). The idea that a CV isn't under threat during a battle is not based on anything but a lack of a realistic mechanic that works. 3) Plans instead of Spam CVs don't have 3 fully geared squads ready to go at any given time. Choices are made in advance. It should be at least as time consuming to attach a torpedo to a plane as it is swap between HE and AP. This also increases the value of pre-selecting the right type of plane to suit your current objective. Now, the CVs benefit from DD spotting more than they prevent DDs from being able to spot. Class balance is returning, and DDs are being given a chance to be DDs. Launching ships requires nothing right now and it shouldn't be so boring. When CVs are maneuvering, you aren't launching planes. Ideally, a squad should be taking off into the wind, but I would accept that it has to be moving at a minimum between 12kps and 18kps to give make launching a squad more meaningful. You can't just sit behind the island and spam from your magical deck of 3 ready to launch squads. There should also be time added when an unused ship needs to be stripped down from one use and converted. 4) In real life, explosions aren't an issue you solve with a signal When prepping for a strike, the CV is most vulnerable due to high-explosives being more exposed to shells, fire and shrapnel. This real life danger isn't represented. Shooting a CV feels like shooting a cinder block that operates separate from it's bombardment. CVs should be more susceptible to damage when struck on the deck with a squad being prepped. Maybe you thought having 40 torpedos on the deck that you might use later is save until one gets hit and a chain reaction kills you for littering your deck with explosives. This only works if there is flight setup time, but just adding arbitrary boring time onto the game feels like it would be arbitrary and boring... Call it redundant. Now, you start with a set amount of planes, and you can queue up their equipment set. Best of all, you can make choices. 5) Strategy and consequences Send all 50 at once for a massive attack, but now you have no planes equipped to be a fighter, so you are extra weak if the other CV comes after you. Might want to have 5 dressed out fighters on standby to defend your ship. Might not want to risk everything as you can the attack would be bigger, but not necessarily more ships sunk. That will be the most challenging gameplay balance. What is the incentive to risking more planes? Maybe you need 10 dive bombers and a 10 fighter escort. This is going to really ramp up CV strategy and create a higher skill gap then someone crosstorping using 1 move over and over again to set damage records, without ever being in danger of running out of ships or someone shooting their boat. If you lose a plane, it's gone and there will not be a magic plane building factory in the CV anymore. This might also help with that nightmare scenario when after a tough battle there is a team that has a DD and say a Cruiser both low on health, and the other has a CV that had 100 planes shot down and can now make a few more to kill the Cruiser with a DB and the DD with rockets... make from magic. If the CV stashed a couple away for an emergency, that's great, but he would have to sacrifice more defense or offense throughout if he doesn't utilize all of his planes earlier when they could have tilted the scales. 6) Fighters as spotters Sure, but they run out of gas and have to fly back, which means if you want them up for more than a few seconds, they have to start close to the CV. no more dropping a fighter on A 10 because a ship has terrible detectability by air and can't shoot the fighter down 12km away. This also would ideally remove the dpm types from crapping out a fighter on their way to flying on magic fuel. if you want a fighter, go for it, It will leave from your deck if you have one queued up, and it will probably die, then it's gone forever. Now they matter and aren't just another way to dump on the DDs trying to play. 7) DPM These changes obviously reduce the frequency of attacks, but they allow for bigger and more complex attacks. Fighters on a BB can get their butts kicked by the 10 that came along, but those 10 will probably get shot down. Bigger attack, bigger risk. 8) The dumbest thing The dumbest thing that is effective on this game is loading a plane, taking off, then immediately firing a third of the arms you loaded into the ocean so those planes will be ready faster... I get it. It's a game. But please remove this. This had to be on the list of nonsense you wanted to get out of the game, but ran out of runway to fix. You just sold a bunch of 'ships' for 25k dubloons... for Christmas. Make some runway, we deserve it and the guys that bought the PR paid for it. Best part is it's not a total overhaul. Rather than boost, you have range, you might consider burning range faster in exchange for boost, but the logic is minimal, the CVs gain more character, the DDs get to play the game again and if you suck... (the best part)... we can kill you without having to take ourselves out of the game to do it. 9) The spotter plane Rarely did a fighter plane circle over AA and take it until they died. CVs would send out spotters. They had a big area to cover, usually flew out like bicycle spokes then cut a few degrees and came back. Less likely to be shot down, but less likely to radio back while in fight. Last knows update when the spotters return to the ship.
