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Found 226 results

  1. The following is a review of HMAS Vampire, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of December 5th, 2017. The Hickey giving Lolibote. Quick Summary: A destroyer-hunter with decent guns and a terrible torpedo armament. Cost: Earned through a four-part mission. Destroy 20 ships. Win 7 battles. Earn 25,000 experience. Deal 750,000 damage. Alternatively, it may be bought in a bundle $26.29 USD, including a port slot, commander, flag, doubloons, upgrades and 14 days of premium time. Patch and Date Written: 0.6.14.0, December 1st through 5th, 2017. Closest in-Game Contemporary Clemson, Tier IV American Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique High praise, indeed, but misleading. Vampire closely resembles Clemson in the gunship / destroyer hunter role. Both ships bring a surprising amount of main battery firepower at their respective tiers. Neither ship could be counted as steatlhy. Neither ship could be described as exceedingly agile or quick at their tier. Their similarities largely end there. PROs Good hit point pool for a tier 3 destroyer at 9,500. Excellent gunship performance with high DPM for its tier. X-turret can rotate 360º making it easy to shift fire from port to starboard when charging the enemy. Torpedoes can be launched individually. Gains no surface detection when firing guns in smoke. Uses an American Smoke Generator consumable with longer emission and duration times. CONs Guns are small caliber, unable to directly damage extremities of battleships with HE shells. Poor shell ballistics. Only a single triple torpedo launcher, greatly limiting her alpha-strike potential. Torpedoes are slow, short ranged with a large surface detection range for their low speed. Poor overall concealment. It's been a long time since we've had a helping of low-tier ships. The last entry-level premium to hit World of Warships was the Russian cruiser, Oleg, back in February of 2017, which I admit I didn't receive very enthusiastically. Vampire thankfully changes this. On paper she doesn't look terribly exciting. She's a four-gun destroyer with a limited torpedo armament. I am happy to say that she surprised me. Options Ah, low tier ships. They're so much easier to review because there's little weirdness down at these tiers. HMAS Vampire still surprises, though. She uses the American Smoke Generator, which has an increased emission time (23s vs 20s) and increased duration on the individual clouds she creates (109s vs 69s). Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Two slots, standard destroyer upgrades Premium Camouflage: Standard Type 9/10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Be careful of loading up on too many premium consumables at low tiers, however. You earn less credits and experience at tier III than you do with a tier VIII premium, for example, and the 22,500 credit resupply price tag of these consumables can eat into your rewards significantly. I would prioritize them in order of Damage Control Party first, then Smoke Generator and leave off Engine Boost altogether. Here's your quick and dirty upgrade guide: Take Magazine Modification 1 in your first slot. Mitigate those Fun and Engaging explosions. Follow this up with Propulsion Modification 1 for your second. Speed is life in a destroyer. This will help keep it intact. Special Upgrades! HMAS Vampire isn't compatible with any special upgrades, so don't worry about it. Firepower Primary Battery: Four 102mm/45 rifles in an A-B-X-Y superfiring configuration. Torpedo Armament: Three tubes in a 1x3 launcher mounted down the centre line behind the funnels. I admit that it took me a few games to finally figure out what I was supposed to be doing with HMAS Vampire. I stubbornly wanted to use her as a torpedo boat and this ship fought me the whole way. I had dismissed her main battery armament out of hand when I saw their performance stats. Combined with her anemic torpedo armament, she was a destroyer with few apparent charms. In truth, she's a gunship destroyer, well suited to hunting down enemy destroyers and harassing enemy cruisers. Vampire will help your team dominate capture points and annoy the Hell out of larger vessels. The combination of tools she has to accomplish this are as subtle as they are interesting and they took me by surprise. Before I sing the praises of Vampire's main battery guns, let's get their flaws out of the way. These are very telling and must not be ignored as they will largely dictate the successes you can enjoy with these weapons. Poor HE and AP penetration values. Poor fire starting qualities. Poor ballistic arcs over long distances. Penetration So let's talk about penetration (lewd!). You'll be reliant upon HMAS Vampire's HE shells as her AP shells just don't have the bite at range, leading to a lot of bounces and ricochets. Even if a cruiser gives up their broadside, your AP shells will struggle to citadel them outside of 5km ranges. Protected cruisers are all but immune to citadel hits from her. Testing revealed the following values as the upper limits of their penetration which worked out to the following: 100mm @ 3.6km - Equivalent citadel protection of most protected cruisers. 76mm @ 5.3km - Citadel protection of most scout-cruisers and destroyer-leader cruisers. 50mm @ 7.8km - Extremities of battleship belt armour 32mm @ 10.2km - Adequate to damage most "soft" areas on cruisers, battleships and aircraft carriers. Short of suicidal ranges to blow out the citadels of cruisers, the only time you should take AP shells is to hammer battleships in their upper hulls and extremities. Even this damage will fall away if the ship begins to angle. Her reliance on AP shells to hurt battleships comes from the lack of penetration on HE shells. Vampire can only penetrate areas of 16mm worth of armour or less with her HE. Low tier battleships have a minimum of 19mm worth of armour protection outside of their superstructures, ensuring that almost everything thrown at them by Vampire will shatter without effect. This can be mitigated with a commander using Inertial Fuse for HE Shells, which props up her penetration to affecting areas of up to 21mm. Now that talking about penetration has got you all hot and bothered, let's turn up the heat and talk about fire. Vampires like fire, right? Fire Starting Wrong. She's terrible at this. It's almost like Vampires were allergic to fire or something. HMAS Vampire has a 5% chance to start fires per shell hit. Given her limited Matchmaking, we can easily calculate her fire chances per shell. Right click and "View Image" to enlarge. HMAS Vampire's fires per minute versus ships between tiers 2 (purple), 3 (green) and 4 (red) both stock, with fire prevention upgrade (Damage Control Mod 1), skills (Fire Prevention) and a combination of the two. HMAS Vampire will never be a stellar firestarter, unlikely to ever exceed 4.0 fires per minute, even with the assistance of Basic Fire Training, Demolition Expert and Adrenaline Rush. While it's possible to farm some damage via fires, this will not be where the majority of her damage comes from -- this goes doubly so if you take Inertial Fuse for HE Shells to help you damage battleships directly. You can hope that some battleship will mismanage their Damage Control Party but she's really going to struggle to hurt those big ships with her guns. Ballistics They're worse than the USN 127mm/38s that we all know and love. Don't bother with learning Advanced Fire Training -- your lead times are over one second per kilometer at those ranges. If you keep engagement distances under 7km, you'll have 5 second lead times which is more than manageable, even against fast moving lolibotes. AND NOW THE GOOD STUFF... HMAS Vampire's guns have poor ballistics, poor fire starting and their penetration values are found wanting -- so what (if anything) is good about them, you may ask? Two things, really: Solid DPM Excellent fire angles Damage per Minute Vampire's damage per minute is solid. When you compare her to her contemporaries, she comes out looking very good even when bottom tier. This is important. When you come across enemy destroyers, you want to have your guns singing right from the start. Let other players fumble trying to get their torpedoes away -- you should be taking the early lead in getting damage out. Unchecked, Vampire will quickly overwhelm another destroyer. Damage per Minute (x103) with HE shells with main battery guns for tier 2 & 3 destroyers (in red) and 3 & 4 destroyers (in purple). As a destroyer hunter, HMAS Vampire is very well equipped to outgun other lolibotes, even when bottom tier. She's capable of keeping pace with even such vaunted gunships as the American Clemson-class. Players should endeavour to increase their firepower with Basic Fire Training to help overwhelm opponents quickly. Them firing curves What makes Vampire so good at fighting off would be slayers are her forward fire angles. On the attack, she can bring A, B and X turret to engage enemies a mere 7º off her bow. Y turret can join in at 30º. This makes her extremely dangerous in the pursuit, allowing her to maintain 75% of her firepower in a chase without letting opponents open up the distance. But it gets better. X-turret can rotate 360º. This mitigates her sluggish turret traverse of 10º/s and it allows Vampire to zig-zag while approaching enemies and have three guns once again singing within 2 seconds of beginning the turn. Thus, HMAS Vampire can dodge while maintaining a high volume of fire -- far more so than any of the other destroyer she faces, at least so long as she's on the attack. If you surrender the initiative and you're forced to retreat, the 294º and 284º arcs of the forward guns are less than impressive. Provided you can force your lolibote opponents onto their back foot, Vampire will win out on most DPM races. And this is a good thing because her torpedoes are downright unfortunate. I like to imagine Vampire's torpedoes have a primary job -- to sweep enemy smoke screens clear of camping destroyers. Beyond that, any damage they do is just icing on the cake. Vampire's torpedoes aren't easy to use. They're slow. They have a large surface detection range relative to their speed. They don't reload quickly. And, for such limited armament, they don't hit especially hard either. HMAS Vampire has a single triple torpedo launcher. While her torpedoes may be fired individually, her combined volley of three fish doesn't have enough of a high damage yield to seriously threaten a full health battleship. Once you factor in damage mitigation and saturation effects to the extremities, Vampire is incapable of effectively destroying a hale and healthy battleship in a single salvo. She must give way to battleship and rely on damage over time effects or slowly chipping away at Dreadnoughts to bring them down. Summary: Excellent destroyer hunting guns, especially for twisting and dodging knife fights. Decent at harassing cruisers and aircraft carriers with a combination of fish and guns. Really struggles to do damage to battleships. DurabilityHit Points: 9,500Maximum Protection: Up to 10mm Hit point totals of destroyers when Vampire is top tier (green) and bottom tier (blue). There's not a whole lot to talk about here. Vampire has a healthy slug of hit points for a tier III destroyer but she's unremarkable when stacked up against tier IV destroyers. She's still a destroyer, with all of the inherent vulnerabilities therein, such as no armour, exposed magazines and a propensity to take module damage from loud noises half a kilometer away. Survivability Expert is a skill worth considering, though, adding 1,050 hit points to Vampire's totals (an 11% boost) given her role as a destroyer hunter. This would put her hit point total just shy of Shenyang's at 10,550. The combination of the extra hit points and her DPM can mean all of the difference. Manoeuvrability Top Speed: 34.0knotsTurning Radius: 520mRudder Shift: 2.5s Maximum Turn Rate: 8.5º per second. Vampire won't win any prizes for her agility at tier III. When top tier, she's just slightly faster but noticeably less manoeuvrable than her opponents. When bottom tier, she's just slightly slower but with comparable agility to all of her contemporaries. Mediocrity truly defines her in this category, with no traits that truly stand out, but without any telling weaknesses either. An Orion gets ambushed by Vampire. Three, single fired torpedoes stack on top of each other's wake. With a fire already burning, this dreadnought is unable to stop the resulting flooding. This is one of the few ways Vampire can take down larger ships with any kind of haste, but it requires careful setup. Concealment & Camouflage Base Surface Detection Range: 6.48km Air Detection Range: 2.97 km Minimum Surface Detection Range: 5.66km Main Battery Firing Range: 10.11m Detection Range when Firing from Smoke: 2.0km Surface Detection Rank within Tier: 4th out of 6 destroyers Surface Detection Rank within Matchmaking: Tied for 14th out of 19 Destroyers For a low tier destroyer, HMAS Vampire has a large surface detection range. She's not Clemson-bad, but she shares the larger surface detection radius of Shenyang. When stalking other lolibotes, this can be a real issue as she can have as much as 900m to sprint through to find the ship that's spotting her. If this sneaky opponent is staking you out for her bigger friends, the last thing you'll want to do is extend further. The only consolation is that low tier maps are small and claustrophobic with all of their island cover. Your reliance on open water stealth is of less importance provided you can slip from island to island to get closer. An interesting quirk of Vampire's guns is that they do not penalize her at all when she fires from smoke. Her surface detection when firing in concealment is no different from her automatic detection range (2.0km). But speaking of her weapons, it's only with a full concealment build (Concealment Expert + Camouflage) that Vampire can get sneaky enough to dump her fish without being spotted. She has less than 400m window from which to do this, but hey, it's something. Anti-Aircraft Defense AA Battery Calibers: 40mm / 20mm / 13.2mmAA Umbrella Ranges: 2.5km / 2.0km / 1.2kmAA DPS per Aura: 11.4 / 3.4 / 8.2 That Vampire has any anti-aircraft firepower at all should be considered amazing -- many low tier premiums do without entirely. It's safe to say that her AA-power isn't good, but at least it's present. You might shoot down a plane through the course of a game -- especially if an enemy CV attempts to keep you spotted. Neither Langley or Hosho can afford to lose many aircraft, so every kill will help. At least, that's what you need to tell yourself while your guns shoot ineffectively at enemy aircraft. The Lolibote and the Damned Seeing as the British Commonwealth doesn't have a techtree, you can really spoil yourself and custom build a commander specifically for HMAS Vampire. This may have some overlap with HMAS Perth and any future releases Wargaming brings out of haidaing down the line. Your first 10pts should look like this: Start with Priority Target. Next take Last Stand. Basic Fire Training should be your next choice to get your DPM up on your guns. Finish it off with Concealment Expert. Your job is to protect your big friends from the predations of enemy lolibotes. To this end, take the following skills: Vigilance - not only to spot torpedoes aimed at you, but also to sniff out Deepwater torpedoes for your big friends behind you. The more warning you give them, the more time they have to figure out what WASD does (also, the more hilariously epic your facepalm will be when they die to them anyway despite having been spotted 5km out). Survivability Expert - Some lolibotes, like Clemson and Shenyang, like to fight back. Teach them who the apex predator really is. Besides, you know you'll be using this skill with the next British Commonwealth destroyer. ♥ Demolition Expert - To give her fangs more bite when only larger prey remains. No means no! Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Vampire is a challenging bote for a novice destroyer player. Her torpedoes such and her mainstay is the ever-so-dangerous destroyer knife-fight and firing from smoke at larger ships. You have to have good reflexes, solid gunnery skills and at least basic knowledge of concealment to make her work. Skill Ceiling: Low / Moderate / High / Extreme Veterans will find Vampire a very comfortable fit, rewarding them for using an abusing concealment, being able to snipe with her single-fire torpedoes and bullying capture points. She's held back in her carry potential by the lack of a high-alpha strike and her issues with concealment. Mouse's Summary: -bote. Proof positive that you don't need consumable gimmicks to make an interesting, fun ship. Enjoy making Pan Asian destroyers cry. Vampire chews on enemy lolibotes until they're dead. As a destroyer predator, Vampire is arguably the best in this role at her tier. There's a very real need in low tier games for a destroyer-hunter role -- it's one of the reasons Clemson is so adored by those who have discovered her potential in this regard. In fact, Vampire could be compared quite reasonably with Clemson -- both ships bring a surprising amount of main battery firepower to any engagement at their tier which makes enemy lolibotes cry. Recent changes to the meta with the introduction of the Pan Asian destroyer line has only amplified this need. I cannot stress how important a job this is. Take one look at the destroyer lineup in tiers II through IV. Umikaze, Wakatake, Isokaze, Longjiang, Phra Ruang, V-25, Clemson -- these are all seal clubbing dream-boats. They are overpowered little devils. Vampire may be named after a monster, but the list above list are the real fiends. When playing Vampire, you get to be the hero that saves those poor, innocent baby seals from these nightmares, especially when they're crewed by veterans. Vampire trumps the torpedo boats and gives even Clemson something to worry about Can a ship that preys upon overpowered ships avoid the label herself? I'm convinced Vampire does. While she may be well designed for winning knife fights against enemy destroyers, her attack power versus battleships is lackluster. She does alright against cruisers -- though she's very reliant on smoke to engage them with any degree of safety. I'm very excited about this ship. She has no real gimmick, she offers solid game play with a definite purpose and she demonstrates good performance. I hope we see more ships like her in the future. Would I Recommend? HMAS Vampire can be earned for free if you're willing to put the time in to do so. This mission ran on the North American server from December 5th through 20th and was a four-part mission. You needed a tier IV ship at a minimum and had to accomplish the following in subsequent steps in any battle mode of your choosing. Sink 20 enemy vessels. Win 7 battles. Earn 25,000 experience. Deal 750,000 damage. She's well worth putting the time into acquiring -- especially if you'd normally be playing anyway. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Vampire really lacks the hitting power you want to contend with bots in Co-Op. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Honestly? No. Low tier premiums do not have good credit or experience earning coefficients in of themselves. The British Commonwealth line does not have a tech tree associated with it either. About the only thing she'd really be good for, then, is farming signal flags. I had a lot of success hoovering up Confederate and Kraken Unleashed medals with this ship, but understand your own performance level. If these medals are rare for you, Vampire may make them a little less rare. Maybe. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. Stat pad to your heart's content with Vampire. She's a strong ship and a perfect little chariot to hunt would-be seal clubbers in Pan Asian and Japanese torpedo ships. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. HMAS Vampire had earned five battle honours by the time of her loss in 1941. There's a lot of history in this little boat. For Fun Factor: Bottom line: Is the ship fun to play? Very yes. She's very comfortable and fun to play. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  2. How many times have I read that Destroyers are overpowered, that they should be nerfed or even removed? I understand that most people are frustrated by them but they are not overpowered. I will try to explain why and how you can handle them better. If you still believe that Destroyers are overpowered let me know and I will explain you why this is not the case. The Sirene
  3. The following is a PREVIEW of the upcoming Pan Asian Destroyers which Wargaming very kindly provided me. The statistics discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. How would these ships rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- Grossly uncompetitive and badly in need of buffs. Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous. Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing. OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. This thing is so horribly broken, it's not even funny. It's not like her guns aren't viable either. I want to bring this thing into a tier 10 match. Yeah, she's that broken. I swear, the only reason I didn't rate Phra Ruang as 'overpowered' was that she doesn't feel like an enormous improvement over Longjiang. Her torpedo arcs are terrible. DEEPWATER TORPEDOES With the exception of the premiums Loyang and Anshan, the entire destroyer line makes use of something called "Deepwater" torpedoes. These have their own funny icon in port -- being a sort of muddy brown colour instead of the steel grey with a red-tip like other fish. Pan Asian deepwater torpedoes cannot strike any destroyer at all. They will pass harmlessly underneath them -- friend and foe alike. This makes the Pan Asian destroyers entirely reliant upon their guns to handle enemy lolibotes in scraps on the playground. The in-game UI will warn you when you try and target someone with a deepwater torpedo that you cannot strike. Deepwater torpedoes gain an advantage to offset this weakness -- the range at which they're detected is reduced. In the low tiers, this is still manageable in order to protect new players. Longjiang has a 1.1km detection radius on her fish. This carries through until tier 5 where it drops down to 0.8km, giving as little as four to five seconds worth of reaction time for ships they engage. Scary stuff. After two tiers of clubbing baby seals you get this thing. I admit, I was excited when I saw it was a Minekaze-class. I was less excited when I saw she had two triple launchers instead of three doubles. But, the real disappointment is her hitting power. Ostensibly, she's supposed to be a balanced gunship / torpedo-boat. Yeah, you read that right -- an IJN destroyer gunship. Remember how well that worked last time? You can make a go of it, but it's not a lot of fun. And then things get a whole lot bleaker. Like Shenyang, Jianwei is meant to strike a balance between a gunship and a torpedo boat. The Royal Navy 120mm/45s take some getting used to, but they do set fires well. Jianwei is really the low-point in the line, mostly because her torpedo armament is painfully short ranged at 6.4km -- scarcely further than your upgraded surface detection of 6.0km. This is where I would be spending my free-experience if I was going to skip anything. SMOKE GENETATORS All Pan Asian destroyers have access to the same Smoke Generator consumable. This does not change from tier 2 to 10 and it has some unique properties which makes hella jealous. It dispenses smoke for 30s (instead of 20 like with other nations, excluding the USN). The reset timer is only 120s / 80s (instead of 240s/160s). And here's the kicker -- the smoke lasts for 70s. Finally, you get one extra charge to use, meaning that with Superintendent and a Premium consumable, you have 6 charges to play with! If you did your math properly, this means there's only 10s between when your last smoke cloud disappears and the generator is ready to be used again. With skills and signals, you can have it available immediately. Pan Asian destroyers are very slippery in this regard. They only get seen when they want to be seen. Or when their player is being a total derp. Either or. Hey, look, it's this boat again. These have always been solid performers. In the Pan Asian line, Fushun is a good balance between a gunship and a torpedo boat. In this regard, her performance sits closer to Anshan's than Gnevny's, with a 7% fire chance (instead of 8% of the lead) and 8km torpedoes. If you're like me and you've played this class to death, this ship may end up feeling a little dull. Fun fact, Gnevny now has finally displaced the Omaha-class as having the most sister-ships in the game! Allow me to quote Wikipedia <ahem!>: "The design was intended as a smaller follow-on from the preceding Tribal class..." Did you see that? Wargaming tried to haida a Tribal-styled destroyer in the Pan Asian line! ♥ Now if you'll excuse me, I need to go change my pants. ORIGINS The Pan Asian line contains destroyers from a variety of different nations, including (but not limited to) the United States, United Kingdom and Soviet Union. As you climb up the tech tree, the style of play may change suddenly and dramatically, shifting from a torpedo-dominant meta to requiring you to play like a gunship instead. This has pros and cons. On the one hand, you get to try out a variety of different ships and playstyles -- you're likely to stumble onto something you really like. On the other hand, this can feel quite jarring and unfortunate when you leave behind something you really enjoyed -- it may not reappear further down the line. The two traits which unite the whole line together are their smoke generator consumable and their deep-water torpedoes. Alright, I'm back! Where are we? Ah, yes. Things get decidedly American from here on out. At tier 8+ you can take a modified radar consumable on your Pan Asian destroyers, but you have to sacrifice your Smoke Generator to do it. Hsienyang's radar lasts all of 15 seconds with a 7.5km range, which is super risky if you're playing solo and relying on your team mates to drag your butt out of the fire. In team and division play, this is a much more viable option. Do note that the Pan Asian destroyers do not get access to Defensive Fire. RNGesus be praised. This is, hands down, one of the best ships in the line. It's a Fletcher with the same handling as USS Kidd. Those torpedoes are absolutely horrifying with how little time enemy ships get to react. I had a blast terrorizing battleships in this thing. Like Hsienyang, you can swap her smoke for radar (active for 17s) which opens up all sorts of nastiness for team-play. Fun Fact: Fletcher just bumped Anshan off the podium and now shares the honour of having just as many sister-ships in game as the Soviet destroyer. Did you hear that? That's the sound of Shimakaze players everywhere pooping themselves in rage that they can't be as sneaky and as effective at sniping battleships with torpedoes as this thing. The only thing that keeps this thing from being overpowered is her inability to hit other destroyers with these fish. Even then, good gravy, she's a beast.
  4. The following is a review of USS Kidd, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of November 9th, 2017. With historical ties to the vessels Essex, Alabama, Arizona and Black which also appear in World of Warships. Quick Summary: A Fletcher-class lolibote that sacrifices one quintuple torpedo launcher and manoeuvrability for improved speed, anti-aircraft firepower and a Repair Party consumable. Cost: The equivalent of 9,100 doubloons Patch and Date Written: Patch 0.6.12.1 to 0.6.13.0, October 28th to November 9th, 2017. Closest in-Game Contemporary Fletcher, Tier 9 American Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique There are many small differences between the two ships. The most telling are their speed, consumables, torpedo armament and anti-aircraft firepower. Kidd is faster than Fletcher but she doesn't handle as well. She has only a single quintuple torpedo launcher and she's stuck with Fletcher's stock torpedoes. Her anti-aircraft is improved with additional 40mm Bofors and 20mm Oerlikons. As a tier VIII ship, she has less hit points than Fletcher but she compensates for this with a Repair Party consumable. There are other minor differences too, such as Kidd having slightly worse concealment by air. PROs Comes with a Repair Party consumable. Armed with five rapid-fire 127mm rifles with amazing turret traverse speeds of 34º/s. Excellent AA power for a destroyer, including access to Defensive Fire. Good top speed of 38.0knots. She's very stealthy with a 5.80km surface detection range with a full concealment build. Combined features make her an excellent forward scout. CONs The shell flight time on her 127mm/38 guns is horrible. She has only a single torpedo launcher. The torpedoes are the same fish found on Benson (the stock torpedoes for Fletcher -- boo-urns). The reload on this torpedo launcher is longer than HMCS Haida's development time (Summer 2018, maybe?) Emphasis on "for a destroyer" in regards to the excellent AA power thing. They require a deep investment in skills to make them a credible threat and then only with her Defensive Fire consumable active. Large turning circle for a destroyer at 620m. She's not doing a lot of damage on her own with her current build, making her more reliant on support-damage to be profitable. I'm always excited to see new tier VIII premiums. They feel, I dunno, more legitimate than other premiums. It's a silly sentiment, but they truly are the flagship vessels in a given line. People look to them not only for grinding out experience to train Captains, but also to earn credits to help maintain their fleet. Tie in the added bonus of the competitive meta surrounding tier VIII in Ranked Battles and tournaments and it's hard not to get excited. Seeing the United States Navy finally get some tier VIII premium love in 2017 with Alabama and Enterprise has certainly been a highlight for me. I couldn't be happier to see USS Kidd join the fleet. At least, that was my initial sentiment until I played her. For those unaware, she had a rather troubled and delayed development cycle and for a while, it was anyone's guess whether she'd actually make it into the game or not. The ship we received looks normal enough on paper, but her looks can be deceiving. What we've received is a highly specialized vessel with a very distinct role at which she excels. Getting the most out of this vessel is a real challenge. Truth be told, USS Kidd reminds me a lot of USS Sims in terms of game play. Options Well, there's one fun little surprise here with Kidd's Repair Party, but the rest is to be expected. Her Damage Control Party is standard for a destroyer. Kidd is an American lolibote. Right out of the gates, she has access to the improved Smoke Generator for that nation. This improves not only the smoke cloud's duration (124 seconds vs 89 seconds at tier VIII), but also the emission time of the smoke (28 seconds vs 20 seconds at tier VIII). In short, it allows USN destroyers to lay more smoke which lasts longer. In practical terms, Kidd can generate up to 10 individual smoke clouds maximum. This comes with the standard two charges by default. Now let's talk about the exciting bit: Kidd's Repair Party is a standard version of this consumable. Kidd queues up 100% of fire, flooding, ramming and overpenetration damage. She queues up 50% of everything else. It's nice not to have to worry about citadel hits. Each charge heals up the standard 14% of the ship's maximum HP (2,338 damage in Kidd's case) over 28 seconds. This comes with two charges by default. Finally, Kidd must choose between the Engine Boost consumable or a Defensive Fire consumable. I say this is a "choice" but it's not. Take Defensive Fire. The destroyer version of Defensive Fire has a reduced active period of 30 seconds compared to the 40 seconds of a cruiser version while sharing the same 180/120 second reset timer. However, the DPS gain from the destroyer consumable has increased from x3 to x4 with patch 0.6.13. Either one of these consumables comes with two charges by default. Make sure you load up on as many premium consumables as you can afford. Kidd is an expensive ship to run. Consumables: Damage Control Party Smoke Generator Repair Party Engine Boost or Defensive Fire Module Upgrades: Five slots, standard destroyer upgrades Premium Camouflage: Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. This is the gorgeous Measure-22 paint scheme which you will also see on other American premiums like Missouri, Alabama and Massachussetts. We're going to build Kidd to emphasize her AA power. In her first slot, take Magazine Modification 1. She's a destroyer with a Repair Party. Your cause of death to detonations just went up because you can take more hits than other destroyers. In your second slot, take AA Guns Modification 2. This will bump up your AA range