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  1. Ok, just wanted to consolidate a few things. The actual ships: A few characteristics: Other threads on the topic. No guarantees of the quality: The link to the Dev Blog Shoutouts for people who are scarily fast at getting these things out: @Erebthoron(x3!), @renegadestatuz, @Kizarvexis(x2!), @JediMasterDraco I will keep this thread updated, especially as more threads appear and more information is released.
  2. Seems to me, at the higher tiers where radar is so very prevalent these days, that dropping smoke, while capping, in a Gearing, isn't the best thing to do. I'm not sure, but from what I see, doing that almost always guarantees one or more radar activation against you. Suddenly, you get a sinking sensation... yup, back to port. So I'm suggesting you stop smoking up on caps. My observations, limited as they may be, indicates there are more negatives for you and your team than positives. Worst thing is you provide cover for the reds against your team mates who do not have radar. Your smoke blinds us. Yet you want us to back you up. We cannot shoot what we cannot see. How about smoke to retreat from the reds? Depending on how close and what tiers you are at, that might be a big fail as well. You know Moskva has nearly a 12km radar range... if your conceal is around 6km and they get that close to you the Moskva has another 6km to sink you. So smoke probably isn't going to work for you there. About the best thing I can see smoke being used for these days is as a screen... you drop smoke, get out in front of it and spot whilst your team mates, a few km behind your screen, let's rip with their main batteries. How do you see smoke working these days in such a radar hot environment? tiafyc
  3. Patrol Duty

    I was playing WOT, because soccer tournament with Tanks is fun. In WOT when a tank or light tank, predominately, spots a certain number of opposing teams players, they are awarded a patrol duty achievement award. So when playing a Destroyer and you go and spot X number of the opposing team, you get a patrol duty award. Also for a few less spots Destroyers would receive a scout medal. You could give the damage done to the opposing forces spotted ships, a share of it to the destroyer, that spotted them. But only if they are damaged while they are under the destroyers surveillance., at the time damage is inflicted on opfor's ships. Might just give some DD captains a reason , with a financial advantage chucked in, too actively go ahead a spot the opposing force for there team. CV planes would have no effect on the requirements to obtain these DDawards. It would purely a destroyer only award. Input in this is most welcome.
  4. Since Kidd has a repair consumable that can counter fire damage. Is it wise to run Kidd without a captain using Last Stand? Since repair is saved only for broken modules. With a build along this line: http://shipcomrade.com/captcalc/0100000000000010010011100000000119
  5. To round out our ranked Commentary for the past season, we are going to different Russian Ship: the Khabarovsk. This game I try to work with my team but instead I have to work for them to win, what should have been a steamroll. No video on Friday, as that's when I get back from Vacation. Going to make a special video this weekend, and some more of these so that there is a new video next Monday, Wednesday, and Friday. Thank you for watching.
  6. So I finally unlocked the Yueyang last week, and I'm rapidly approaching the 19th point on my captain. I'm just not sure how best to spend what will be the final three points. So far I'm running PM, LS, SE, TAE, BFT, and CE. My initial plan was to throw DE on there, but with the current T10 meta I'm just not sure if I'll be using my guns enough to really warrant that skill. I play solo & don't do clan wars, so SI doesn't really appeal to me either (it's very rare I run through all my smokes anyway). Other options I'm considering: AR + PT (duh) JoaT + PT (again, though, how often am I going to have the opportunity to string smokes together in a T10 battle?) TA + PT (the thought of 73-knot torpedoes with a 0.8 km spotting range is tempting, but will that produce enough extra hits to justify losing 2.7km of range?) Spec out of BFT and pick up either IFHE or RPF + a two-point skill (I can stand losing the 0.3 second reload boost on my guns, but the AA bonus helps a lot & chews up lower-tier aircraft) ????? Would love to hear some opinions from the more experienced YY folks out there.
  7. Premium Ship Review #102: Monaghan

    The following is a review of Monaghan, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 8th, 2018. Cue crowd singing: "Monaghan! Monaghaaaan! Monaghaaaaaan! MONAGHAN!" (Mono...! Doh!) Quick Summary: An AA-specialized Farragut that has the option for being outfitted as a gunship or torpedo-specialist. Cost: Undisclosed at the time of publishing. Can be won through the American Cruiser Collection crates. Patch & Date Written: 0.7.5. May 30th to June 8th, 2018. PROS Option of two different armament load-outs -- a gunship or a torpedo-destroyer. Gunship destroyer has solid DPM on her main battery. Long fuse timers on her AP shells make them excellent at citadelling cruisers at point-blank ranges. Torpedo destroyer has access to quintuple torpedo launchers with tier VIII fish and has a Torpedo Reload Booster too. Good AA power for a tier VI destroyer with access to Defensive Fire. Fast and agile. CONS Horrible ballistic arcs on her 127mm/38 main battery. Very long range on her main battery which increases her surface detection while firing her guns. Gunship destroyer has short ranged torpedo armament. Torpedo destroyer only has two guns mounted on the bow, making her largely unable to defend herself. Her tier VIII torpedoes are slow at 55 knots. Large surface detection range. Does not have access to the American Smoke Generator. (!) Defensive Fire and Torpedo Reload Booster are mutually exclusive. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Monaghan appears deceptively simple on the surface. She's a Farragut-class destroyer -- a destroyer even relatively new players can get access to even with only a week's worth of casual play. This will suffice to familiarize most inexperienced players with the first hull option. The second, however, is more reminiscent of the tier V Japanese Mutsuki. I would not recommend Monaghan for novice players that haven't already got a handle on these two types of game play lest they frustrate themselves. Monaghan's play style is immediately familiar to Veterans. However, her torpedo-specialist build will feel awkward given the size of her surface detection range. Here's the break down of her components: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Whichever hull option you choose, Monaghan will have either guns or torpedoes. This hurts her overall Firepower performance with her overspecialization leaving her with a rating. Her Vision Control (Refrigerator) and Defense are unremarkable while her Agility is . Her Anti-Air is weird, having the potential to be the at her tier, but only if you specialize deeply into it. Monaghan only really excels in one place, and that's the potential (not the initial value) of her anti-aircraft guns. Most of the time, you're not going to want to bother with touching them anyway. On the whole, the