  19. Navalpride33

    Charity Rewards-

    After over 3 years of playing, getting to know my play style, hoping to see my dream ship again in the shop, Praying to get lucky with Santa crates, only getting to play the said ship in events. I log in today and surprise.. I finally have her in my port. The odds were stacked against me according to @Femennenly spread sheet only 2 people out of the whole NA server population manage to snag her...A big welcome to the Kamikaze Here is the evidence, she's in port safe and sound... For the up coming charity events, use this post as a bookmark to those who think its not possible to get your dream ship or its rigged... Its not... Thank you @Femennenly and her crew of fellow minions for making a sailors New Year a happy one. Happy new year!
  20. Almost seems like this weekend that the DD players looked at the forums and said - 'I have to cap no matter what. Doe s not matter how hot a cap is, it won't deter from going to a cap'. Multiple games today Dds with ships around them and a sea of red in front - go in and are shocked - SHOCKED they got killed. Just had a game and 4:30 into it - 5 ships down including 3 of 4 DDs. "I took the cap but got killed right after". Then prevent the capture by the red and let the team whittle the reds down THEN cap. Capping and immediately dying..... in no way helps the team. When a DD sails into A sea of red ships - the test of the green team CAN'T prevent your death. Granted a LOT of the teams this weekend have 3-6 players with less than 500 XP but that does happen when you no longer have any spotting because DDs ran into the fire in the first couple minutes of a 20 minute game. it makes it even harder to complete the 3rd directive. Over the weekend the teams I have been on do not seem to understand that preventing the cap is JUST as important to taking a cap. During the last week folks seemed to understand... All of the above - especially the last game - when no CVs were in the games.
  21. With the new Pan-European line coming out it seems like the Pan-Asian line is now utterly worthless in its play-style. Save the deep-water torps (which reload way too slowly and cannot hit DDs) the Euro's seem to be better in every way while being quite similar. Heals, Radar, amazing torpedoes, reasonable gun DPM. No smoke but you couldn't mount Radar and smoke in either line anyway. I'm just left wondering what in the hell happened with the Pan-Asian's that they are being completely re-imagined in the form of the Euro line? Why would you completely cannibalize a line? Why was YueYang nerfed so damn hard that many were left scratching our collective heads. I can back a nerf when needed but the YueYang and then Chung Mu nerf were just too much for me. I like many others completely abandoned that line.
  22. In the recent livestream they introduced the tier 1 tech tree Pan-Euro cruiser: the Gryf... (Polish minelayer?) and T2 DD: Tatra... (Austro-Hungarian, WW1 era) T3 DD: Romulus... (Swedish, 1934) T4 DD: Klas Horn ; (Swedish baron, 1517.. I mean Swedish, 1930-32) T5 DD: Visby ; (1942-44; Swedish massage and meatball bote) T6 DD: Vasteras ; (??? ... paper ship; should be replaced with a Dutch DD) T7 DD: Skane ; (???... probably Swedish edit: Swedish paper ship, 1942 blueprints according to @Kingpin61) T8 DD: Oland ; (Swedish, 1947) T9 DD: Ostergotland; (Swedish, 1958) T10 DD: Halland (Sweden 1955; Columbia 1958... ohhh... Pan-Am crossover potential) & premium ship Smaland (Swedish, 1952) The T6 is a paper ship, and none of these (other than pre-existing Friesland) are Dutch. So, I propose (well really it's Lert's idea) that the paper T6 ship be replaced with a real Dutch T6 DD... the witty Witte
  23. In this World of Warships replay, I earn the Die Hard achievement with an Akatsuki ! I also provide a little history of the class, some build advice, and offer some tactical advice playing Destroyers, especially when up-tiered. The Die Hard is earned at the 6:00 min mark Enjoy this fun match of us playing T7's in a mainly T9 match...