handsomely and better allow you to assist allies when they come under aircraft attack. In your third slot, take Propulsion Modification 1 to help keep your engines intact. It will help a little and speed is life. In your fourth slot, take Propulsion Modification 2. You may find yourself parking in smoke on occasion and this will give you a nice jump start. And finally, take Concealment System Modification 1 to make yourself sneakier. Special Upgrades! There are three Special Upgrades worth considering. If you don't have access to these, don't worry about it. They are rare. You can win them from Super Containers or from Ranked Battles and other events. Smoke Generator Modification 1 would replace AA Guns Modification 2 in the second slot. This increases the smoke generation time for Kidd from 28 seconds to 36 seconds but reduces the individual cloud duration to 118 seconds. This isn't a very strong choice. If you wanted to throw away Kidd's anti-aircraft firepower advantages and reduce your spotting-experience gains, go nuts, but it's a loser move. Next up in the Special Upgrades you won't be using but technically are compatible with Kidd is Engine Boost Modifiaction 1. This competes with Propulsion Modification 1. You won't take this because you'll have Defensive Fire and not Engine Boost on this premium like a smart person. And finally, also competing with Propulsion Modification 1 is Defensive Fire Modification 1. Now this seems like a no brainer -- it increases the active time of Kidd's Defensive Fire from 30 seconds to 36 seconds. The only reason I would imagine that someone wouldn't want to stick this on Kidd would be the rarity of the consumable and the demand to put it on other ships before giving it to a destroyer. Firepower Primary Battery: Five 127mm/38 rifles in an A-B-P-X-Y superfiring configuration. Torpedo Armament: Five tubes in a 1x5 launcher behind the funnels facing forward. Kidd's firepower sucks. USN 127mm/38 Mark 30s, we meet again. The last time we crossed swords with these weapons on a premium ship was with USS Sims at tier VII. These are the same guns found on Fletcher, Black and Benson, so veterans of the American destroyer line should immediately be familiar with the strengths and weaknesses of these guns. They mirror these other ships identically with their excellent rate of fire, the wicked fast gun traverse, the horrible muzzle velocity and the oh-so infamous shell flight time. Penetration and fire chance are all on par too. The detection in smoke while firing is different, however, with Sims having a 2.8km detection while everyone else has a 2.7km. Don't ask me why. It's not even a contest. The shell flight time for the USN 127mm/38s is terrible. We're probably going to have to wait for the Royal Navy destroyers before we see Kidd's shell flight time compare favourably to anything. This is compensated for by some of the highest HE DPM among the high tier destroyers. The lesson here is that Kidd can potentially do a lot of damage with her guns -- but only so long as you can overcome the challenges of her weak penetration and horrible ballistics. In theory, these guns are ideal for short range knife fights with enemy destroyers where they can throw out a wall of rapid fire shells and pummel their opponents into submission. The reality is that outside of 8km, it becomes very difficult to lead other lolibotes properly -- especially if you're working with a 1920 x 1080 screen resolution (or smaller) and you have a habit of firing from maximum zoom. Kidd needs to seize enemy destroyers by the belt buckle, keep close to them and hammer shells home lest she embarrassingly gets outgunned by a Yugumo. Once ranges increase beyond this comfort zone, it's better to go gun silent, dodge and disengage; especially if they run away to tattle on you to bigger boats. The stranger-danger presented by grown-up ships is quite palpable given that you cannot rely on Kidd's torpedoes. The USN 127mm/38s really struggle at tiers VIII+ to put out the damage on larger vessels. Their anemic fire chance, horrible ballistics and poor penetration values all compound to a muddy mess. Kidd's HE penetration sits at 21mm which can be boosted to 27mm with Inertial Fuse for HE Shells at the expense of her chance to set fires. This is already quite low on a per-shell basis, though the recent changes to the skill have softened this blow somewhat. This improvement to penetration will allow Kidd to damage the extremities of all battleships at tiers VI and VII, along with those of most cruisers up to tier X with the exception of the American and German cruisers at tiers VIII+. Without this boost, she's reliant upon setting fires and peppering superstructures to do the lion's share of her damage. Damage saturation mechanics, the reduced fire damage on cruisers and the increased prevalence of fire resistance skills and upgrades among battleships only makes it harder on Kidd to be relevant with her guns alone. If this sounds bleak, it's because it is. Kidd is reliant on landing a high volume of hits to start fires. The numbers presented here are very generously assuming 100% accuracy which is a pipe dream. In addition, high tier ships will reduce these numbers further, cutting them almost in half. Starting two fires per minute with Kidd is an ambitious goal. Start praying to RNGesus. There's a grim methodology to engaging enemy capital ships with Kidd's guns. Choose a target. Struggle to hit said target. Laugh as you suddenly light two fires in quick succession. Rage as your target uses their Damage Control Party and you're unable to light a subsequent blaze for the next two minutes. Hoover up a pittance in shell damage as you quickly oversaturated their superstructure. Slowly lose your sanity as that ship heals up all of the damage you did and then some. Question the meaning of life, the prevalence of the battleship meta and why oh why didn't you heed Mouse's colourful graphs and charts!? Their colours warned you! THEY WARNED YOU IT WOULD BE LIKE THIS! Kidd's guns may not be terribly effective against larger ships when you get down to it, but at least they're fun to use. The sheer volume of fire they put out is meme worthy (plus it's fun to say "pew!" every time they fire). They're decent enough against close range targets but because of the prevalence of Surveillance Radar and Hydroacoustic Search, it's dangerous to get that close, so pick your battles carefully. Still, they'll shred other destroyers, so that's something at least. Kidd needs more 'pedos. They took five of her 'pedos away to give her more AA power. You only have a single torpedo launcher on USS Kidd. Yes, this sucks. No, you don't get Fletcher's upgraded Mark 16 torpedoes with their awesome range and hitting power. No, they didn't improve Kidd's torpedo soft-stats to compensate. These are the exact same torpedoes as on the stock-Fletcher or upgraded Benson. They have decent range and modest damage totals, but they're slow as all get out and their reload time is downright punitive. So not only do you have your torpedo armament halved, you're also waiting just as long to fire them off as Benson does. If you're hoping to make torpedo soup with USS Kidd, your broth is going to taste pretty thin. Getting the most out of this horrible helping of fish requires a lot more skill than just dropping the pip onto the torpedo lead indicator and hoping for the best. You can't saturate an area or hedge your bets with a second launcher. Picking the right target at the right moment and anticipating how they're going to move in the 60 some odd seconds it will take for your torpedoes to reach their maximum range is a real challenge, even for veteran commanders. Landing even a couple of hits really helps pad the terrible damage numbers that USS Kidd puts out. The threat of Kidd's torpedoes is often worth more than the actual damage they put out. Your opponents are inclined to be more cautious if they believe you're able to dump a salvo into them when they're most vulnerable. Their imaginations will often envision far more devastation than Kidd can actually conjure, so sometimes it's worth holding onto your fish just for this bully-factor. Summary: Kidd's firepower is terrible. Same ol' USN 127mm/38s we know and love (and hate). Kidd's 'pedos suck -- and not always in the sexy way. USN 127mm/38 gunnery in a nutshell: First, pick a target. Next, setup outside of radar range. Step three: deploy smoke. And finally, step four: put four salvos into the air before your first shells connect. DurabilityHit Points: 16,700Maximum Protection: 19 to 20mm Well, this is shaping up to be a pretty negative review so far, innit? Thankfully, it gets better from here on out. Kidd comes with a healthy chunk of hit points -- 1,300hp more than Benson and 2,100hp more than Loyang. This still pales compared to the tier VIII thunderchunckers Akizuki and Z-23 which have a 3,700hp and 2,800hp advantage respectively over Kidd, but at least she can say that she's not at the bottom of the pile here. Taking Survivability Expert can prop this number up further, bumping Kidd up another 2,800hp which would make her competitive against some of the tier IX and X destroyers as well. However, she's not as reliant upon this skill as other destroyers and the points are better spent elsewhere. Kidd joins Khabarovsk with a fun dose of Russian-bias in the form of a Repair Party consumable. Each charge can heal back 2,338 hit points (this does not change if you take Survivability Expert). She begins the game with two charges that can be boosted up to four with a premium version of the consumable combined with the Superintendent commander's skill. Without a citadel, Kidd can always heal back a minimum of 50% of damage done to her which ensures you get the maximum use out of each charge. I tell myself that this is the reason that Kidd gives up a second torpedo-launcher. It's not the real reason, but it certainly has improved my attitude towards this ship. Kidd's Repair Party is a real boon. She effectively has up to 30,722hp if fully optimized for maximum toughness (Superintendent, Survivability Expert, premium Repair Party used four times, India Delta signal), allowing her to take an absolute beating, survive and later return to the fight hungry for more. This gives her endurance and longevity that Benson, Fletcher and Black could only dream of having. So while it may take forever to do any appreciable damage with Kidd's terrible weapon load-out, her improved survivability all but guarantees she's got the time to do it. The only thing you need fear is taking massive alpha strikes or sustained burst damage. Watch out for Surveillance Radar equipped vessels and practice dancing to those torpedo-beats. The John McClane of destroyers. Kidd rarely comes out of a match without looking like she was thrown through a plate glass window. Manoeuvrability Top Speed: 38.0knotsTurning Radius: 620mRudder Shift: 3.9s Maximum Turn Rate: 7.9º per second. As far as destroyer agility goes, Kidd is decidedly average and is best compared to the Soviet destroyer Ognevoi in terms of her speed and handling. For a Fletcher-class destroyer, she's much faster than either Fletcher or Black but this comes at the cost of her turning circle which is 60m wider. Overall, this gives her power and speed enough to run down any Japanese torpedo destroyer within her Matchmaking spread and enough wiggle in her tush to dance to torpedo beats and dodge incoming shellfire. However, she won't feel as nimble as either of her sister-ships. For those who intend to play Kidd aggressively, I cannot stress enough how important the Vigilance skill on your commanders will be. High alpha strikes are the bane of this ship and there's few things worse than being blindsided by a wall of skill you didn't anticipate and being sent back to the port early. Pertinent agility statistics for Kidd's contemporaries (click to enlarge). She's decidedly average, with her high top speed compensating for her larger turning circle compared to Fletcher and Black. If you want to try out Kidd's handling for yourself before making a purchase, play around with the tier VIII Soviet destroyer, Ognevoi. The two are very similar in their overall handling characteristics with the biggest difference between them being their rudder-shift-time. Anti-Aircraft Defense AA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 53.5 / 65.7 / 36.6 In exchange for losing a quintuple torpedo mount, Kidd gains 21dps over Fletcher. Most of this DPS advantage doesn't come from the 40mm quad Bofor nests that replaced her torpedoes, but rather from the upgrade of her 20mm Oerlikon from single to twin-gun mounts. Her anti-aircraft firepower is good for a destroyer, but terrible overall if you merely wish to rely on her raw damage numbers alone. Kidd has less AA firepower than Tirpitz and no one would ever claim that Tirpitz has good AA firepower at tier VIII. It's only with a heavy investment in AA skills that her DPS truly becomes something to concern enemy carriers. So your choice to keep your lolibote safe from white-van driving CVs is to have them stay close to grownup ships like Kii and North Carolina or activate their 'emergency whistle'. Note that this whistle got extra loud in 0.6.13, multiplying your 40mm and 127mm DPS by four instead of just three. This is reflected in the animated gif above which turns Kidd into a pocket North Carolina temporarily in terms of AA power. The game changer is her access to the destroyer version of Defensive Fire. While some other tier VIII destroyers also get access to this consumable, only Kidd has the numbers to make it truly effective beyond a disruption effect. Like them, she must exchange her Engine Boost consumable to gain access to this but it's well worth the trade. Under the effects of this consumable, she becomes a credible threat to enemy aircraft and she may even be able to drive off fighters sent to perma-spot her. Let's be clear: Her anti-aircraft firepower under Defensive Fire will maul attack craft waves from tier VI and even some tier VII carriers but it cannot be relied upon the prevent a strike altogether. This may be enough to make a carrier look for a less thorny target, but against veteran CVs, it's simply going to delay their attack while they wait on your 30s consumable to run out of steam. Destroyers are too valuable a target to leave unmolested. It's possible, albeit very expensive to deep specialize Kidd into anti-aircraft firepower to try and make her more formidable against aircraft. Realistically, however, it's unlikely for Kidd to have this kind of specialization in the face of more survival based skill choices. Still, Kidd can survive better than any other destroyer under the eye of an enemy carrier. This gives her a little more autonomy than other scouting destroyers and it also allows her to play the supporting role in disrupting attacks against her allies if you're so inclined. More importantly, this gives Kidd the ability to extend beyond the cover of your team mates to better play out the role of a scout. Now you know what to do when an enemy CV offers you free candy. White van, white plane -- same difference. I DON'T KNOW THIS PLANE! THIS PLANE IS NOT MY MOM! HELP! HELP! STRANGER DANGER! STRANGER DANGER! Concealment & Camouflage Base Surface Detection Range: 7.38km Air Detection Range: 4.11 km Minimum Surface Detection Range: 5.80km Main Battery Firing Range: 12.1km Detection Range when Firing from Smoke: 2.7km Surface Detection Rank within Tier: Tied for 5th with Benson & Loyang, sitting behind the Kagero-sisters. Surface Detection Rank within Matchmaking: Tied for 6th out of 36 places. This graph shows the advantage in surface detection Kidd enjoys over her contemporaries. All of the numbers are assuming the destroyers in question are fully rigged for stealth with all of the applicable options available to them (Concealment Expert, Concealment Camouflage, Concealment System Modification 1). Thus, the disparity in these numbers may be even greater to Kidd's advantage in select cases. For those that are math inclined, you can use this to estimate how much of a reaction time you have to steer away from enemy ships in order to preserve stealth and remain undetected. For example, if you stumble across a Mahan running perpendicular while you sail towards it at 38 knots, you have approximately 11 seconds to adjust course. However, if the same were to occur with a Z-23 heading towards you with both of you at full speed, this reaction time drops to a little over 2 seconds. There are very few destroyers that are more stealthy than USS Kidd. Kagero, Harekaze