ship rates only a rating in the categories where it matters. Ye be fairly warned, says I. Options Monaghan is two premium ships in one. She has two armament choices between her A-Hull (four guns, eight torpedoes, or "four-eight") and her B-Hull (two guns, ten torpedoes, or "two-ten"). The former is a gunship, with short-ranged torpedoes that best performs as an anti-destroyer role with spotting and harassing of larger ships as secondary role. The latter is a torpedo destroyer, woefully under-armed to perform any kind of interdiction against enemy lolibotes. She can scout as a secondary role, but she must give way to any enemy opposition in between her torpedo reloads. Consumables: Monaghan's consumables are odd. Her Damage Control Party and Engine Boost are standard for an American destroyer, but her Smoke Generator is not. You also have a choice in your 4th slot on which consumable to take between Defensive AA Fire and a Torpedo Reload Booster. Be warned, running this ship can get hella expensive. Normal American Destroyer Smoke Generators have a longer emission time. In addition, their smoke clouds last longer than either Russian, British, French or Japanese destroyers. For whatever reason, Monaghan doesn't get access to the American consumable and has to make use of the ghetto one instead. This has a 20 second emission time and each cloud lasts 81 seconds. By contrast, Farragut's smoke has a 26 second emission time and each cloud lasts for 118 seconds. Boo-urns. Monaghan defaults to a Defensive AA Fire consumable in her fourth slot. This has a 30 second action time and it increases the damage done by her 127mm/38 and 40mm Bofors by a 4x multiplier. You can swap this for a Torpedo Reload Booster. This will reload all of her torpedo tubes in 30 seconds. Camouflage Monaghan comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to repair costs 3% reduced surface detection range 4% increased dispersion of incoming fire Upgrades For Monaghan's upgrades, they're mostly standard for a destroyer. Start with Magazine Modification 1 to reduce your detonation chance. If you like to live dangerously or you intend to be using a Juliet Charlie signal most of the time, then Main Armaments Modification 1 is superior. Take Propulsion Modification 1 in your second slot. Speed is life for a destroyer. In your third slot, you have a choice. Take AA Guns Modification 2 if you intend to specialize her as an anti-aircraft ship. Otherwise, stick with Aiming Systems Modification 1. Finally, take Propulsion Modification 2 to increase Monaghan's acceleration. Firepower A-Hull Main Battery: Four 127mm/38 in four turrets in an A-B-X-Y superfiring configuration. A-Hull Torpedoes: Eight tubes in 2x4 launchers mounted amidships B-Hull Main Battery: Two 127mm/38 in two bow-mounted turrets in an A-B superfiring configuration. B-Hull Torpedo Options: As A-Hull above or ten tubes in 2x5 launchers mounted amidships Both versions of Monaghan use the infamous American 127mm/38. It's renown comes from it's excellent rate of fire, gun handling and good shell damage with both AP and HE. Its infamy comes from horrible ballistics and terrible fire setting properties on a per-shell basis. Mongahan's range with these guns borders on ridiculous, rivaling even USS Sims for maximum reach which is a mixed blessing (though primarily a liability). With sufficient numbers of these weapons, Monaghan becomes a fierce prospect in a knife fight. Without, she's a victim. USN 127mm/38 guns are some of the most interesting destroyer weapons in the game. They are plagued by horrible shell flight times which makes them lob shells in "rainbow arcs" at even modest ranges. Yet somehow they are among the best AP shell throwers -- rivaling even Soviet 130mm -- with their ability to devastate cruisers at point blank ranges with citadel hits. These are weapons you need to be in close to make operate efficiently, particularly in an anti-destroyer role. There, with her fast reload, a four-gun Monaghan can shred opponents in short order. Four-Eight Monaghan Monaghan's four-eight configuration is a near-identical load-out to that found upon a C-Hull Farragut. This is the knife fighting variant of Monaghan, designed to excel in close quarters combat. Her short range torpedo launchers necessitate using ambush tactics to put them to use outside of suicidal brawls with larger ships. On paper, four-eight Monaghan is only outgunned by contemporary destroyers Aigle and B-Hull Farragut. In practice, she's an excellent contender for one of the better cap-point bullies at her tier, but this performance falls away quickly when facing higher tiered opponents. Outside of knife fights, this version of Monaghan begins to struggle. The horrible ballistic arc on her 127mm/38s, while facilitating catapulting shells over obstacles like islands, makes gunnery against anything but slow and predictable targets almost impossible at range. Monaghan can seldom take advantage of her phenomenal reach. However, she still must suffer the additional spotting range every time she opens fire. Without Inertial Fuse for HE Shells, her ability to directly damage tier VI and VII battleships is limited to superstructure hits. Even with the skill, she cannot hurt the extremities of tier VIII battleships wiht her HE shells. Her short-range torpedoes are limited to ambush uses which are most easily deployed around islands. Four-Eight Monaghan's torpedoes are limited to the short-ranged, Mark 12 torpedo. With a full concealment build, it is possible (if only just) for Monaghan to launch these weapons from concealment. You have only a 210m window of opportunity to do this and it's best done by sailing just in front of an enemy ship and dropping her fish into their path with the hopes that they sail into them. This tactic is easily foiled by any form of detection consumable, however. This version of Monaghan's armament does not up-tier well. Not only must she contend with other gunships with better DPM and larger hit point pools, some are stealthier besides. In higher-tiered matches, engagement ranges increase and the amount of island cover decreases -- two banes for a close quarters specialist like four-eight Monaghan. Opportunities to use her torpedoes outside of knife fights melt away when she's bottom tier. The prevalence of Surveillance Radar and longer-ranged Hydroacoustic Search further compounds the difficulty of making her short-ranged weapons work. Four-Eight Monaghan peaks early, often having its most dramatic moments when top-tier and early on in matches. Two-Ten Monaghan The Two-Ten Monaghan gives up any pretense of being a gunship destroyer (or even being able to adequately defend itself) to turn into a torpedo specialist. I must stress this is an option -- you may still equip the two quadruple launchers with the short-ranged torpedoes if you wish, but that would be a mistake. Her access to the quintuple launchers firing tier VIII fish is probably the reason most players have any interest in this destroyer in the first place. First, the bad news: if your Two-Ten Monaghan gets tracked down by another destroyer, you're dead. In theory, you may be capable of outfighting a Mutsuki, but that would be a closer battle than anyone would want to reasonably admit. Monaghan sacrifices of any pretense of competency with artillery to get access to the following: Those are Benson's upgraded