  24. I've had several people in my clan ask me for tips and builds for the French DD's. And since I now feel comfortable saying I know what I'm doing to people outside my clan (1st on the server for winrate in Mogador woot woot) I figured I may as well post this and see what people think/who can get some help for it. How to Build: Here are the 2 corners for French DD playstyles. General preference is the name of the game for which one you prefer. (This will help you decide which build to try for.) Playstyle 1: (open water) Damage farmer. Khaba, Henri, Zao, Etc. Etc. we all know the ships, you know if you like them, and you know what the strategy is for them. Run and gun, and gun, and gun. Playstyle 2: CQB Assassin/Ambush. Brawler DM. Daring. Appear suddenly and kill a specific enemy, counting on surprise/superior maneuverability to use your brutal damage output to kill them without counterplay. This playstyle is more of a “sub”-playstyle (see the opportunity, do the thing), at this point, there aren’t very many ships that this works well as the primary playstyle you use. It serves more like the “What would you prefer to do in this situation.” French DD’s, the DM, and the Daring are kind of are the only ships that are even capable of pulling off this strategy. These outlines don’t mean that you only play with that playstyle, even in a given match you should be switching between each one to best handle the situation you find yourself in. But whichever playstyle you prefer is going to VERY heavily effect what build you run/what you do at the beginning of a match. Open water damage farmer. The purpose of this build is to allow maximum damage output for someone who never stops firing their guns. Some notes: AFT, IFHE, and BFT are all mandatory. You need the range, 29 mm pen, and extra Dakka. Reload mod instead of range mod is also mandatory, because sorry, if you’re going 54 knots and you need to be at 17 km from what you’re shooting at to do well, I have bad news for you (you might need to talk to your doctor about a prescription of “git-gud”.) SE isn’t really necessary, DE is more useful overall since you aren’t getting hit anyway, and the fire chance is spicy, why not make it spicier. Concealment options are a waste for this build, nothing can catch you, and if you are constantly shooting your guns the concealment isn’t being used anyway. Use the points/slots for other things. Rudder mod 3 is hilarious on these things, and if you’re running it, use propulsion mod Juking: Using high maneuverability to adjust your ship away from where an enemy’s shells will land. For long-range: Assuming you’re running the build shown here, start at 10km from what you want to farm. While firing, back towards them, once they shoot you pull forward out of the way, rinse wash repeat. You shouldn’t get closer than 9km from something actively shooting at you. If you are forced to be moving forward constantly: go full speed, this will usually be enough for people to miss you, (players have had trouble leading a Khaba for years, and these go even faster than that) If you see shells incoming that will hit you, full stop and put your rudder to one side, this will stop you the fastest. In Defense of IFA: IFA is a utility skill, it removes the possibility of “surprise” hits, and helps you manage multiple angles of fire shooting at you. (Get an alert but don’t see the ship you’re farming shoot its guns? You know something else is shooting at you and to look along the horizon to find out where it is.) CQB Assassin. The purpose of this build is to maximize quick damage output, stealth, and short-term survivability. Notes: Very little up for debate for the purest build: IFHE, CE, BFT, SE, AR, PM, LS, conceal mod and prop mod are all mandatory, you need the concealment to actually… do the thing. You need the firepower buff. And you NEED the survivability. And steering mod is useless for close-range juking/pouncing on prey. You have to be on your toes CONSTANTLY to utilize this build well. Enemy cruiser just went behind an island while their DD smoked up? Perfect, gank the DD and rush the CA. CA’s radar just go down after it pushed in front of its team? Kill it faster than it can even turn its guns. It’s a hardcore thinking strategy. Remember that for its caliber, French DD AP is pretty much the best in the game. This lets you assassinate any CA in the game (provided you have the drop on them) Torps are amazing also. This is an