and Yugumo exceed her stealth rating. Benson, Loyang, Fletcher & Black match her. Hatsuharu and Shiratsuyu are close enough to make little difference. Against any other opponent she enjoys a minimum of a 140m surface detection advantage. When she's top tier, her advantage is almost comical. Between her speed and concealment, she can easily dictate engagement distances or simply keep enemies spotted. And herein lies Kidd's greatest strength. More than any other destroyer in the game, she is almost an ideal scout. Kidd is well suited to spotting targets for your allies to kill. She's tough, she's fast, she has excellent smoke and she has one of the best surface detection ranges within her matchmaking spread. And, it's a damn good thing too -- outside of a knife fight with another destroyer, she sucks at dealing her own damage. The only other traits you could ask for would be some punchier guns or some form of detection consumable like Hydroacoustic Search. Still, she's very well equipped for this task. This makes Kidd a real threat on cap circles. She may not be the immediate terror like Black, but she is dogged. Her presence around one of these control points is a real obstacle for the enemy team. Spotting Economy I had the pleasure of speaking to Boyarsky regarding the economy surrounding destroyer spotting mechanics. While I will compile a more complete article later, I thought it worth sharing with USS Kidd, given how dependent she can be upon the rewards earned from providing vision for her team. There are two types of spotting (as if it wasn't complicated enough). The first is simple and easy to understand. There is a reward for the first ship to detect an enemy that has not been seen before. This is a flat value. The second type of spotting is where you facilitate damage done to the enemy team. What it is: A destroyer can receive substantial rewards by scouting ahead of the allied fleet and keeping enemy ships detected to facilitate gunnery and torpedo attack for allies that would not otherwise be able to see them. How it works: An ally shoots at a target that the destroyer can see. The ally must not be able to see the target themselves. The destroyer earns a bonus percentage of the rewards that ally receives for damaging that target. Reward amount: The destroyer receives approximately 45% of the experience and credits for applicable damage done to targets they spot. Other ships may earn an award too, but they do not earn nearly as much as destroyers. Multiple spotters: If multiple friendly ships are providing vision upon a target and an ally who cannot see the target fires, the rewards are divided by the number of allies present. So if two destroyers and an aircraft carrier providing vision, the reward for the destroyers would be divided by three. Errata: Note that the destroyer only receives the reward if, when the attack was launched, the ally could not see the target and the destroyer could -- not when it strikes the target. This applies to all shell and torpedo attacks. These rewards scale as you would normally expect. In other words, you will earn more rewards for assisting a lower tiered ship to do 10,000 damage to a destroyer two tiers higher than you would for helping a higher tiered ship do 10,000 damage to a battleship that's two tiers lower than itself. The big complication for earning these rewards comes from the spotting mechanics themselves. If your allies can see the target without your help, then you earn nothing. Given the recent changes to smoke, this pretty much means you're not going to earn much of anything at all sitting between two groups of warships shooting at each other in open water. The bloom of their surface detection every time they pull the trigger is going to make them visible to one another. Similarly, the presence of aircraft carriers will also eat into your earnings as their planes put eyes on targets you're spotting. Spotting is a high risk venture and it does not always pay well. A keen understanding of vision mechanics and how ships interact with smoke is paramount to increasing your earnings One of the tricks to earning more spotting damage is to use your Smoke Generator to hide your allies. At full speed, lay a long 10-cloud fog bank between your friendly ships and the enemies but don't hide in it yourself. Then position yourself between your smoke and the enemy team. The concealment bonus provided by smoke will reduce the surface detection of both sides -- protecting your allies but also blinding them to the enemy team save for the data relayed by your spotting. In this manner, you help keep your team safe AND you collect a handsome reward for the damage you helped inflict. How to Avoid Pedo-Bears You can't. Far too many people told me that Kidd was too sexy. We have a real epidemic in our community, I swear. Your first ten points should be distributed like this: Start with Priority Target. Take Last Stand. Next grab Superintendent. This will give you an additional charge of smoke, heals and emergency whistle. And finally, take Concealment Expert. This should be considered the absolute minimum to take to do well with Kidd. From here, there are high value skills and players should mix and match based on their preferred play style. Demolition Expert and Inertial Fuse for HE Shells may seem like gimme skills for dealing more direct damage with Kidd. Tag on Adrenaline Rush and you are good to go for pew pews. For those who are super-salty about the stranger-danger presented by enemy carriers, Basic Fire Training and Advanced Fire Training pair nicely to give you some good punch against incoming planes and also let you help out beleaguered allies. Just beware of your increased spotting range from AFT when you fire your main battery. If you are more concerned with personal defense than helping others, swap Advanced Fire Training for Manual Fire Control for AA Guns. The survivability skills Vigilance and Survivability Expert make Kidd harder to kill. Not much harder, mind you, but you're less likely to get obliterated by a high alpha strike. I tried out a lot of different commander builds when testing Kidd. I did everything from loaning an anti-aircraft specialized Atlanta-captain to failing horribly with a 3pt newfish. If I had a dedicated Kidd 19pt commander dropped on my lap, I would take the initial 10pts skills listed above plus Vigilance, Demolition Expert and Survivability Expert. You'll note the lack of any anti-aircraft firepower skills and a reliance on fires to deal damage to larger vessels. "Fire Alarm..." In case you're wondering, the Legendary Captain, Steven Seagal, doesn't really add anything useful when he commands a destroyer. His skill bonuses apply to Expert Loader and Expert Marksman skills -- neither of which are of particular use on a ship that already has ridiculously fast reload times and turret rotation rates. However, if you want to phone it in the same way he narrated his dialogue, feel free to use him here. Kidd's bread and butter: Trading fire with other destroyers and outlasting them between her Smoke Generator and Repair Party. She didn't choose the scout-life. The scout-life chose her. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Kidd struggles to do damage. Her improved survivability traits are locked behind proper consumable management and having a commander with not only enough skill points, but the correct setup as well. And even then, her play style is going to be utterly alien to many players. NOT shooting? NOT firing torpedoes? Wut!? Skill Ceiling: Low / Moderate / High / Extreme Kidd is all about surviving some of the most dangerous encounters in World of Warships -- namely, dominating cap circles early on in a match. She's got almost all of the proper tools to do it short of some form of Hydroacoustic Search or Surveillance Radar. Correctly managed, Kidd can survive for a very long time, making life miserable for the Reds. With such limited firepower, you're really going to have to milk every advantage to get the most out of this ship but she'll reward you handsomely for it. Mouse's Summary: "Tough" really defines Kidd. She's tough in that she can take a lot of punishment. But she's also a tough ship with which to do damage. In this regard, she's also tough to love. Poor child. She's totally going to become a delinquent when she grows up. Like USS Sims before her, she's going to be doomed to mediocrity in Randoms. A lot of people will pick her up, wonder why all of the CCs were enthusiastic about her and let her collect dust in their ports if they bothered to pick her up at all. Then someone's going to rockstar with her in Ranked or some other competitive mode and everyone and their mother will suddenly want one. I'm disappointed to see Repair Party used to balance yet another premium. Healing potion proliferation feels like an arms race waiting to happen. Remember, you didn't trade your torpedoes for more AA power -- you traded them for her Repair Party. All of the banes she suffers from her poor torpedoes should be made up for with the advantages her Repair Party provides. Really focus on outlasting your opponents. Take a few extra risks that other destroyers wouldn't dare and hold onto your fish for the best target possible. Scouting feels super rewarding. It's hard to pull off, but it pays well if you can manage it. Few ships have made me feel as categorically stupid as USS Kidd did during play testing. I got myself delorted in the opening minutes of a match more often in this destroyer than I have in any of the others I've tested this year. It's only when I smartened up and exerted a little more caution that things (mostly) got better. Vigilance helped too. Let this be a lesson -- be aggressive; just don't be stupid. So let's get to the meat of the matter: Is Kidd a good ship? My answer is: Yes, absolutely. She just totally sucks at doing damage and killing things. This does not preclude her from winning games. In fact, she's quite good at doing that so long as you don't trip over your own ego and pull a few stupids trying to pad your damage numbers instead of focusing on winning. The toolkit with which they've equipped her makes her an absolute beast when it comes to helping your team win matches. The manner in which she helps dominate spotting and cap control will secure you many wins. The trouble is that spotting is feast or famine. If there's aircraft carriers present or the enemy team roster is composed primarily of battleships, you're not going to earn many rewards for sitting gun silent. Under the correct conditions, you can earn a lot of rewards for providing vision. At others, you might struggle to scrimp out competitive gains compared to other tier VIII American premiums like Alabama or Enterprise. Economy concerns aside, Kidd does win matches. She's just not doing it with her own firepower most of the time. To this end, if grinding for credits and experience is your goal, I would have to give Kidd a solid pass. However, if your goal is simply to win -- such as in Ranked Battles where the quality of the win doesn't matter, just the win itself -- then Kidd is an amazing ship. Kidd is a premium with a purpose. If you don't espouse this purpose, you're going to really struggle to find satisfaction with what she can do. Would I Recommend? Let me apply a filter to my recommendations here. I must stress the skill floor to play Kidd well. If you're a novice destroyer player, you'll have a hard time with Kidd. Just because she gets a nod from me as being good at X does not mean that you'll be good with Kidd at X. This is not an easy ship to play. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very no. While she can turn a profit with a 47,250 repair cost and less than 10,000 on ammunition costs for a long game, Kidd struggles to do damage quickly. And let's face it -- that's really what you want in Co-Op battles; that knockout punch. Kidd does't have that. She licks things to death. It's slimy. It's awkward. It's not very fast. It's kinda hot, really, but not terribly effective or fun. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Do you like a challenge? Do you have enough patience to stomach hoping the lottery will hand you a team that can capitalize on the opportunities you'll create? Do you like working super hard so that other people get all of the rewards? Then go nuts. Otherwise? Stay clear. This is a support ship. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Very yes. Really, this is the primary reason you'll want Kidd. A tier VIII destroyer with Repair Party and Defensive Fire? She'd have to be a steaming turd in all other aspects to not to kindle people's interests in this vessel for Ranked Battles. Be aware that her role is to provide vision and cover, brawl with enemy destroyers and above all else: Survive. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Museum ship? Check. Tons of history? Check. Awesome looking boat? Check. We are good to go. For Fun Factor: Bottom line: Is the ship fun to play? I really enjoyed playing her, but she wasn't like ... Okhotnik fun. The enjoyment I got out of Kidd was learning how to rise up to a challenge. So it's probably safe to say that you have to be all kinds of weird to find this ship fun. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  5. The following is a review of Loyang, a ship kindly provided to me by Wargaming. These stats are current as of November 16th, 2017. The classic spy. Quick Summary: A C-Hull Benson-class lolibote with less hit points (for some reason), two torpedo options and access to an improved version of the Hydroacoustic Search consumable. Cost: Sold in bundles starting at $33.99 USD including a port slot. Patch and Date Written: 0.6.13.0 to 0.6.13.1, November 9th, 2017 to November 16th, 2017 Closest in-Game Contemporary Benson, Tier 8 American Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Loyang is USS Benson which was transferred to the Republic of China Navy in 1954. In game, she closely resembles a C-Hull Benson-class destroyer with some changes. She has 800 less hit points. Maybe it's harder for her to get cheeseburgers in Taiwan? Loyang has access to Hydroacoustic Search. Benson has 40m more main battery firing range than Loyang (seriously?) Her optional Mark 31 torpedoes are 13 knots faster than Benson's upgraded Mark 15 Mod 3 torpedoes at the cost of 2.5km worth of range. PROs Armed with four USN 127mm/38s with their super-twirly turret rotation and ridiculous rate of fire. Access to two different torpedo armaments. Uses standard torpedoes, not the deep-water variants of the Pan Asian line. Fast, agile, and very, very responsive. Stealthy as all get-out, with a great surface detection range. Decent AA firepower values for a destroyer. Uses an American Smoke Generator, with longer emission time and longer lasting clouds. Loyang's Hydroacoustic Search has a fearsome 5.4km range for peeping on enemy ships and lasts for a minute and a half. CONs Small hit point pool of 14,600hp. Armed with four USN 127mm/38s with their horrible gun ballistics and anemic fire chance per shell. Her first torpedo armament is very slow with anemic warheads Her second torpedo armament is dangerously short ranged with painfully long reload. Without Defensive Fire, her anti-aircraft firepower just doesn't cut it when you're cornered by a carrier. It's been a long time since I last looked at Loyang. I first reviewed her when she was released, almost two full years ago and so much has changed with the game in that time. We've seen a minor and a major skill overhaul, an upgrade module overhaul, the death of open water stealth-firing, changes to concealment in smoke and a direct buff to Loyang as well. It's well worth looking at her again. Looking Back... Loyang was originally released back in patch 0.5.3 back in February of 2016. With patch 0.6.6 in early June of 2017, Loyang received a series of buffs which upgraded the performance of her short-ranged torpedoes and the acquisition range of her Hydroacoustic Search consumable. Acquisition Range of Torpedoes: from 2.52 to 3.75km Acquisition Range of Ships: from 3.48 to 5.43km Torpedo Range of "533 mm Mk15 mod. 0": from 6.0 to 6.7km Same great C-Hull Benson-flavour, with only 14,600 hit points. Options You are spoiled for choice with Loyang. First off, you have the choice between two torpedo armaments. The one that's quick and dangerously short ranged while the other one is safer, slower and marshmellow squishy when it strikes (seriously, it should make a squeaky-toy sound when it hits). Next you have your choice of three different consumables for your third slot. Her Damage Control