torpedoes and ten of them between two launchers. While they're pretty meh at tier VIII, they're hella powerful at tier VI. Even one of those slammed down the throat of an enemy lolibote at tier VI and VII will kill them good. Only a scarce few German destroyers (and Aigle) are able to suppress their gag reflex and manage to hold on after getting one of those shoved in their faces. These fish are not without their flaws, however. They are slow -- their 55 knot speed means that it takes almost 62 seconds for the torpedoes to reach the end of their run at 9.2km. If they're spotted anywhere along their course, even at close to their 1.1km detection range, they're quite easy to dodge. In addition, their flood chance is only on the better-side of average for a tier VI destroyer. It's comparable to that found on the IJN torpedo boats. Finally, being quintuple launchers, they have an appalling two-minute reload timer. I strongly recommend looking at Torpedo Armament Expertise for any commander dedicated to sailing Monaghan. All of these flaws can largely be forgiven when you account for Monaghan's Torpedo Reload Booster consumable. Before you get too excited (because you skipped the Options section and didn't read it there first), this isn't the lightning-quick, 8 second torpedo reload consumable found on Japanese destroyers. Monaghan isn't capable of deploying a twenty-torpedo wall of skill. Her consumable accelerates the reload to 30 seconds. Those of you with a touch of evil in them will have realized that this is just long enough for an enemy that got hit by your first wave of torpedoes to go "Oh, shoot, I'm flooding!", activate their Damage Control Party and have it go back on cooldown before your second wave hits. Hilarity and Liquidator medals ensue. That's Monaghan in a nutshell really and why people will want her. You can turn a Farragut-class destroyer into what amounts to a Mutsuki with a consumable that allows her to double-dip fish into unsuspecting enemies sailing in straight lines. As good as this sounds, it barely keeps pace with ships like Fubuki or Shinonome. If you map out the maximum number of torpedoes that can be fired over ten minutes, Monaghan puts out 70 torpedoes compared to 72 of Fubuki and 81 of Shinonome (Fubuki needs another 8 seconds to get out her next 9). Monaghan just doesn't quite keep up with these torpedo specialists, especially given the versatility of three triple launchers and the massive Japanese warheads on their torpedoes. Evaluation: What it would have needed to be : Of her two builds, the Two-Ten Monaghan is closer to boasting a rating but even that's a long ways off. She's not as good of a torpedo destroyer as Shinonome or T-61 for example. In Monaghan's gunship build, she doesn't stand up to Farragut (B-Hull) and Aigle. Defense Hit Points: 13,900hp Minimum Extremities & Deck Armour: 16mm Remember when destroyer durability was relegated to just hit point totals? It's nice being back at a tier where it's just about hit points again and not wonky armour schemes or Repair Party consumables. Compared to Farragut, Monaghan has a fine ol' slug of hit points. Skills like Suvivability Expert will help, adding another 2,100hp putting her just shy of Gaede. This is especially handy in her Four-Eight build where she's expected to trade hit points in gun duels with enemy destroyers. In the grand scheme of things, though, she's decidedly average for a tier VI destroyer -- neither fragile nor tough. Evaluation: What it would have needed to be : Monaghan would need another 2,000 hit points to be any kind of contender here. Agility Top Speed: 36.5kts Turning Radius: 560m Rudder Shift Time: 3.4s Maximum Rate of Turn: 8.4º/s Monaghan is almost identical to Farragut in terms of her agility, with only a minor disparity in her rudder shift time to differentiate the two. What defines Monaghan (and Farragut's) agility the most is their small turning radius of 560m. American destroyers have always been incredibly agile with tight turning circles and Monaghan are no different. She's only outdone by HMS Gallant in this regard at her tier. Monaghan also boasts a decent top speed which helps her progress through her turns faster while also giving her the option of dictating engagement distances against slower ships, like Japanese destroyers. Overall, Monaghan handles beautifully. This is arguably one of her best traits and it makes her super-comfortable in knife fights. Evaluation: What it would have needed to be : Rejoin the British Empire, you rebel. Gallant has a tighter turning circle and nearly as much speed which makes her more nimble by far. Anti-Aircraft Defense A-Hull AA Battery Calibers: 127mm / 20mm A-Hull AA Umbrella Ranges: 5.0km / 2.0km A-Hull AA DPS per Aura: 22 / 28.8 B-Hull AA Battery Calibers: 127mm/ 40mm / 20mm B-Hull AA Umbrella Ranges: 5.0km / 3.5km / 2.0km B-Hull AA DPS per Aura: 6 / 49.8 / 21.6 It's time to celebrate mediocrity! Monaghan, regardless of her configuration, has the potential to have the best anti-aircraft firepower at her tier. Lemme preface this by saying that stock, she doesn't have the best anti-aircraft firepower among the tier VI destroyers. That honour belongs to Hatsuharu (of all things) which really puts everything into perspective. Monaghan does take upgrades well -- specifically, she takes Defensive Fire well and, on paper, she looks like she may be a competent anti-aircraft picket ship. With her consumable blazing and every upgrade stuffed down her throat, Monaghan puts out some decent killing power. But at what cost? Let's be real: If you're using the Two-Ten Monaghan, you're going to want Torpedo Reload Booster instead of Defensive Fire in your final consumable slot. Upgrading her for anti-aircraft firepower is a waste of points and upgrades that could be better spent on emphasizing her torpedo performance. It's only the Four-Eight Monaghan where taking Defensive Fire makes any kind of sense and even then, I'm not entirely convinced you wouldn't be better served sticking with the Torpedo Reload Booster anyway. If you do go this route -- if you go full hog and bathe Monaghan in all of her anti-aircraft potential, then you get comparative killing power to a mid-tier British cruiser while Monaghan's Defensive Fire is active. Unlike a British cruiser, you will have the added bonus of a disruption effect. This can be hella-annoying for enemy CVs; especially for inexperienced aircraft carrier commanders not expecting this from a mid-tier destroyer. They may even make the mistake of trying it twice, not recognizing that you're the one scattering her drops. Throughout this, you shouldn't expect to swat down entire waves of aircraft. You're likely only to bruise them unless the squadrons linger. Still, this can be a nice supplementary source of credits and experience if you want to go this way. Just keep in mind what you're giving up. So Monaghan has great AA power -- AA power you're unlikely to ever exercise to its full potential because there are better choices out there. Evaluation: What would have to happen to DOWNGRADE to : Don't take Defensive Fire. If you don't, then Hatsuharu is better. Refrigerator Base Surface Detection Range: 7.2km Air Detection Range: 3.48km Minimum Surface Detection Range: 6.29km A-Hull Detection Range when Firing from Smoke: 2.68km B-Hull Detection Range when Firing from Smoke: 2.43km Main Battery