extremely passive playstyle in its pure form (note that I’m saying pure form, DO NOT rely on this as your only contribution in battles) You rely on surprise and crippling, sudden firepower to get crapdone. You aren’t the one rushing into areas you don’t know about, that’s for the plebs on your team. You let them find out where that unicum DM is holed up, so you can flank and blap him. You let them find the flank with the Shima, force his support back, then you go in and deal with him. Gearing in a cap? Wait for the right moment and rush his smokescreen, then escape straight after killing him. For juking at close range: Unless you’re faithful in your ability to anticipate other players actions, let whatever you’re fighting get one hit on you. Then, pull a hard stop by slamming your ship in reverse and turning to one side. Let them aim correctly at least one salvo while you’re going backward, then pull hard forwards. This whole process can take as little as 5 seconds, so be sure to rinse wash repeat as often as you can to maximize effectiveness. Personal Build/What I’d recommend Thanks, F1Toaster for the capt build… forgot you can run 3 tier 4 skills This is what I’d refer to as the “Generalist” build. It does the job of switching between all the different playstyles very well, you can adapt to the shifting game situations around you to maximize performance. Wanna farm? Have fun. See a chance to assassinate an enemy? Do it. Need to disengage? You can go dark and run, or shoot… and run. Push flanks, surprise CV’s by being right next to them 3 minutes into the game, surprise CA’s by coming in from a unexpected angle, Etc. Etc. The sea is your oyster. Prop vs Steering mod is totally up to personal preference, for Mog I loosely recommend steering since 7.1 det makes it more of a dedicated kiter. I’m expecting Kleber to be a FAR better brawler, 6.9 det and better firepower/health/speed, so Prop mod will be better. I swap between the 2 on my Terrible and Mog daily just kind of based on how ballsy I’m feeling that day/how much of a prick I want to be. Random assorted points: Le Terrible is a more gunboaty Fantasque, .2 worse concealment, 1 sec better reload, 13 second faster torp reload. 10 knot slower torps. AP vs. HE. I touched on this in the assassin point, but your AP is the best for its caliber. You’re AP can citadel most cruisers out to a range of 10km. And at 2.5k a cit, you will eat broadside cruisers alive. There are 2 main opportunities to utilize it: The most basic is simply an ambush, whether you have a DM camping an island, and you can flank to its broadside. Or an Henri that’s backing towards your team. You find an enemy cruiser that’s focused on something else, and that can’t easily turn away, and strike with you’re reload boost. Use torps to cover the most likely means of escape they’ll use, take the Henri example for instance. If he’s backing towards the enemy. He can’t go backwards any faster, and if he accelerates it’s a linear progression. (Noone is going to think to switch up to half speed, drop down to quarter speed, then up to full when they’re losing a 5th of their health every 2 seconds.) Use the kneejerk reaction of them realizing what you are and where you are to force them into torps. For HE, you’ll do 3-5k salvo’s, and with the 9% fire chance after IFHE, you aren’t hurt for taking it. You eat everything at every range. It obviously doesn’t have the same blap potential as AP, but against BB’s, DD’s, and CA’s at weird angles, it does the job and it does the job well. French AP penetration VS Khaba, VS Mino: On a smaller point, When gunfighting Khaba’s, and Gearing’s specifically, AP is your best option. You won’t overpen Gearing unless you’re sub 3km. And Khaba is fair game at all ranges. 6k salvos can be expected with good AP hits on them. Try to hit directly under the smokestack for both of them, that’s where their 50mm and 21mm armor plates are. Here is a comparison Graph for Kleber vs Daring vs Khaba. FYI. SI is unnecessary, you shouldn’t be relying on your reload boosts for “general” damage, and with speed boost mod you are incapable of using the extra speed boost because of the time limits in a match. Thanks to some testing by ThatsAPaladin and I, here is some insight into Prop vs Steering Mod. Prop mod makes half a ship-length difference while accelerating (as compared to something without it) and steering gears… do the thing, rudder shift is a posted number so there are