Party and Engine Boost is standard for a lolibote. Loyang uses an American Smoke Generator. This is improved over the standard version of other nations. It has a longer emission time (28s versus 20s) and each cloud lasts longer too (124s vs 89s). Loyang's Defensive Fire is again standard for a destroyer. This has a shorter active period than a cruiser's (30s instead of 40s) but it multiplies the damage of her 127mm and 40mm guns by four instead of three as it would for a large vessel. But it's her Hydroacoustic Search consumable which really deserves special attention. This is the equivalent of a German tier VII cruiser's version of the consumable in terms of range, though it has a shorter duration of 90 seconds. It will spot ships at 5.43km and detect torpedoes at 3.75km. Having Loyang near a contested cap circle is a nightmare for the enemy team as she'll easily light up all of the ships hiding in smoke for her allies to tear apart while she can remain safely hidden within her own smoke. I dunno -- it seems kinda pervy to me -- like Loyang is some peeper hiding in the bushes with a pair of binoculars and streaming the whole thing on her smartphone. The poor lolibotes have no idea she's about to spy on them when they're at their most vulnerable until it's too late. Really, you should be taking Hydroacoustic Search. This is what makes Loyang special... and a criminal. Consumables: Damage Control Party Smoke Generator Engine Boost or Defensive Fire or Hydroacoustic Search Module Upgrades: Five slots, standard destroyer upgrades Premium Camouflage: Standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. When equipping Loyang, be sure to take premium versions of all of your consumables. Yes, this is expensive. Yes, this is going to eat into your earnings. Unless you're playing co-op against bots, pull the trigger here. You'll need them. Loyang's upgrades are pretty standard fare for a destroyer. Take Magazine Modification 1 in your first slot. Next, equip Aiming Systems Modification 1. This doesn't provide a real boost to your guns accuracy (the gains are minuscule) but it does provide a nice rotation speed increase to your torpedo armament which is nice. Alternatively, you can take AA Guns Modification 2 here, but Loyang isn't known for her AA power. In your third slot, take Propulsion Modification 1. Fourth comes Propulsion Modification 2. And finally, take Concealment System Modification 1 in your final slot. Special Upgrades! At the time of publication, Loyang has access to five Special Upgrades, but only one is worth considering. Hydroacoustic Search Modification 1 changes the active period of her consumable from 90s to 108s. This replaces Propulsion Modification 1. If you do not have access to this consumable, you are missing out as it makes Loyang all the more dangerous to her enemies. They are typically found within Supercontainers. Before you buy this ship, it's worth checking your account inventory in port to see if you have earned one of these to immediately equip it to this ship. Firepower Primary Battery: Four 127mm/38 rifles in an A-B-X-Y superfiring configuration. Torpedo Armament: Ten tubes in 2x5 launchers straddling the rear funnel. Choice of either Mark 15 Mod 0 or Mark 31 torpedoes. Loyang's guns really emphasize how much you're going to need to outplay your opponents make this ship work. Truth be told, she's under armed as far as gunnery is concerned with only four Mark 30 USN 127mm/38 rifles. While these guns have excellent handling and can dispense almost eighteen rounds per minute, this won't be enough to keep up with other destroyers if it comes down to a slugging match. Do these graphs look familiar? They've been requisitioned from my USS Kidd review. USN 127mm/38s Mark 30s are a common weapon used across many ships (including no less than four premium ships currently) so data in these graphs will get some mileage. Loyang sits in the middle of the pack for damage output. Her shell flight time precludes her from trying to engage destroyers at long range. She cannot out-muscle enemy destroyers in gunnery duels, not without a plan. Fortunately for Loyang, her preferred hunting ground is cap circles where enemies often oblige you by staying close and making terrible mistakes. Loyang isn't very tough and she doesn't hit especially hard. But what's important is that she hits hard enough -- often enough to prompt them to use smoke. Loyang's secret weapon is the combination of her Smoke Generator and her Hydroacoustic Search. Regardless of which destroyer smokes up first, Loyang can activate her second consumable and continue to spot enemy destroyers. The range of Loyang's Hydroacoustic Search will nearly span the diameter of many cap circles leaving enemy lolibotes no where to hide from this Peeping Penelope. If they foolishly try and continue to contest the cap, Loyang has all of the time in the world to tear them apart. This combination of an American Smoke Generator duration combined with what amounts to a German Hydroacoustic Search consumable allows Loyang to sit comfortably in smoke, unafraid of ambushes from torpedoes and cycle her guns to her heart's content. This can really help her attempt to pad her damage stats by bombarding enemy battleships at medium ranges. Given the low fire chance of her shells, this time is greatly appreciated. Without her consumables to support her, Loyang's gunnery feels lackluster. To this end, premium consumables help considerably -- providing an extra charge and reducing the reset timers of each. When her consumables run dry, Loyang is easily outgunned by just about any destroyer she may encounter due to the combination of poor ballistics, only middling DPM and her own small hit point pool. Torpedoes Loyang gives you the option of using one of two different torpedo armaments. One is fast, short ranged and reasonably hard hitting. The other is slow, long ranged and downright tender and nurturing when it comes to touching enemy ships with their tiny warheads. One of these armaments has a ton of street cred -- I'll let you decide which. Mark 31s. Live fast. Die young. Leave a beautiful corpse. Mark 15s. Magical baby bunny kisses from the sea Stats wise, the MANLY METAL DEATH FISH OF JUSTICE are no harder hitting than Benson's upgraded torpedoes. They also share the same reload time with Benson's upgrade. With the prevalence of Surveillance Radar, float plane aircraft and Hydroacoustic Search among Loyang's manly prey, making proper use of these torpedoes presents a very high risk and it's no wonder only the most brutal and cunning Loyang commanders elect to use this armament. This is an armament suitable for giant-mans. Instead, most choose to wuss out and use the Happy Marshmellow Springtime Friendship torpedoes (yay!). These are identical to Benson's stock (baby) torpedoes with a comfortable range but anemic warhead that hits for less than 10,000 damage per strike against large targets. The flooding chance on these fish is worse by a large margin too. While they're easier to land hits on target, the chance for doing catastrophic damage is greatly reduced. What did you expect of a torpedo armament suitable only for tiny-baby-mans? Flooding chance per torpedo hit against tier VIII Battleships with Damage Control Modification 1 installed. These apply only to hits which strike their anti-torpedo bulges amidships. Hits that strike unprotected ships (or the bow or stern) have a 89.3% chance of causing flooding for the Manly Metal Death Fish of Justice while the Happy Marshmellow Springtime Friendship Torpedoes (yay!) have a 60.8% chance. Once you've unlocked a 10pt Commander, either one of these torpedo armaments may be launched from concealment. The question really becomes how close do you dare get to the enemy? There's no doubt that the stock Benson-torpedoes are much safer and easier to use, even if they are wanting in their damage totals. The 'upgraded' torpedoes are just too short ranged to be effective outside of ambushes and suicide strikes. You're just so very likely to be spotted before you get a chance to use the shorter-ranged fish which will often end in disaster. Loyang has more of a dependence upon her torpedo armament to stack up impressive damage totals, however, it would be a mistake to think of her primarily as a torpedo-based destroyer like some of the Japanese ships. Summary: vs USN 127mm/38s, we meet again. Her guns by themselves won't let you win knife fights. You're going to have to play smart. Deep Water Torpedoes Loyang does not use the deep-water torpedoes of the Pan Asian Destroyer line. Unlike her sister ships within the tech tree, she's capable of engaging all types of enemy ships with her fish instead of merely being limited to larger vessels. The down side is that her Loyang's torpedoes are more easily spotted (and thus easier to avoid) than the other Pan Asian lolibotes. A large portion of Loyang's effective damage is going to be done just like this -- sitting in smoke, cycling her guns as quickly as she can. Her USN 127mm/38s are not the hardest hitting of guns, with terrible ballistics and horrible fire settings properties. Given enough time, however, they can stack up some respectable damage totals, especially when supplemented by the torpedo style of your choice. DurabilityHit Points: 14,600Maximum Protection: 19 to 20mm *Hsienyang is still in testing and her statistics many not be final. There's not a whole lot of good news here. Loyang has the second lowest hit point total among the tier VIII destroyers. This puts her on lower footing than even some tier VI and VII destroyers, such as the German Ernst Gaede, the upcoming T-61 premium (still a work in progress) and Leberecht Maass along with the Soviet Leningrad-class destroyers. This should further emphasize how important it is for Loyang to use every tool she has at her disposal to outplay enemy gunships rather than simply trying to trade fire with them. It's almost an imperative that you invest three commander skill points into Survivability Expert to bump Loyang's totals up to a more competitive 17,400hp. Fighting in and around cap points is exceedingly dangerous and not for the faint of heart. Loyang is well equipped to bring vision into these control points and bully enemy destroyers out of them. However, when radar-packed ships appear, even she needs to beat a hasty retreat. Compared to the other gunship destroyers at tier VIII, Loyang is fragile and she doesn't stand up to such abuse very well at all. Manoeuvrability Top Speed: 38.0knotsTurning Radius: 570mRudder Shift: 2.7s Maximum Turn Rate: 8.5º per second. In all respects, Loyang has the exact same agility as USS Benson, right down to their rate of turn. She shares the title of being, hands down, the most agile destroyer at her tier. This doesn't quite make her the most agile ship within her matchmaking spread, though. She still pales compared to 9.2º/s rotation rate and the 38.5 knot speed of USS Sims. Loyang should be used carefully to try and control engagement distances -- whether that is keeping out of the range of Surveillance Radar armed cruisers or sprinting the distance between itself and a newly raised Smoke Generator cloud to light the occupant with your Hydroacoustic Search. Rivals: USS Kidd When it comes to being tough, few tier VIII destroyers can boast the kind of durability that USS Kidd has. For those who have been living under a rock, USS Kidd has access to a Repair Party consumable -- currently, she's the only tier VIII destroyer with this ability. All told, this functionally gives her upwards of 30,724 hit points under perfect circumstances. This isn't the only trick up Kidd's sleeve -- she also has excellent anti-aircraft firepower for a destroyer. Unlike Loyang, she doesn't give up access to Defensive Fire for her gimmick, keeping her a credible threat and nuisance to enemy aircraft carriers. Kidd risks supplanting Loyang's supremacy in the competitive scene. At the time this is being written, we haven't seen another season of tier VIII Ranked Battles, but there's a lot of excitement to see how this new tier VIII destroyer will fare. In a straight up match, Loyang may be able to bully or even destroy Kidd in the short term provided she falls for Loyang's usual peek-a-boo tricks. What Kidd wants to do is get a few licks in with every such encounter and then break contact. In this manner, she can turn the fight into one of attrition -- one that she will win given enough swings. Her five-gun firepower will out muscle the four of Loyang and her ability to recover from damage done is likely to overwhelm to peeper. Like Loyang, Kidd is a difficult destroyer with which to be successful. While Kidd trivializes dealing with enemy aircraft, her offensive firepower is lacking with only half of a torpedo armament. Concealment & Camouflage Base Surface Detection Range: 7.38km Air Detection Range: 3.60 km Minimum Surface Detection Range: 5.80km Main Battery Firing Range: 11.55km Detection Range when Firing from Smoke: 2.7km Surface Detection Rank within Tier: Tied for 5th with Benson & Kidd, sitting behind the Kagero-sisters. Surface Detection Rank within Matchmaking: Tied for 6th out of 36 places. Like USS Black, Loyang is a creepy pervert that likes to peek in on ships hiding behind their blinds. Loyang didn't invest in the deluxe, top of the line binoculars the way Black did with her Surveillance Radar, opting instead for a handsome, German-engineered Hydroacoustic Search she bought on sale. However, unlike the lonely German destroyers, Loyang has the short ranged surface detection to get very close to her targets before she's spotted -- almost within the same range of her Hydoacoustic Search consumable which makes her nearly as good as Black at catching her prey unawares. Fully specialized for stealth, Loyang's surface detection range is 5.8km compared to the 5.4km range of her hydro. Loyang can sneak right up to point blank range against enemy destroyers, initiate a knife fight and when they smoke up, continue keeping them spotted for all of the world to see. Unlike Black's victims, Loyang can keep said targets lit for up to one minute and 48 seconds with the right upgrades, which is insane. She can even do this through her own smoke. What's more, her Hydroacoustic Search has the dual function of lighting up torpedoes too, so the vain flailing by the enemy lolibote to try and cover herself with a spread of fish goes all for naught. This gets especially funny if you can pull it off against larger targets like Mikhail Kutuzov or British & Commonwealth Cruisers. Just beware of enemy radar ships. Loyang blends well into the crowd too, with a competitive surface detection that matches Black, Benson, Kidd and Fletcher. This is bested only by a couple of Japanese Destroyers -- Kagero and Harekaze. She's an excellent agent to contest and push on capture points, putting pressure on enemy destroyers that have the misfortune of crossing her path. Her Hydroacoustic Search is best foiled by simply opening up the distance. However, this very act often surrenders the cap circles her enemies had originally come to take in the first place. The only reliable ways of pushing Loyang back when she takes root is with Surveillance Radar or another larger ship engaging her with Hydroacoustic Search. Aircraft can pressure her too, but she'll simply hide in smoke until the control point is secured before sneaking away like the criminal voyeur she is. Finally, opponents can try and charge her and close the distance -- hoping to weather the torrent of fire her 127mm/38s will spit out before they can close to 2.7km and dodge any MANLY or Friendship fish she might spit out to deter their reckless advance. Loyang patrols around the border of a capture circle as the Reds begin to secure it. She has spotted a smoke cloud at the far side of the capture point and readies torpedoes to try and snipe the enemy lolibote before giving away her presence, ready to move in to prevent them from capturing the area uncontested should her fish miss. Anti-Aircraft Defense AA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 42.8 / 22.6 / 14.4 Loyang shares USS Black's vulnerability to aircraft. Both ships sacrifice their Defensive Fire consumables to gain access to their detection consumables instead. While Loyang could, in theory, forgo taking her Hydroacoustic Search to gain a strong measure of anti-aircraft defense, this would be surrendering one of her greatest advantages. As a matter of course, players should rightly assume that Loyang's defenses against aircraft will be lackluster and that she shares the same vulnerabilities to aircraft