Firing Range: 12.51km Much ado has been made that Monaghan has better surface detection range than the lead of her class, Farragut. This is accurate. It's entirely irrelevant, mind you, but it is accurate. Monaghan is a total cow when it comes to being stealthy which is really not what you want to be when you're a gunship that specializes in close-range knife fights. It's even less desirable in a torpedo-destroyer that can scarcely defend itself from a Japanese destroyer, never mind a competently played hunter. While Monaghan is able to stealth fire her fish in both configurations, her large detection range is a nuisance. Her guns make it worse. Her main battery range is an alarming 12.51km but most of this range is already useless given the horrible shell flight times. So not only do you have useless range, it also allows Monaghan to be spotted from a long ways away when she has to pull the trigger. Where this gets just downright idiotic is that this range weakness compounds if you have the audacity to try and specialize Monaghan towards her AA power -- y'know, one of the selling features of the ship? Yeah, tacking-on Advanced Fire Training to boost the range of your AA power also boosts her 127mm/38 guns to have a reach of 15km. So she's a stupid, fat cow with a bullhorn screaming at the Reds to shoot at her. And for whatever reason, Monaghan doesn't even get access to the improved American Smoke Generator consumable. Instead she has to make do with the same one found on Soviet, British, French and Japanese destroyers. This means less smoke made and your smoke clouds don't last nearly as long as other American destroyers -- because reasons. Ugh. Monaghan's only saving grace is that she's not German. Or tier VII. Evaluation: What it would have needed to be : She needs to get her surface detection below 6km with upgrades. Genuine Bona Fide Electrified Six-Tier Monoghan There are two builds to consider with Monaghan. First off, though, a caution: A full anti-aircraft build just generally isn't worth it for this destroyer. Her Two-Ten hull doesn't have enough AA DPS situated in her 127mm/38s to be worth upgrading with Manual Fire Control for AA Guns and Advanced Fire Training is a loser-skill option that will only make it easier for enemy ships to spot you when you're engaged in gunnery battles which is bad news for both hull types. For both builds, start with Priority Target and then pick up Last Stand at tier 2. Tier 3 is where all of the choice begins and where the two ships diverge. For the Two-Ten Monaghan, take Torpedo Armament Expertise to accelerate your reload. The Four-Eight Monaghan should look at Survivability Expert or Basic Fire Training for their first tier 3 skill. Grab Concealment Expert at tier 4 next for both builds. For your next nine skill points, you're spoiled for choice. The Four-Eight Monaghan should look towards skills that help with gunnery. Inertial Fuse for HE Shells will help damage battleships. So too will Demolition Expert. However, Superintendent is very useful for the extra smoke charge which, in long games, will allow you to sit still and bombard enemies with less worry about being damaged. With any points leftover, take Adrenaline Rush or wherever you wish. The Two-Ten Monaghan should look to skills like Survivability Expert, and Superintendent as a matter of course. Any leftover points can go where the player wishes, though I would highly recommend trying to squeeze in Radio Location so you can be where other destroyers aren't. Final Evaluation Harekaze 2.0 this is not. You're getting the choice of playing a Mutsuki or 4/5ths of a Farragut How many people use the C-Hull on their American DDs anyway? Am I the only one that avoids it? Two different armament options!? Sign me up! That was my initial thought when I heard that Monaghan could swap between two very different builds. This got me all kinds of excited. I loved the change in game play styles offered when you can equip different weapon types. This is part of what makes Harekaze and Mogami so much fun, in my opinion. Yet for whatever reason, Monaghan just hit a sour note with me. I never found my earlier excitement stoked further with compelling game play. I find this incredibly strange given the enjoyment that can be found in torpedo destroyers and gunships respectively. It took me a while, but I think the issue that makes me feel 'meh' (foreshadowing!) about Monaghan is her surface detection range. I guess the Japanese destroyers have spoiled me. If I'm running with so few guns, I want to get close to ensure torpedo hits. But Monaghan's too fat to get that close and unlike the higher tiered American destroyers, she doesn't have the self defense armament to protect herself if she gets spotted by a picket ship. Once you factor in the slow running speed of her torpedoes, this extra launch distance really makes landing those hits difficult. Benson, with Concealment Modification 1 can get a whole 500m closer to fire off her fish and she's generally not worried if she's lit by another destroyer beforehand. As for her Four-Eight hull, well -- I have never found the C-Hull variants of the American destroyers particularly compelling. Give me the choice between more dakka versus surface ships or more dakka versus planes, I am going to choose the former every time. So Four-Eight Monaghan feels just under-gunned for me. Her extra concealment over Farragut helps a bit here -- I mean, you can choose to turn away, rather than engage some of the bigger, scarier boats but I'm still left wanting more. Oh well. Monaghan isn't terrible, she's just not for me. The variety offered by this ship is a good thing. Would I Recommend? This isn't a ship I would get for myself. If I won it in a crate, hooray! It would still most likely sit in my port unused barring use in some occasional Daily Mission. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Monaghan can spit out a lot of damage very quickly with her massive torpedo walls. So long as you can survive closing with bots, you should be able to derp fish at point blank range up their nose and score some big damage in Co-Op. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Monaghan makes a great trainer for either your gunship destroyer captains or if you've specialized some of your high tier American destroyers commanders to emphasize throwing torpedoes instead. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Monaghan doesn't have a competitive edge over ships like Shinonome, T-61 or Aigle. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Monaghan earned 12 battle stars in her service during WW2, including fighting at Pearl Harbour. For Fun Factor: Bottom line: Is the ship fun to play? No. This one surprised me, but I just couldn't get into this ship. You would think with two hull options, the variety would appeal, but we just never clicked, Monaghan and I. Your mileage may vary, though. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This took longer than I had planned. I caught the summer flu that's been going around locally and that cost me a few days. My next review will be USS Salem, the tier X American cruiser. Expect it around the week of June 18th. Thank you all for reading. If you enjoy my work and find it useful, please consider sponsoring me on Patreon. Appendix A list of sites, programs and people I rely upon to create my reviews.