no real secrets to it. Just remember: if you’re using slowing down and speeding up as your means of dodging, your negating your biggest asset: your incredible speed. You going from -20 to 30 knots is awesome, but you might have been better off staying at 50 knots and moving towards something important. (especially since 75% of the player base is incapable of leading you correctly when you’re going max speed.) SE is optional if you are playing open water mostly. I’ve never died in my Mog while kiting. And only very rarely in my Terrible (which I had 200 battles in before I got my Mog so… there’s going to be some outliers.) People legitimately just have a hard time hitting you. (WAY more so than a Khab) How to handle planes: If they aren’t rocket planes, Just-Dodge™. If they are: go dark and always have your nose towards the planes. You turn fast enough that this is achievable. The Mog (and Kleber) have good enough AA to wither down planes that are hovering over you. Even unicum CV’s seem to have trouble anticipating the amount of lead they need, and if you are going full speed towards them, they won’t have enough time after spotting you to get their aiming cone fully centered, which means you’ll only take about 1k damage per run. (If even) Some points on what to, and how to avoid: Remember these things: Worcester radar: 9 KM. USSR Radar: 12km. Everything else: 10 KM. If you get caught out or surprised when you get radared, you’ve screwed up somewhere. Work to avoid areas where you know there are destroyers unless you are rushing them or trying to scare them from advancing. It's not worth it to lose a quarter of your health because you tried to be cheeky and force your way into a DD with friends nearby. (especially friends that can spot for a gunboat DD.) Also work to not make an enemy CV think you're going to try to go for him (even if you are.) Keep an enemy between you and him/where you think he is, if you decide to go for him go dark in a position that is away from wherever the hole you're slipping through. This will help you have the drop on him, and stop him from investigating you. How to Play: Decide whether to play kiter, try to be cheeky at the beginning of a game or play passively until there’s a good opportunity (I decide at the beginning of a game what playstyle I’ll start with based off of matchmaking, build, and whether I’m in a div/who I’m divved with) then decide on a flank (Always, no matter what playstyle you choose, go to a flank. Screwing around in mid just isn’t worth it 99% of the time (unless you want to meme.)) For kiting, if you’re running prop mod, start backing up towards the enemy once you’re at the flank. Extra brownie points if you get super close to the enemy before shooting, they’ll focus you and so long as you dodge (it's not that hard, come on) its just wasted DPM from them. If you’re running steering gears, run donuts around a flank away from you’re teammates, open up once there’s stuff spotted/ Then it's just… you know, farming. Every so often, it pays off to go dark (or don’t), reposition to an area away from your team, and start farming from there. This splits the enemy’s attention, increasing the odds that your teammates won't just die in front of you. Also remember that you can citadel most CA’s out to about 10km with your AP, so if one is showing broadside, punish with extreme prejudice. For the cheeky, choose a cap/area you know there will be DD’s shortly after the match starts. If it’s a cap, hang outside until it starts getting flipped, rush the most likely location of the DD and kill it, disengage from the enemy team. Then just farm them into submission. If there’s an enemy/a pair of enemies that are separated from their team, go dark and get to their broadside at close range, torp, and right when they’re about to be hit/ right before torps get spotted, open fire with proper ammo type and reload boost. If their guns are toward you/they have a good turret traverse, you go parallel to them or kite (as appropriate). But if they’re faced away and have a bad turret traverse, close the distance to improve accuracy/ use your other sides torps. You can ambush stealth DD’s very easily even in spite of your bad detection if you can anticipate them turning towards you (turning around to go back to a location/avoiding the map border. Trying to flank. Avoiding torps, etc.) It’s always a gamble, but if you have a good game sense you’ll end up on top most of the time.