predation as German and Japanese destroyers. Just think of aircraft carriers as the neighbourhood watch, keeping an eye out for dirty peepers like yourself. Rivals: HSF Harekaze In terms of accessibly, Harekaze is a better premium destroyer than Loyang. Using Harekaze is straightforward. She's a torpedo destroyer with decent guns. If your goal in your premium destroyer is to play it safe, stand off and dump fish into big-dumb-battleships, then Harekaze is hands-down preferable to Loyang in this regard. She's capable of some gunnery action too, though this is often locked behind taking the proper commander skills to make these weapons sing. Loyang is the better premium destroyer between the two, but there's a very high skill threshold to unlock her potential in this regard. This doesn't preclude novice and casual players from having some success with her. Her Happy Marshmellow Springtime Friendship torpedoes (yay!) are still capable of putting out decent numbers, but this play style would be better served with a destroyer that would reward such play more, like Harekaze. Loyang's full potential is only unlocked in the thick of the action -- hunting down enemy destroyers and unmasking lurking cruisers. This is a very dangerous game to play and it's not for the inexperienced. Players lacking the situational awareness, map knowledge and tactical acuity to pull this off will not find Loyang a comfortable fit. In this regard, Harekaze is more ubiquitous and better suited to the population at large than the Pan Asian destroyer. Posting your Treasures on Instagram Your first ten skill points are going to look like standard fodder and fare for a gunship destroyer. Begin with Priority Target to know when it's time to disengage. Don't let yourself get blindsided in a knife fight when a new challenger joins unexpectedly. Next, the old destroyer standby, Last Stand is imperative to keep your engine and steering gears operational when they inevitably get knocked out. Cause they will. Often. Take Survivability Expert (3pts) to nudge your hit points up to 17,400. This will make you more of a credible threat in a knife fight when your Hydroacoustic Search consumable is down And finally grab a nice big, roomy trench-coat & fedora in the form of Concealment Expert to complete your super-sneaky look. Your next nine points are yours to spend as you see fit, with high value skills including Radio Location (4pts), Inertial Fuse for HE Shells (4pts), Superintendent* (3pts), Vigilance (3pts), Demolition Expert (3pts), Basic Fire Training (3pts), Torpedo Armament Expertise.(3pts) and Adrenaline Rush (2pts) * A Not so Super Superintendent Mouse, why aren't you recommending Superintendent for Loyang in the first 10 skill points? Surely, having up to four charges of your oh-so powerful consumable combination would be best? It's funny what happens when you sit down and do the math. Loyang's Smoke Generator dispenses smoke for 28s and it takes 160s for the reset timer to expire. This gives us 188s -- or a little over three minutes, per charge. Her Hydroacoustic Search is even worse, with upwards of a 108s active period and a 120s reset timer. This adds up to 228s or almost four minutes between charges. When you lay out the time between charges, you can calculate how long a match needs to run to make use of all four charges. 00:00 - Both consumables used. (Base charge) 03:08 - Smoke Generator is available and used again. (Base Charge) 03:48 - Hydroacoustic Search is available and used again. (Base Charge) 06:16 - Smoke Generator is available and used again. (Premium Charge) 07:36 - Hydroacoustic Search is available and used again. (Premium Charge) 09:24 - Smoke Generator is available and used again. (Superintendent Charge) 11:24 - Hydroacoustic Search is available and used again. (Superintendent Charge) Note, these times are assuming you're using them immediately when they become available. Any lapse in the action and this delays even further. This may not look too bad -- most games are going to last 12 to 15 minutes or so, but this isn't including the delay before the first time you're going to need to use your consumables. It often takes as much as three to four minutes before you'll be prompted to use your first cloud of smoke. never mind reaching for Hydroacoustic Search. Where Superintendent will come into play are hard carries -- where the game is coming right down to the wire after nearly 20 minutes of play and you're milking every last drop of performance out of your destroyer. For most players, these situations are going to be especially rare and you really need to be realistic with how much you're willing to prepare for outside occurrences like this. You will definitely get more mileage out of skills that you use more regularly. You can rig your Loyang into a torpedo boat if you wish. This will make her easier to play. However, to get the most out of her, you're going to have to go destroyer hunting and that's a far riskier venture. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult As far as American-style destroyers go, Loyang is forgiving. At her simplest, Loyang can stand off at the edge of her Happy Marshmellow Springtime Friendship torpedo (yay!) range and just lob fish and hope to score a few hits. This is far enough away that she can turn and run from radar armed vessels and her hydro will also keep her mostly safe when she does have to fight other destroyers. Your team mates may curse the wasted potential of this ship, but it will get the job done. Skill Ceiling: Low / Moderate / High / Extreme Loyang is well loved by players with an eye on the more competitive meta. As far as Randoms go, she's arguably the most powerful of the tier VIII destroyers, contending only with the USS Kidd for primacy. In the hands of an expert, she can control vision, bully capture points, dig out cruisers and destroyers hiding in smoke and still manage to put out reasonable levels of damage herself. Her only real weaknesses are radar-equipped cruisers, aircraft and being caught between Smoke Generator resets by more powerful gunships. Mouse's Summary: I spy with my hydro-eye... Does anyone actually use the MANLY METAL DEATH FISH OF JUSTICE? I mean, I totally see why people don't. I'd want to give people seaborne magical baby bunny kisses too. Loyang is HMS Belfast in lolibote form. I exaggerate, but only a little. Loyang is a trapbote in the same vein as the infamous British premium. She forces enemy players to re-evaluate the manner in which they normally play. Rushing headlong into a cap -- already a risky venture, becomes downright suicidal if Loyang is present. A team that exploits the advantages Loyang can setup is well placed to take an early lead; especially if they can uncover an enemy unfamiliar with the threat Loyang presents. I cannot stress this enough: The ability to dominate the vision game early on and catch ships unaware is overpowered. Loyang surrenders two things to pull this off: hitting power and defense. Though she's built and billed as an American-based ship, she cannot fend off enemy aircraft. She also sits with a hit point deficit compared to every other gunship at tier VIII. What's more, having only four guns to the standard five puts her on the back foot when it comes to knife fighting. Her torpedoes are similarly cropped, with either short-ranged or anemic fish (player's choice). Thus, while Loyang is still capable of stacking the hurt, she doesn't hit as hard and she cannot last as long in a straight up fight. Wargaming would call this balance. Personally, I'm not sure if they pushed her back far enough. The only thing that keeps me from condemning her outright as overpowered comes from the not-unsubstantiated rumours that the Pan Asian destroyer line will have access to the Surveillance Radar consumable at high tiers, so we may be about to see a proliferation of this meta. Loyang is one of the best destroyers at her tier, bar none. In the hands of a purple player, she's an absolute nightmare to face for the enemy team. I suppose the only saving grace is that while she's gentle enough for a casual player to score some damage and maybe secure a cap, she's not so forgiving with mistakes. Knife fighting in capture points is a recipe for disaster for inexperienced players and it will just get you sent back to the port in a hurry if you try and pull it off. This speaks a lot to the wasted potential of this destroyer in the 'wrong' hands (I hate to use that term). There's just a vast gulf between what she can do and what she will do in a given match depending upon who is using her. Effectively, this means that your mileage with Loyang will vary considerably -- almost as much as with USS Kidd. I do believe Loyang is the easier to use destroyer between the two of them. You can stand off, build her to drop baby bunny kisses every 97 seconds and hope to get lucky with stacking floods. This really makes her more accessible and perhaps better than Kidd overall as a premium for the community because of this ease of use. However, I caution players that in this lower-skill threshold, Loyang isn't rewarding. You would be better served buying yourself a Harekaze instead if this is the style of play you want to espouse. So, are you hungry for a destroyer that will make you a better player? Loyang is a powerful ship that will challenge you and reward you for patience as well as aggressive plays -- just don't think that it will necessarily be easy. (Economic) Rivals: Anshan If you're looking for a trainer for the Pan Asian destroyer line, why should you get Loyang when you could get Anshan instead? Anshan is a dream premium, to be sure. She's a Gnevny-class destroyer but without the Gnenvy-class weakness of short ranged torpedoes. The 8km range on her fish is perfectly serviceable, giving this lolibote a wonderful bit of balance between her guns and torpedo armaments. Within her own tier, she's a perfectly competitive ship, well balanced against her peers. The real icing on the cake for those looking to use her as a trainer is her premium camouflage bonus. Anshan's premium camouflage earns double the free experience gains on top of the usual premium camouflage bonuses. This makes her better suited for use as a trainer than Loyang -- allowing you to better amass free experience for use of unlocking modules to accelerate progression through the tech tree. Loyang can't really compete this way short of earning more base experience grace of her higher tier. However, the gains between the tier disparity aren't so much that this will undo Anshan's free experience bonus. Where Loyang stands above Anshan is her ubiquity in other game modes. Loyang, at tier VIII, is better positioned for the competitive arenas. For players looking to graduate towards more aggressive, high skilled play, Loyang is the premium to choose. If you are looking to find a good trainer for the Pan Asian line and you've no interest in competitive battles, Anshan is the better purchase. She's less expensive and the free experience gains will serve you well. Would I Recommend? Loyang has had new life breathed into her import with the release of the Pan Asian destroyers. She can now assist with training up commanders and assisting the transfer of captains from one ship to the next. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Bots are dumb. Loyang has sufficient hitting power to punish them and their inevitable headlong charge. The combination of her Smoke Generator and her Hydroacoustic Search will allow her to let the bots get in close before shoving torpedoes up their nose. In this manner she can be quite profitable. Just don't go ham on buying premium consumables -- it will eat into your profits. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Again, very yes. Loyang is arguably the best premium tier VIII destroyer in the game when it comes to ruling the roost in Random Battles. Her combination of smoke, torpedoes, hydro and stealth is almost Belfast-worthy (almost). For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes with a but. American-style destroyers with their good manoeuvrability, concealment and super-long smoke time have always been highly sought after in competitive environments. The addition of USS Kidd, however, may have supplanted Loyang here. While still an excellent choice, if enemy aircraft carriers are prevalent then Kidd becomes more advantageous, if only just. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. She's a destroyer that was built in steel. In USN service, she earned four battle stars. Her service with Taiwan appears to have been largely uneventful. I dunno, I could take it or leave it. For Fun Factor: Bottom line: Is the ship fun to play? If I say 'yes', does this brand me as a lewd? What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  6. So I just had a game in Kidd, the tier 8 US premium dd, and in this game (obviously lost), I did decent damage to two enemy DDs of the same tier (10000 dmg to Z-23; 5000 dmg to Akizuki, see images attached) and some damage to lower tier(6) DDs (3000 dmg to Fushun, 5400 dmg to Farragut, see images attached). The question though is the low base XP I received in this game (662 base XP, see images attached). Considering that I mainly did damage to enemy DDs in this game, should the base XP I received in this game be higher? (It is standard battle, though)
  7. ...specifically looking at some of the deals in the premium shop. I'm not really in any hurry to jump up to a tier VIII right now, but some of the regular people I group with have higher tier ships. While I'm quite comfortable at lower tiers, it would be nice to be able to division up with them when they step up higher. It's my thought that it would be useful to have a decent premium to help contribute. Which would you pick and why? I'm particularly interested in the fact that I'll immediately have a 10pt. captain for either of the two ships (that and the free exp bonus camo pretty much sold me on the Ashan!), rather than just getting a ship without the necessary commander skills to be effective. Both ships have some unique traits to them. What are your thoughts here? Thanks! ~War~
  8. So yesterday, we covered cruisers. Today, we will explain the ins and outs of the light scout ships of the fleet: destroyers. Destroyers are light and fast. They have small but fast-firing guns, and powerful torpedoes; their smokescreen consumable allows them to hide themselves and allied warships, and their engine boost allows them to get the hell out of sticky situations quickly. Like cruisers, each nation has it's own unique attributes. USN: Fast-firing and fast-turning guns, good AA> IJN: Great concealment and torpedoes. VMF: Excellent speed, guns, torpedoes, and concealment. Higher tiers are a nightmare for...anything. KM: Amazing playstyle at lower tiers, and even at higher tiers; only line with access to hydro-acoustic search consumable. Pan-Asian (NEW!) : Deep-water torpedoes mean they can only be used against capital ships. Their guns, depending on nation, are able to compensate. With that said, let's get into the pros and cons of the class. Pros: Their small size gives them excellent concealment. They are fast and maneuverable, even more so than cruisers. Their smoke can conceal them and allies (as well as enemies.) Their torpedoes are perfect for sneak attacks on battleships. Speed boost allows them to get the hell out of dodge. Cons: These ships weren't nicknamed "tin cans" in real life for nothing. They have no armor, and although battleship AP shells will do zero damage, the same cannot be said for battleship (or any ship) HE, RN cruiser AP, or small-caliber secondaries on bigger ships. Their guns are small and cannot do much damage to larger targets, unless they fire HE. For the nations with short-range torpedoes, a close-in charge against a battleship is going to most likely be the last thing you do in the game before going back to port. Gameplay tips: Use your smoke, and any cover you can find, to make sneak attacks. Go take any open cap points, particularly at the start of the game. It's best to do so if there's support from your team. Look out for allied aircraft carriers. (I should have brought this up for my cruiser guide, but it applies to all ships.) Know which situations are right for mixing it up with the enemy. Priority targets: Other destroyers and battleships. Cruisers, you'll want to shy away from. Aircraft carriers, if you happen upon one, go for it, but be wary of their secondary guns. Those are just some of the basics for destroyer gameplay. Tomorrow: The kingpin of the fleet, the battleships. Good luck, captains!