  8. Here I furnish the actual misery on why high tier DD game play is in the ruin due to recent changes and preexisting nonsensical radar deployment combined with BBAP (which is being fixed OFC but problem still exists). I do not have a problem with radar in general or its realism [edited](This game is arcade and i know it). I consider Russian Radars to be balanced, and US T8 radar to be relatively bearable. The problem is when DPM scales super quick as Tiers Progress whereas HP doesnt but this doesn't bode well when you have a class that primarily functions on not getting spotted in the first place. I have linked a picture on why i think this is not good especially for dds. I do not suggest that we need more HP for dds, I am basically saying that a 330% increase in efficiency at killing dds is not balanced because while Battleships and Cruisers get proportionally more Armour Heal etc to balance the negative effects of increased dpm at high tiers DD's get none . Also there are quite a lot of factors missing in my comparison that are listed below. Also of considerable importance is that the number of radar cruisers in the game with scale up by 20% as well due to the pending release of the US Light cruiser line. Assumptions 1.This assumes that only 1 ship with higher DPM is shooting at you in higher tiers when in reality multiple enemy ships with relatively improved dpm will be shooting. 2.This also negates the fact that the Benson is much harder to hit compared to the gearing due its agility and size. 3.This situation assumes that you face T10 Cruisers with a T10 DD which is not the case you can be in battle with T8 dd. In that case this problem becomes much more EDIT : If you down vote my post or others here, please have the courtesy to explain why you think this is wrong with a factual and rational thought process which will be highly appreciated EDIT 2 : This has more to do with whats wrong, I am not really looking for advice ( i can play thats not the problem here and i follow a guy who knows what he is doing) its a discussion on why the game lacks balanced lets keep the discussion focussed on that.
  9. Shiratsuyu

    For some reason the gun volume of only my Shiratsuyu is very loud. I have attempted to change the gun volume in game, and nothing happens to the volume of the Shiratsuyu guns, and my other gun volume changes, but the volume of the Shiratsuyu guns is still very loud. I play on a vanilla client, and I even tried repairing my client before sending this in, and no change was made. It is not a large issues, just a very strange thing to have happen on only one ship. Fishtodaface
  10. The Russian line of destroyers appears to be pretty awful so far. I bought the Aurora duo bundle which gives me a terrible cruiser and a great captain, the immediate 10pt bump is mainly what I was after. Oh, and something to look at on the bridge of course. I built her into a Brawler captain and dropped her into a Gnevny; this will help me with generating a 19pt captain over time. My usual strategy boils down to hide-and-fire-torps however this is precisely Not Possible in a Russian dd; it requires a very different style of play. Which i'm still working out. My plan for this ship is to; hide at good range away from close contact with the enemy. Set fire to stuff. Plan to Target dds for kills since i have the right cannon to hit them, and getting kills on battleships and cruisers will be difficult with a 4km torp range. This was a plan that worked overall, then I had to move due to air cover and i'd been stationary too long, plus a friendly battleship pushed me out of the way ... it led me into the face of a battleship which I sunk ... and he returned thefavour. What an excellent hiding spot this turned out to be ... now I know what the Cleve's must feel like. Good concealment until i'm firing at someone. Notice good gun range, awful detectability (blue dotted line) and terribad torp range. I did eventually have to move, and found a battleship in range of a corner. Below is the most beautiful picture a destroyer captain gets to see ... only exaggurating a little. The gun bloom and the gun range are the same distance :-( Note that gunfire has achieved sweet f.a. during the battle. Spotting over the centre of the map probably helped the team more than anything else up to this point. How glad I am that 3 points went into survivability expert ... brawler build or I would not have been able to launch torps :) Theres the other most beautiful picture in the world ... i'm sending her money for a plane ticket as we speak!
  11. I'll just post the replay and say nothing, except that ... it may represent the way I do business from now on. Success Asashio_Neighbors.wowsreplay Come and feast.
  12. Firstly, I haven't played all the battleships so forgive me if I treat the Missouri as a unique case. This post is a reminder to myself and anyone else, that despite the Asahi's small detectability range, you're still not invisible to radar. I recently learnt the hard way that the Missouri has radar out to 9.45k range. I can't go and test this ship myself, for instance how much can it see around islands? Does the captains reduced detection skill affect it? Regardless of the answers to those questions, two facts remain: Asashio is going to come up against this premium ship frequently due to the game matching mechanics, and Asashio's special torpedo setup. The Missouri can sit in Caps, confident that it can see the surrounding destroyers if they are in a realistic torp range. At the time I thought he was making a mistake ... lol. **The Missouri radar likely picks up torpedos at some distance, so firing from outside 9.45km is only partially a solution. (edit) Radar does not detect torpedos. Here is me, planning a nice torpedo broadside at a silly bb sitting in cap. You can see where i was planning to hide, in between the two small islands. Release smoke, Pop out, fire torps, hit reverse and be invisible, back in my cosy tunnel. Things started to unravel, when the (Premium, expensive) ship detects me well before I had in mind. I could still have charged in and got the kill; after all seeing a destroyer doesn't mean evading his torps successfully. But I hoped for smoke and rock to conceal me ... it didn't. In short order, I carried out my plan but it was rushed; Missouri evaded the torps and I end up dead very quickly. I believe he had immediate detection of my torps in the water. In future, if in the same situation I'll sacrifice myself to take out this dominant ship. It is starting to feel like USN ships are the only viable option in the game; everyone else is playing catch up, and destroyers just got nerfed. All of them.