  25. Tier X German DD: Z-59 Some context: Despite the situation in Germany in 1945, design and development of destroyers never actually stopped, despite the ships having absolutely no chance of ever being built. As a continuation of a larger destroyer design that began with the Type 1942C/1944 (Z-52), she retained many of the same characteristics, while also improving on the design by way of an enhanced main battery, improved high-pressure steam engine capable of higher speeds, and significantly improved AA defenses. German Destroyer Z-59 (Tier X) Survivability HP: 20,700 Notes: Okay, I inflated her HP by a tiny little bit. But hey, WarGaming did it with Z-52, so why can't I? Armor Superstructure: 10mm Extremities: 19mm Hull: 25mm (Version 1) Note: I chose this value to passively help its survivability; with this, none of the high-Tier DDs save 150 Z-23 and IFHE Harugumo can HE pen most of its hull armor (I guess IFHE on 127s and 130s would but who the hell would actually put IFHE on something like Gearing), if my understanding of game mechanics is anything to go by. I chose this particular option because I was a bit hesitant to give her a heal, but it's not out of the question if it needs one. Consumables Damage Control Party Active time: 5 seconds Cooldown: 60s/40s (Standard/Premium) Just a normal DCP Hydroacoustic Search Active time: 120s Cooldown: 180s/120s (Standard/Premium) Torpedo-spotting range: 4.0km Ship-spotting range: 6.0km Charges: 2/3/4 (Standard/Premium/SI) Same hydro as Z-52 Speed Boost Active time: 120s Cooldown: 180s/120s (Standard/Premium) Speed bonus: 8% Charges: 2/3/4 (Standard/Premium/SI) Smoke Generator Active time: 20s Smoke duration: 77s Cooldown: 240s/180s (Standard/Premium) Charges: 2/3/4 (Standard/Premium/SI) Repair Party* (Version 2) Active time: 10s Cooldown: 120s/80s (Standard/Premium) 1% of max HP per second Max restorable HP: 7,260 Theoretical maximum HP: 31,460 ***NOTE***: This heal is pulled from Daring, and only applies to alternate version of this ship with no 25mm hull armor. Armament 128mm L/45 Drh LC/41 RoF: 15 rounds per minute (4s reload) Turret traverse: 10s Max dispersion: 105m HE shell (128mm Pr. Gr.) Fire chance: 7% Max HE shell damage: 1,500 Initial HE shell velocity: 830 m/s HE shell weight: 28kg AP shell (128mm P. Spr. Gr.) Max AP shell damage: 3,000 Initial AP shell velocity: 830 m/s AP shell weight: 28kg Range: 12.05km Torpedoes/Mount: 533mm Vierling/G7 Schildbutt Reload: 110s Speed: 66 knots Range: 9.51km Note: These are the same torpedoes you get stock on Z-46, but the reload was nerfed by 20s. Maneuverability Speed: 39.8 knots Turning radius: 770m Rudder shift: 4.5s Note: Z-59's designed draft is a whole meter less than Z-52's, not to mention it's 2 knots faster. So presumably the turning radius would be worse. Concealment Surface detectability: 7.84km Minimum surface detection: 6.18km Air detectability: 3.11km Notes: While the ship is technically larger, it's very close; it's only 3 meters longer, and the height is basically identical. I didn't want to render Z-52 completely useless, however, so I added another 100m to its detection range. AA 128mm L/45 Drh LC/41 (4x2) 55mm L/77 Gerat 58 (4x1) 37mm Flak LM/42 (6x2) Notes: The AA story is overall an improvement over Z-52; you gain a whole 128mm DP mount and another 55mm mount in exchange for a 37. So honestly it's not bad. In-game Description: A further development of the Type 1944 class, and one of the last destroyers to be designed before the end of the war. Compared to her predecessors, she retained similar dimensions and displacement, but had improved firepower and anti-aircraft defenses. My Description: Okay, so this one might be a bit long. The Type 1945s (Z-59 and up) were designed as successors and improvements over the previous Type 1944s (Z-52). From a historical standpoint, the 1945s would be better in almost all departments, so I had to try to distinguish between the two to both justify Z-59's existence and not completely overshadow Z-52. I did stuff like raise the detection and nerf the turning radius and nerf torpedo reload by 20s, but this whole thing just really highlighted the problems I have with the German DD line, and even the nation as a whole. The problem is is that, honestly, Z-52 ain't even that great. Sure, I was told that she was quite nice when she was first introduced into the game, but that was a long time ago; things have changed. She's not fighting just Gearings and Shimas anymore with the occasional Des Moines thrown in, there's Grozovoi, Daring, Harugumo, Kleber, Wooster, and all other kinds of ships. The meta has changed a lot in the past few years, and I feel that Z-52 has fallen a bit behind. I wouldn't say there's one key aspect that really sucks; it's just that everything about it feels a bit, well, mediocre. I personally think that Z-52 (and maybe others in the line) could stand to get a buff. Doesn't even have to be a big one; could be something as simple as making the AP short-fuse or giving them a slight pen angle buff. Now onto seeing if I can put a German CV line together lol
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