  9. I just had my highest experience game ever in the Harekaze. I love this boat. I may take her into ranked next season, will see. Then again I might not love her after that. How are you all liking her? Have any good scores to share?
  10. 10 seconds after your smoke dies and you can pop it again. This is Chung Mu and PADD. And though you have radar, without defensive torps for DDs, I suspect the average player won’t use it. Why would you want to? Chung Mu is Fletcher with Flexibility. And I meant White Zombie, not NIN. You’ll understand what I mean later.
  11. When playing the role of the Destroyer, proficiency in the vision-game is king. And mastery over the vision-game is all about information, long before the first shots are fired. In many cases, a DD need not fire, let alone land, a single shot to turn the game in his favor. Knowing, probing the edges of the enemy's collective concealment range, the way it expands and contracts, using RPF against its own user, tantalizing ships to open up with their guns to unmask them, provoking a cruiser into expending its radar as you instantly escape the fringes of its range or into cover, perma-spotting an enemy DD by maneuvering within the 200m "sweet-spot" between your own concealment and his, ascertaining when an island is a safe-haven or a death trap, etc. Knowing who and what is detecting you is critical information, informing you of options and counterplays, determining the difference between a win and a loss depending on application. If memory serves, the old detection indicator used to display different icons for radar and hydro, and (just as importantly) prioritized these detection indicators over the "normal" surface detection indicator (a simple exclamation point without the radar or hydro modifiers). Unfortunately, WG did away with this versatility at some point, and are now using a single icon to display both hydro and radar detection, leaving DD players to guess who and what is "lighting them up". And just as bad, if not worse, the game prioritizes the ambiguous "normal" surface detection (exclamation point) icon over the already-ambiguous radar/hydro icon. In summary, they dumbed down the game and added more RNG by denying DD players critical information . What I propose is a return to the original indicator, perhaps even improve it so that all methods of detection can be displayed in a concise manner. Heck, I'm sure the modders would be happy to do the work for WG if they were guaranteed their projects were endorsed. If I'm not mistaken, the original code for the old indicator with separate icons is still embedded in WoWs, so this isn't asking for something costly or unreasonable, right? How is this a buff to DDs? Let's explain it this way: Just as with RPF, you can determine the position and even likely orientation of an enemy fleet with RPF even though you're not the one who's using RPF . The power of RPF - and more relevantly, the counter-RPF "detection icon" which is displayed to the enemy player it's used against - is a double-edged sword because the counter-indicator shown to the enemy can be used in context with other information: a cap zone being occupied, the detection icon, last known enemy locations and orientations, map knowledge, the second ring of epicenter turning green while the middle remains empty, etc. RPF is a brilliant game mechanic (Well done WG! ). The power of RPF is perfectly balanced against - not the skill of the user - but the skill gap between the user and the players it's used against. This would be a bit of a different story if the skill could be toggled on and off. But it can't be toggled; it's "always on" until the player who has it is dead. And so, a potato using RPF is not simply wasting captain points; he is, in fact, often giving critical information to a clever opponent , one that knows how to use the counter-RPF detection icon against its user. A better, more versatile, more informative detection indicator works the same way. Heck, that describes the old detection indicator perfectly, so I'd settle for a simple "regressive" fix. How do you know if you can smoke to escape detection when the indicator doesn't tell you you're radar'd (at the same time you're surface detected)? How do you know if the ship lighting you up is around the island 4 km away (and has an angle covered by your teammate) or around the island 9 km away (which is not)? How do you know if an island, which is vulnerable to indirect fire from a cruiser 10 km away, can break vision if you can't tell if you're being "lit up" by surface detection (which is broken by line of sight) or radar detection (which is not)? etc, etc, etc. DD players, especially IJN DD players, are always complaining about radar and hydro to no end . Well, this is a common-sense - and IMO eminently reasonable buff to every DD, especially those concerned with spotting and concealment mechanics - assuming they're willing to apply some effort in learning the game, rather than divorcing themselves from team play in order to pursue torp spamming and gun kiting . It is not a direct counter. It is more subtle. It is a tool for counter-play. And besides, there are a bunch of DD players in every line who could use some incentive to play their ships with a little more intelligence (in the bilateral sense of the word ).
  12. My record in Akatsuki is abysmal so far with only 7(!) out of 23(!!) battles won and is ninth from the bottom in terms of win rate in my profile summary. I don't really want to practice in Co-op because I don't feel that fighting bots in Co-op will give me a "realistic" experience. Links to up to date guides and tips would be appreciated. How my Akatsuki is currently set up below: Modules: B Hull Stock GFCS Type 90 mod.1 torpedoes (the upgraded torps) Captain Skills: Preventive Maintenance Last Stand Superintendent Concealment Expert Upgrades and Camo: Main Armaments Mod 1 Main Battery Mod 2 Steering Gears Mod 1 Steering Gears Mod 2 Type 5 Camo Signals: Equal Speed Charlie London India Bravo Terathree Sierra Mike November Foxtrot Victor Lima Juliet Whisky Unaone Juliet Charlie I also fly The Hard Fought Victory flag, if you must know. My AA is turned off unless Planes fly through my air detection range and I tend to fire all nine torpedoes at once (not a good idea, I know). Have some replays of some of my better/average games to analyze how I play(yes I do like aiming in and out for no reason and hitting other buttons down the left side of my keyboard for no reason) https://www.dropbox.com/s/icfnb2ellhr5wb7/Akat help example 1.wowsreplay?dl=0 https://www.dropbox.com/s/2f15dyqvknw7v5u/Akat help example 2.wowsreplay?dl=0 You may, if you read my earlier thread regarding Pan-Asian DDs, recognize it as the result of the second replay.
  13. For the past few days I've been trying to find detailed info or rare pics of Verniy, however I've gotten no luck in my search, thus I ask if any of you know about Verniy or have drawing or pics. Really hoping that she becomes a prem ship, then I'll know for sure. Any info would be appreciated ^^
  14. So quite a while ago I wrote a guide on a more aggressive style of IJN DD game play. It did not garner much attention. Mutsuki in general has one of the lowest win rates of all DDs in game, 6th worst with average of only 48.86% win rate. Many people hates the ship and there are whining threads plenty. People have missed the point of this little wonder of a destroyer. The configuration of the ship is such that its guns are hilariously outclassed by pretty much everything. Not only it has mediocre range, mediocre damage, the ship only at its top configuration 2 of them. The ship is against the current main stream meta of "gunboating", and people trying their hardest to shoehorning Mutsuki into that role. I'm advocating against the opposite, instead of guns, master her torpedoes. Especially, unleashing her torpedo salvos at danger close range. This play style has landed me, solo queue non premium anything no flag used, top 26th in Mutsuki ranking, with a warship.today rating of 1496. To share my experience, here's a summary of "how to mutsuki": 1. Avoid gunboats like a plague, except when they can be engaged at close range. Mutsuki with her inadequate guns simply cannot win a gun duel with any other destroyers or even doing enough damage to finish off a near death cruiser. Avoid engage other destroyers if able unless they can be surprised at extremely closed range so Mutsuki's torpedo can instantly finish them off. Even dueling another Mutsuki is unwise because it'll be a HP trade which would leave your Mutsuki crippled even if she wins. 2. Maximizing Camo Value: Self explanatory, in order to maximize effective torpedo runs, the run time of the torpedoes in water must be reduced to as little as possible. Get in as close as possible to your target then launch the torpedoes. This also means keeping a very comprehensive awareness of the match. Knowing where the enemy DDs are, avoiding possible planes that can spot you, as well as exploit any holes left open in the enemy's fleet. Avoiding planes including avoiding route of planes launching and retrieving from a CV. 3. Effective Torpedo Salvos: DO NOT chase a ship, or launch torpedoes from the stern of an enemy, unless you are point blank. It increases the actual distance you and your torpedoes have to travel and drastically increase time to impact giving your prey more time to evade. The white line only helps you gauging enemy course changes and accelerations. Try to not rely on them to find the lead for your torpedoes. Imagine you are your target and how the target would react in its position at that moment in the match. Will it turn to engage? Slow down to fire more salvos? Or U turn to change position? The lead depends on Mutsuki captain's experience. Whenever possible, get in dead close to your target and unleash your entire payload. The placement of the torpedo tubes are VERY good on Mutsuki, meaning both sets can be launched together converging at a point few hundred meters off your ship. Unlike Minekaze, one set of Minekaze's tubes at certain angles cannot be launched with the other 2, so you have to turn Minekaze more for full salvo. Don't bother with loose spread, tight spread only. If you want to increase chance to hit at long range, offset the two tubes slightly with each other in the direction of target's travel. So that 6 torpedoes together will cover a larger area. A loose spread leave too big of a gap and gives the enemy easy holes to evade. Think of it as a casting a net with small holes not large ones. 4. The Approach: NEVER CHASE. Approach head on so the enemy is approaching you as you approach them, cutting time of interception drastically. Need to identify types of shells a BB has loaded, more times than not giving a BB loaded with AP your broadside can give you the slight edge to survive and use the BB's reloading time to further close the distance for a decisive torpedo strike. Combine all points above to make an effective approach. 5. Point Elimination: Identify a target that can be approached, usually one that's somewhat isolated or going around an obstacle. Target should not be in CV's plane launching and retrieving lines. If target has spotter planes in air, try to time it so you can approach when the spotter plane moves away, giving you more time until spotted. Find a valuable target, usually a BB, if possible track down enemy CV, and kill it, even if it means it's a suicide run. Combining all the points above, identify a target of value and take it down in 1 full salvo. If you are not confident in taking the target down with 1 torpedo salvo then do not approach, sling torpedoes as close as you can without being spotted and wait for a better opportunity. Remember, greed kills, throw away your life for a worthy trade, never settle for less. This is a short 10 min match that shows the all the above points well. (Everyone, almost, are way above 50% in win rate in that match. Opponents are by no means stupid) Replay Link: http://wowreplays.com/Replay/16837 Captain Skills Recommendations: 1.Basics of Survivability - you will be shot at and on fire a lot, any reduction % statistically increases your effective HP by that %, increase survivability always good. 2. Torpedo Armamenet Expertise - more soup, and more importantly allowing you to fire two salvos during the period of one smoke. This is useful in situations where your first approach fails and you have to smoke, then you use the smoke as cover to turn around while reloading then make another close in approach to finish the target off. Last Stand - Save the repairs for fires and flooding. 3.Torpedo Acceleration - with Mutsuki's camo firing torps at 10km is not necessary. Faster torps means higher chance to hit and during a close in approach MUCH harder for the target to evade and kills him quicker so you can have higher chance to survive and do it again. 4. Survivability Expert - extra HP is not only good, the extra HP also allows you to survive a hit from a torpedo from similar tier DDs. So giving you an edge in DD duels. You have the luxury of taking one torp, if you make that mistake, while the enemy would not. 5. Concealment Expert - obviously. Here are some raw footage of me playing Mutsuki none stop for hours: https://www.twitch.tv/tertiacyrenaica/v/89438908 https://www.twitch.tv/tertiacyrenaica/v/89274503 https://www.twitch.tv/tertiacyrenaica/v/89245390 https://www.twitch.tv/tertiacyrenaica/v/89196167 Maybe you can find something useful. My performance statistics in Mutsuki End note: Mutsuki is one of those very unique Destroyers. It offers a play style that is high risk and high reward. The action is tight and heart pounding. People should experience her uniqueness. Mutsuki means "calm moon", the moon has a dark side and it bites, unleash it.
  15. Well howdy folks and welcome back to your home port! We’re in the dinghy looking over HMAS Vampire, a soon to be released Tier III Destroyer of the Australian Navy. That just in case the HMAS hadn’t given it away. :) This ship was provided to me be Wargaming NA in order bring a preview to you so you can decide if you want to spend any of your own hard earned currency on it. This ship is not officially finalized, and must be considered a Work in Progress, meaning that what I show you here today could very well be changed by the time it’s available to the public. Hugh
  16. I think I would have had a heart attack... Playing this time, after sucking in Mutsuki twice, I didn't almost have the balls to get in this ship again... not after the last few devastating defeats. Somehow, someway, the team's destroyer captains other than myself survived with me until the end match, and we skinned a win. I even got to hit the last enemy destroyer with a torp spread and guns at the end of match, almost sealing the deal. For the first time, I feel accomplished as a destroyer captain. Just took a lot of heartache in the meantime to get the hang of avoiding ALL THE FIRE. I even typed out a screw the radar to the Droskoi and ALL FIVE ships that pummeled me and filled the air surrounding my screen with fire and death. If I didn't have the Harekaze dispersion camo and my engine boost activated, I probably wouldn't have survived. I'm still trying to grasp how I did. I have to think about future captain skills with the lady... my debate is Survivability Expert (I'd need to wait until next skill level to buy it), or Adrenaline Rush right now, and wait 3 whole levels to get SE. Honestly, after some thought, I'll probably crack and get Adrenaline Rush now, because the minute and a half wait time to get my torps (even with the torpedo acceleration skill) is just abysmal right now. PS: Devastating Strike is honorable mention to the destroyer captain that I blind-launched torps into a smoke screen at 4 minutes in, and scored one hit. Don't ask me how.