  13. I didn't ponder this but hey, I'm seeing no carriers. Almost as bad is the much lower DD count. These observations are tier 8-10 matches. I wonder how long the "Cleveland Effect" will be in play? Maybe a few days? glhf
  14. In the Asashio, i've got exactly 5 viable targets in this battle. And a few tricks up my sleeve. Allow me to hold H while also taking a screenshot, for those who aren't familiar with the ship attributes. Notice that the torps are long range, and 'Deepwater' ie, only useful on BBs and CV. The benefit here is that friendly teamkills are unheard of with this ship. Just point the torps downwind and you'll be fine. The distinct nature of these torps can be a giveaway; if they were already looking for the Asahi (likely), they will be guessing it's me launching the deepwater torps in groups of 4 while remaining invisible. I'm certain they can draw a straight line back to the launch point from this close range. An aircraft goes up. I've now got a target rich environment; a little too rich in fact. The opponent team actually performed like a TEAM and rushed both flanks with dd support and spotter planes, although in this picture i'm still unspotted. However, these experienced players will have deduced that i'm nearby from my torps, and if they haven't read our fleet comp already they'll figure out who they're dealing with quickly. I suspect this Bismarck captain knows the Asashio intimately from his highly competent responses. Or he's just frighteningly good. I had at least one torp hit on the Tirpitz, sadly it didn't sink but I had committed to putting a spread into each bb. Thankfully someone took out their CL. The Bismarck became my real issue; notice that I'd used the fast-reload (10s) button, fired my second volley and now i've got 47s and 1.16 to wait for torps. I did what I usually do in open water; hit s,s,s then t then e, e to park in smoke ... but I overshot a.k.a. s.n.a.f.u. so I had to back the truck up. While getting hammered. The Bismarck must come equipped with brass balls because he lined up on my smoke and started bearing down, which forced me into quick decisions. With the following consequences; I stayed in reverse, straightened up and this guy couldn't reload or spin his turrets fast enough to line me up, once past him I spun hard left to keep me in a tight circle around his slow traversing cannon. -my torps finally reloaded and I fired a tight spread at close range - he fired a full broadside at long last, it must have felt wonderful. If I survived this I just knew i'd be carrying little baby Bismarcks around inside - All of my torps hit him although a couple were surplus to requirements; results were predictable and as shown. Asashio Bismarck, Bismarck Asashio. She won't buff out. There's no flags for 4xTorps in the hull. Was the trade of destroyer for battleship worth it? It's easy to say yes, of course it was worth trading my HP pool for his much greater one. But, take a look at the numbers; we're now down to 1 dd while they have 3. It was an acceptable but not ideal result. The Asashio is just it's own thing; don't expect me to explain it as "It's just like this cruiser and that destroyer" because it isn't. The play style is tough but you can do things no-one else can do. I approach the battles with the following outline:- I'm there to kill the bbs. For 2 minutes i'll have no torps at the start of the game, and at the end when all the major ships are gone i'll be a gunship, shooting destroyers and evading cruisers. Start of game: hang back and let 'others' make contact. Battleships will emerge; ignore the other side of the map, and ignore requests for intelligence data, blinking grid squares and other signs that players expect me to be a normal and helpful destroyer. I can afford to fire some long range torps down channels at likely bb locations with low probability of hits, and there is no concern about friendly fire hits on dds and cruisers. Mid game: I am aiming to be close for launching torps at bbs, ideally there's a few in a group, and since few captains drive in a straight line for 15 minutes the truly long shots don't usually succeed. When a bb is engaged with other ships it's an excellent time for me to speed in, kill with torps, then hide and wait the 2 minutes for torps to reload. If a dd is engaged with someone else i'll happily engage them, the artillery is very decent for shooting a destroyer. Never sit still in smoke for more than about 25seconds, in any destroyer, at any time. The Asahi should be a dominant force in a Tier 6,7,8 match. Which it can't appear in. In a Tier 8,9,10 match i'm like the special needs kid in a wheelchair that they keep around for photo ops with an oversized team jersey, who can calculate Pi to 4000 places without conscious thought. As the Asashio is not able to appear in the lower ranked battles so I'm always up against top-tier opponents; they know all my tricks and how to avoid them. Waaaaaaah. Is the Asashio powerful? Of course it is, look at how the battleships have to respond to it. Would I buy it again? Hell No. Getting a kagero and buying a 12pt captain would result in a more variable, usable ship; but I would have had to do some serious grinding of IJN dds to get to that level. And it wouldn't be a premium ship. With 16km, 72knot torps. Put me down as co-dependent and passive-aggressive with this ship. Or maybe i'm not? Oh and one more thing!!!! The original torps, 67 knots for 20km (which is already a wierd mishmash): 124km/h / 20km is 9.41s, plus the 101s initial loading time ... your first torpedo hits at 20km would require basically an afk captain, or anyone driving predictably for 11m.42s. Unlikely? Pretty Unlikely. I had to salute the Bismarck; o7 for well played.
  15. V-170 can bring the business; however I note that 6 torp hits would have been more influential than the 24 shell hits combined. Use torps. Shame about the defeat after all that effort. Notice that I destroyed more than 1/4 of the enemy fleet and still going. But this doesn't end in victory ... gaw damn Carriers. There's almost no ship that can overcome your own fail team. *Maybe the Z-39 hmmm. Hit 'em with torps, hit 'em with shells. Then hit z and follow it in for the lulz. Victory! Who doesn't love reading that :-) V-170 Pros and Cons: Torpedos are almost a unique setup in that they are; side and forward facing, slow moving, and fast reloading. One of the common uses for these is to fire a single Torp from the front RHS of my ship, then steer Right a bit and fire another from the LHS front tube. The opponent will likely dodge quite easily, but he had to jump out of binocular view to do so, spending precious seconds aligning his ship toward/away from me during which time I am aligning my ship for its getaway+broadside of 2x2 torps. Another use is when approaching a corner and being able to fire a couple of torps without turning the entire ship to create a launch window. 59kph torps are slow by any standard and that's after the torp acceleration captain's skill ... leaving me with a 5.6km range. In practical terms, this ship needs to get in close using the speed boost then use torps at close range; switching immediately to guns which have high RoF (3.6s) and 9km range. Somehow it all works. With a 9 point captain. (PT, TA, BFT, Superintendent.) Guns: Shooting at bbs with 105mm's does no more than offend them. They'll shoot at you all the same, stay bow on to them (face toward them) and they'll miss enough times that you get in torp range; Tier 4 bbs aren't quick or accurate. If you set fire to them (unlikely, never a good main strategy) that's a bonus. If it's not your plan to get in torp range, why are you firing at them from 9k's? That would give them an ideal range to shoot you, reveal your position to the whole map and be incredibly unlikely to do meaningful harm. Shibby.
  16. This CV took my advice (stop launching planes) and we won on points. Any match where planes are around will be completely different for me as a dd player, but victory is still very achievable. Sometimes I like using torp view to watch my other torps blow a mother up. Note there are 3 volleys of torps are in the water which can be quite handy; fan out the first couple volleys then move and fire the 3rd volley side-on. The IJN Tier 4 has a couple of advantages; firstly it's small size, I sure have seen a lot of shells almost hit me. 2nd it's speed and manewbrability. Lastly and most importantly; the other players are simply hopefully not that experienced so you can get away with a lot of s*** that you can't in a higher tier match. Hunting the last CV at time of death.
  17. I've been primarily playing destroyers of the German variety along with some other stuff; it's a mixed bag. I'm a newish player, I believe that well-played destroyers make for victory and badly played destroyers, or a team that loses its destroyers early, will almost certainly lose. Naturally I bought the Z-39 as soon as I saw it ... Some of my comments are advisory in nature but YMMV. This post has become mainly the Z-39 due to limitations on picture uploads. So my first battle in the Z-39 wasn't a win ... I became the only survivor on the mid-West side then got chased all the way to the north, where I finally succumbed. The deep hp pool meant that I would have dropped sooner if in another dd. Who wants to get caught in a fair fight? F3 your opponent already, dont assume that your teammates are looking at what you are. At this tier the MAAS should have assumed hydro and accoustic search was in use, and count how many ships had eyes on him at the time of death. An achievable result for the Z-39, 2kills 46k damage. CV battles are always a lot tougher for dd's since so much of my/the gameplay relies on simply not being seen. There's a few thoughts on this screenshot; firstly, I always enjoy hitting z for shellview, especially whily my torps are hitting at the same time yay! 2 - Notice the panicky guy in chat pointing out the dd location? Z39 hydro means I could confidently say he was not that close to my position. 3 - Again I F3 my opponents since bbs rely so heavily on dds playing the spotter role. 4 - Notice my ship orientation is directly away from the larger ship? Makes it easier to run the WASD hax successfully, just wait for the muzzle flash then hit A or D immediately. 5 - I'm now the one and only dd on this team so kiting becomes my best strategy. Z-39 The Workhorse. Guess how much I love the Z-39? Some kid called 'Z39' will be seeking therapy one day. 'Defending the Cap' is not a strategy. 6 minutes in and we haven't pushed anywhere ... that left hand side was wide open. I make my views known without relying on subtext or persuasion :-)
  18. I shouldn't have enjoyed this ship as much, but I did. Quirky, and downright odd with the B hull, you can make it work... so long as its not bottom tiered.
  19. What to do next?!

    Hello one and all! TL:DR - Steer a noob in the right direction My name is Bartimus and I am new around these parts. Nice to meet all of you! I have gone ahead and made myself at home and started the grind! I began WoWs by grinding out a few cruisers and fell in love with the USN Destroyer line. To all the veteran players out there, what should I do next? I've obtained the USN Destroyer line from I to X. Ive picked up a few premium DDs on sale recently including the Sims, Okhotnik, Z-39, and the Anshan. I have really taken a liking to playing Destroyers if you didn't notice! ;-) Where should I focus my attention next? I have tried a few of the other nations destroyers but nothing has clicked as well as the USN DD line. Japanese lack guns, Soviets lack concealment and torps... etc I've tried to fit in around here and, joined a clan, [FAILD], for those that are curious, with ol Admiral Redhair at the helm. I have made some friends and really taken a liking to this game thus far. I am looking for some advice on what direction to take my game play. Should I branch out and play all the other nation's DDs? Should I grind out a cruiser line? Should I light a campfire and start playing a CV? Last but not least, should I putz along and blow my neighbors windows off with a massive BB? Anyway, I wanted to jump in head first and introduce myself to the community. I will see you out there captains! (but you won't see me because I am in a sneaky DD and will torp you :-P) Ahh, one last thing... my only bragging right thus far, my first and only Kraken obtained this evening. Have a great evening everyone. I look forward to playing with/against you!
  20. Name: "Z-39" Ship type: destroyer Class: Type 1936A (Mob)/Narvik Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the first installment of Naval Intelligence, I will be sharing with you my first review (and one of my first posts in the forum, fancy that); this review will be about no other, but the premium Tier VII German destroyer: Z-39. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius I will start off by sharing a bit of her past in this post. Z-39 was the last member of the Type 1936A (Mob)-class destroyers (also known as the Narvik-class by the Allies) that were ordered and built for Germany after the outbreak of World War II. Z-39 was built by the Germaniawerft, in Kiel, Germany. She was laid down in 1940, launched in December 2nd, 1941, and finally commissioned in August 1943. Z-39's service record under the Kriegsmarine flag is not exactly spectacular: she took part in sorties near Norway and the Baltic Sea. In 1944 she was damaged and was hit again while undergoing repairs, disrupting the process. She entered service once more in 1945 but nothing noteworthy occurred during that time. After the end of World War 2 in Europe, Z-39 was transferred to the United States Navy and was renamed DD-939. After extensive equipment trials, she was once again transferred, only this time to the French Navy, where she was cannibalized for parts in 1947 and was finally broken up in 1964. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Z-39 is powered by six Wagner oil-fired boilers that feed two Deschimag geared steam turbines, her power plant is rated at 70,000 shaft horsepower and produces 36 knots (66.6 kph, 41.4 mph). In the game, the destroyer can shift her rudder from one side to the other in 4.5 seconds stock and has a turning circle radius of 670 meters, her maneuverability is somewhat similar to Błyskawica's, and thus pales in comparison when compared to Sims', Gadjah Mada's or Mahan's. Her main armaments are one of the traits that set her apart from other nations' counterparts, considering she is armed with four 150 mm L/48 LDrh LC/38 guns, with two encased in a dual turret facing forward, and the other two on single mounts facing aft. This peculiar armament allows her to severely damage cruisers that are in close ranges and showing a broadside with her armor-piercing shells, while her high explosive shells are sufficient to set ships on fire and damage unarmored sections of a vessel; however, these guns will make gunfights with fast-firing destroyers more hazardous due to their rate of fire of 8 shots/min. (7.5 seconds) and a turret traverse of 8 deg/s that occasionally trails behind the desired aiming direction when executing hard or exceedingly aggressive maneuvers. Z-39 is also equipped with two 533 mm quadruple torpedo launchers that use the G7 "Steinbarsch" (rock bass) torpedo. This projectile travels at an adequate speed of 65 knots to a maximum range of 8.49 kilometers, its warhead is capable of dealing 14, 400 damage and can send any ship to the bottom or at least cripple them enough to finish the job with gunfire or assistance from other ships. The torpedo tubes are fully reloaded after a relatively small period of 90 seconds (1 minute, 30 seconds). The last specifications I will touch upon will be her anti-aircraft suite and her concealment since armor values for a destroyer do not vary that much; however, '39 is a big destroyer, and this makes her prone to activate fuzes on AP shells even when presenting herself horizontally to the enemy. The destroyer possesses an AA suite that is good enough to shoot down the occasional spotter or catapult fighter but doesn't have enough stopping power to shoot down entire squadrons if an aircraft carrier decides to target you. When fully specialized in concealment, her air detection is equal to her stock AA medium-range aura of 3.5 kilometers. Now, Z-39 is a stealthy tier 7 destroyer thanks to her ability to equip Tier VIII upgrades in the fifth upgrade slot (this includes the concealment system modification that reduces her detectability radius by 10% and increases the maximum dispersion of incoming fire by 5%). Her base detection ranges are not great, however, she's spotted at 7.74 km on the surface and at 4.38 km on the air, but this can be reduced by using camouflage, training Concealment Expert on your commander, and purchasing the concealment upgrade reaching detection ranges of 6.1 and 3.5 kilometers respectively. Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Lovers of the German line and the 150 mm guns specifically will find themselves at home with this premium Tier VII destroyer, she is essentially a down-tiered Z-23 with all the bells and whistles that define her, such as a very large health pool for a destroyer of 19,600 hit points (100 more points than the B hull of her older sister). One can adopt a hybrid style, blending gunboat and torpedo-boat traits, also, the transition between torpedoes or gunnery as main damage factors is not uncomfortable; she can push when she's needed to do so, and she can also defend an area with a division or friendly destroyers exceptionally well with torpedoes. By the time of this review, I'm running Z-39 with a 10-point commander with a rather generic destroyer build: Priority Target, Last Stand, Superintendent, and Concealment Expert. Now, she can benefit from using skills like Adrenaline Rush, Preventive Maintenance, Jack of All Trades or Survivability Expert, so prioritize the usage of your skill points according to your playstyle or recommended builds proposed by the community. Note: Be careful of using Advanced and Basic Firing Training on this ship. Her main armaments exceed the gun caliber limit that is allowed by these two skills, which is 139 mm, making them only affect your AA guns. Consumables "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Where to begin when there are so many? Z-39 has access to your typical destroyer damage control party, German smoke, engine boost, and a hydroacoustic search consumable with a range of 4.4 km (unheard of amongst destroyers of Tier VII with the exception of Leberecht Maass). These consumables allow Z-39 to become a very adaptable and supportive vessel in combat, as stated before, her wide array of consumables and good combination of stealth, speed, and firepower allow her to perform any task one could ask for from a destroyer rather well; she needs her team's support in order to succeed and not succumb to focused fire. Keep this in mind when you see a Z-39 on your team. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag What better way to sink your opponents other than looking good while doing it? Z-39 is a looker when it comes to destroyers, her Atlantic bow adds a very nice touch to her profile and it combines really well with her bridge and her forward gun turret. It's almost as if you had a modern destroyer at the front and a slightly more old-fashioned design at the rear. This is a really nice combination in my book, and her premium camo only helps her case in my eyes. Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Z-39 is a very capable destroyer that can reach its full potential in a division or with very good coordination with your teammates. She is a worthy opponent in Random Battles, and in Co-op, she is rather entertaining (though I found myself craving for other players on the enemy team to show off the ship's looks and capabilities). This destroyer is also quite expensive to run (just look at all those consumables and tell me it wouldn't hurt to have to replenish them all with your hard-earned credits after a battle) but overall, she is a very rewarding experience to play, once you've come to terms with her limits and niches. Did I mention she is a premium destroyer? If you're out on the market for a German DD/CL trainer, Z-39 is a very good and solid choice (and only one in the immediate future, since T-61 sailed into the sunset, and has yet to return). So there we have it, my first (and hopefully not the last) review! Captains, did you like it? Do you have any suggestions or questions? Please, let me know. "Ad Astra per Aspera" Phantom out. References Whitley, M.J. 1988. Destroyers of World War Two: An International Encyclopedia. Naval Institute Press. Pages: 67-68. Recovered from: https://babel.hathitrust.org/cgi/pt?id=mdp.39015020687821;view=1up;seq=9 Wargaming.net. 2018. Z-39, website: http://wiki.wargaming.net/en/Ship:Z-39 Wargaming.net. 2018. Błyskawica, website: http://wiki.wargaming.net/en/Ship:Błyskawica Wargaming.net. 2018. Gadjah Mada, website: http://wiki.wargaming.net/en/Ship:Gadjah_Mada Wargaming.net. 2018. Mahan, website: http://wiki.wargaming.net/en/Ship:Mahan Wargaming.net. 2018. Leberecht Maass, website: http://wiki.wargaming.net/en/Ship:Leberecht_Maass Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes In-game images recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  21. What line was your first objective

    Personally mine is USN BB's. Why? I live in canada so that and UK where the closet representation. Also big bad BB's lol
  22. Simple poll. Where do the potatoes hide? What are the 2 most influential classes of the 3 main surface vessels? This is for random play not clan battles or ranked. My personal opinion. BB by a landslide is the worst played. It's not even close. Bad players flock to it like a moth to a flame. Why? They are the most forgiving class to play. Most influential would be BB and DD. While I love playing cruisers I am full aware it is full on tryhard mode, especially in high tiers. I think DDs are in a good place as are BBs for the most part. Cruisers could use a bit of work. They are a DoT class, but are the most susceptible to be insta-deleted more than any other save for a DD catching a torp. BB citadels have gotten smaller and smaller over the years, yet cruisers for the most part remain huge and easy to hit. My opinion would be to either lower or reduce the citadel size of cruisers as a whole or to reduce the amount of max AP damage from BBs. Your thoughts? What is your choices and why? What could WG do to mix things up and improve the game?
  23. Premium Ship Review: Z-39

    The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to 0.7.4.1, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - 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. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews. For a list of my other reviews, please visit this thread. Destroyers and Cruisers are linked on post #2. Battleships and Aircraft Carriers are on post #3.
  24. Which destroyer line for me?

    Hey everyone, I've taken an interest in the destroyers in WoWS. I grinded up to Kagero and Mahan, but I can't decide which one to continue (or if I should start a new line entirely). My stats overall aren't great, but in IJN DDs, I've doing really good until I got to the Kagero. I'm a very aggressive player (which gets me killed a lot), but I want a DD that rewards this playstyle. In most of my games, torp damage gives me the majority of my overall damage. Please help me decide which line to grind. Thanks!
  25. My typical dd captain skill build is: Preventative Maintenance over Priority target (If I am spotted I am being shot at) Last Stand Survivability Expert Concealment Expert then Radio Location. Now I have a quandary... I know that premium consumables makes Superintendent unnecessary in most matches, so I don't even consider it anymore. I am left with Basic Fire Training, Torpedo Reload, or Demolition Expert. Here lately I am leaning away from Torpedo Reload- even for torpedo boats like the Shima... So that brings it down to BFT and Demo Expert... sooo... TL:DR What does better damage with Adrenaline Rush? Basic Fire Training or Demolition Expert?
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