  17. Disclosure & Rules: This post was not made to take any position with the subject matter. I am merely, trying to gauge the players objective views. Please stay on topic. Also, as this is a game. Please let us refrain from trying to bring in the arguments of realism out of this completely. In fact, I would like to request it (realism) off the table for this particular thread. Any and all talks about "win rate", or anything that is not pertaining to the thread relevancy will be ignored/not counted (stick to the substance of the argument). There are have been many major changes through the patch updates, this year alone. The stereotypical mechanics of ship type/class were generally known, and what their roles were. Currently, these preexisting understandings and usage of these various ship types have been harder to clearly define. The "rock, paper, scissor" concept is starting to be less so, but with more complexities by adding a "multi-tool" into "Rock, paper, scissor" game. For example: Missouri with Radar; Destroyer with Hydro, Defensive fire modules, etc. There are also, many views of the current state of the game (as seen in the forums). Some disagree fervently, whilst others are nonchalant about the changes. So, my small introduction done. Here are the questions; (or just an amalgamation of ideas, brainstorming, suggestion, brain fart, late night result of forum reading) What if the Destroyer detection ranges were reduced (surface, and air), more than the current state? What if the Radar modules had a very short (i.e. half the current active time) and adjusted range to scan? What if the Hydro modules had a longer time than current, but limited in numbers (even with Premium modules)? What if the Damage Control Party module could be reactivated quicker but limited in numbers (much like Oktyabrskaya Revolutsiya)? Naturally, these questions/ideas were borne with few thoughts in my mind. However, for the benefit of the game and its dedicated community of players. I'll keep myself quiet, but only interjecting if someone breaks the aforementioned "rule" above. So, let us get our brains ticking, and bring interesting angle/view on the 4 questions above.
  18. So as some of you might know, it has been confirmed that there will be a French destroyer coming to World of Warships. The destroyer will be the Aigle, and it looks pretty interesting. I have some stats fresh off the WoWS Development Blog Facebook page. Hit points - 17 000, plating - 10-16 mm. Main battery - 5х1 139 mm. Firing range - 12.8 km. HE damage - 1000, AP damage - 2600. Reload time 4.8 s., 180 degree turn time - 18 s., maximum dispersion - 111 m. HE and AP initial velocity - 700 m/s. Sigma - 2. Torpedo tubes - 2х3 550 mm, torpedo range - 7 km, torpedo speed - 57 kt, reload time 77 s., maximum damage - 18 400. Maximum speed - 36 kt. Turning circle radius - 680 m., rudder shift time - 4.1 s. Surface detectability - 7.5 km, air detectability - 4.3 km. Detectability after firing main guns in smoke - 3.1 km. Now these clearly are unfinished (139mm HE shells doing 300 less damage than the 76mm HE shells found on the Tachibana) but overall it looks like a very interesting ship. The main thing that caught my eye is the torpedo armament. That damage is on par with tier 9 destroyers. For comparison, the torpedoes on the Fletcher do 19,033 damage, which is only 333 more than those on the Aigle. If this remains the same, I see this ship being extremely fun to play as a close range torpedo boat, coming out from behind islands and blapping BBs. That being said, what do you all think of this ship? Does it seem OP, does it seem weak? I feel like there will be a lot of different opinions.
  19. Hello, I currently have the IV Hosho and the III Wakatake. I like sneak attacks and doing lots of damage at once, which I feel like both of these ships can do. Which class should I grind: Destroyers or Carriers?
  20. An upcoming French DD has been posted by developer Deadmansgamble on the RU forum. Some have guessed it is the Aigle class (I am not really familiar with French DD's. My apologies if this has already been posted; https://translate.google.com/translate?hl=en&sl=ru&tl=en&u=https%3A%2F%2Fforum.worldofwarships.ru%2Ftopic%2F96989-%D1%81%D0%BA%D0%BE%D1%80%D0%BE-%D0%B2-world-of-warships%2F%3Fdo%3DfindComment%26comment%3D4026991 https://forum.worldofwarships.ru/topic/96989-скоро-в-world-of-warships/#comment-4026991
  21. The United States Navy Tree, alongside the Imperial Japanese Navy Tree, are the two 'complete' tech trees - each have a full line of Destroyers, Cruisers, Battleships and Carriers. The USN tech tree also has the least 'paper' ships - only Phoenix, Montana and Nicholas are never-were designs. The third ship mentioned here, Nicholas, is the subject of this post. Nicholas is the bridge of the interesting gap between the Clemson and the Farragut classes. Historically, The USN had a 12-year gap in destroyer production; the last first-rate Destroyer, USS Decatur (DD-341), of the Clemson class was commissioned in 1922; a new first-rate destroyer would not be commissioned until USS Farragut (DD-348) herself in 1934. Naval designers did not sit by idly throughout this gap; however. At the time of Clemson's designs, US naval designers were looking into designs for a destroyer leader; the concept came from foreign naval designs such as the Italian 'scout cruisers' (Esploratori) of the Mirabello class; these ships were larger than conventional 1000-tonne destroyers, intended to be the flagship of destroyer flotillas. Whilst many European navies alongside the Japanese navy built upon this idea of a destroyer leader, the Royal Navy and United States navy were largely content with their conventional destroyer fleets. This did not, however, stop designers from doing drafts of a larger 'destroyer leader', to serve as the flagship for the many Clemson and Wickes classes that made up the bulk of the American destroyer force. The idea was for a roughly 2,000 tonne destroyer leader, armed with larger 5" guns, a similar torpedo armament to previous destroyer classes, and the speed necessary to keep up with them. Various ideas for a large destroyer or destroyer leader were drawn up, including the following; Seem familiar? That's because it's Nicholas herself! Filed under the name "Destroyer Leader 1919", this design put forth the idea of a destroyer that displaces 2,200 tonnes, with an armament of five larger 5"/51 main guns, the same 4x3 21" torpedo armament of preceding destroyer classes, alongside an AA armament of two 3" high-angle guns, and a 55,000 SHP engine to propel the ship at 37 knots. All of this information is represented in-game as this: The Nicholas' A hull, with a main gun armament of 5 5"/51 guns, 12 21" torpedo tubes in a 4x3 arrangement, two HA 3" AA guns, a top speed of 37 knots and an engine capable of outputting 55,000 SHP. Nicholas here is the prefect re-creation of the 2,200 tonne Leader 1919. In terms of appearance, Nicholas appears to be the perfect midway point between the Clemson and Farragut classes. Firstly, the Nicholas is not a flush-decker, she has a raised forecastle similar to that of the Farragut. Whilst flush-deck destroyers provided good strength in construction for their size, the ship's decks were very wet, especially the stern. A raised forecastle would become the standard design for US destroyers, as it was in many destroyers around the world. Nicholas was also up-armed from the preceding destroyer classes; she was armed with 5 5" guns, a larger armament than all but 5 of the Clemson and Wickes class. Whilst her gun layout, gun size and hull shape is similar to the succeeding Farragut, it is her torpedo armament that likens her to her forebears. Nicholas has a heavy torpedo armament of 12 21" torpedo tubes in a 4x3 arrangement, with a similar layout to what the Clemson and Wickes come armed with. Whilst Nicholas' B hull is an accurate but fictional upgrade, the A hull, and Nicholas as a whole, is undoubtedly the 2,200 tonne Leader 1919. Nicholas in game is likely named after Samuel Nicholas, the first commissioned officer of the US Continental Marines (the predecessor of the United States Marine Corps), and is considered to be the first Commandant of the Marine Corps.Historically, three ships, USS Nicholas (DD-311) of the Clemson class, USS Nicholas (DD-449) of the Fletcher class and USS Nicholas (FFG-47) of the Oliver Hazard Perry class frigate bare his name in honour.
  22. https://thearmoredpatrol.com/2017/07/20/wows-0-6-9-more-new-content-and-other-changes/ Put simply, the smoke firing penalty will be dependent upon shell caliber, meaning that 460mm shells will reduce smoke duration by larger margins than 100mm shells. This upcoming update will greatly nerf the British Cruisers, and most DDs. Why? Because of BB favoritism. Both DDs and CVs have been nerfed prior to update 0.6.3 because of BB players crying over getting deleted by torpedoes and/or aircraft squadrons. However, both of these armaments will cause even less damage than conventional HE shells if they know how to dodge properly. It is not that all BB players are potatoes, but it is a proven fact that the majority of the scrub population loves BBs. As if the nerf is not bad enough, stealth firing has been removed in 0.6.3, which is ridiculous for many ships, as their largest advantage is stealth firing. Why this? Because of BB players crying over forums about invisible HE spams. What is not known about stealth firing is that it is difficult to pull off, as there are often ships ahead of the target, which will spot the ship, thus nullifying any stealth firing abilities. Put simply, stealth firing already requires large amounts of skill to pull off, but WG decides that it is a good idea to reward scrubs over the skilled population. 0.6.3 was already a massive nerf for DDs, as they will now have to risk getting spotted and killed, if not having 20 seconds of shite being flung at them. Now WG is planning to nerf smokes themselves in update 0.6.9, which will be a massive nerf for smoke DDs, or RN cruisers, which already suffer from being sniped in smoke by experienced players. And why is smoke getting nerfed in 0.6.9? Scrub BBs. So why is WG making every attempt to reward the scrub population, and the BBs, which are already the easiest ships to play in game; by nerfing every other class? Cruisers themselves are much more tense than BBs, as they will have to pay very close attention to the battle or risk getting deleted, whilst DDs must pay close attention to their position to avoid getting spotted and shot to death. So WG, I kindly ask you to reward the more skilled population, and buffing the ship classes that take the most skill instead.
  23. Keeping with theme be where enemy doesn't expect you to be. Also against the meta standard Destroyers should be the most passive class in the game not scouting or capping both thing should done by cruiser with destroyers in escort. Destroyers should be right next to something bigger. For three big reasons. One the bigger thing draws more fire which is not being shot at it. Two destroyers can aid the bigger things secondaries in firing on smaller targets. Lastly the destroyer can pop Smoke to hide the bigger thing from a superior foe. Nothing shocks enemies more than thinking they have a single battleship or cruiser targeted to watch it disappear behind Smoke and then have their torpedoes warning sirens go off. Almost as as good as the thanks received from said biggie.
  24. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: Workhorse. Quick Summary: An almost-stock Fubuki-class Destroyer but with three, slow firing turrets instead of two. Her torpedo armament has an 8.0km range. Patch & Date Written: 0.5.15, December 1st, 2016 Closest in-Game Contemporary: Fubuki,Tier 6 Japanese Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The Shinonome is the sixth ship of the Fubuki-class. Veterans of the IJN line will recognize her three-turret layout as being that of the A & B Hull Variants when the ship was a tier 8 destroyer. Her torpedoes are much more powerful due to their longer range over the stock Fubuki. Otherwise, she's very similar to her tier 6 stock-counterpart with only small differences here and there. PROs Armed with six 127mm rifles -- yay, old-school Fubuki is back! (Or is it!?) Guns have a flat arc with a high velocity shell that makes aiming up to maximum range a simple feat. Armed with three triple torpedo launchers which allows for all sorts of tactical options when it comes to torpedo runs. Good individual torpedoes with 14,600 alpha strike, an 8.0km range and 63 knot top speed. CONs Short reach on her main battery of 9.0km and very poor gun handling with a 6'/s rotation. Slow rate of fire (6.67rpm) with the new shell damage, resulting in only modest to poor DPM. Large turning circle for a destroyer at 640m and only a modest top speed of 35.0 knots. Almost no AA power. The Shinonome is a reward ship, joining the ranks of vessels like the Flint, Kamikaze R and Emden. With patch 0.5.15, any player can earn her by completing a series of missions through the campaign system. Overall, the campaign difficulty is quite low, with only two real hurdles to overcome. First, the missions require a tier 8 to 10 vessel. Second, completing the campaign takes a lot of time. Players can, if they so choose, simply repeat the same missions over and over at each stage. This lets them cherry pick the easiest missions, though this is where a lot of the time requirement comes in. Alternatively, they can attempt more challenging missions to speed up the process, but these may take multiple attempts to achieve. So acquiring the Shinonome becomes a question of inevitability rather than outright difficulty. The timing of the Shinonome's arrival is quite fortuitous as it overlaps the revamp of the IJN Destroyer tech tree. For players without any form of premium vessel, the Shinonome would arm them with a premium trainer ideally suited to helping them redistribute their Captains to the new vessels they would be adding to their ports. But would she be any good as a training ship? Could she perform? Did Wargaming give away a beautiful gem of a ship like the Kamikaze R or is the Shinonome more forgettable? Leading the way. IJN Destroyers make good scouts with their low surface detection range compared to the other ships they face. Sadly, they're rather undergunned for dealing with any enemy destroyers they encounter. The Shinonome is no different, despite having six guns to the usual four of IJN tin cans at her tier. The real struggle that most DDs encounter is in the opening minutes of match where so many of their number are culled early. Options There are no surprises to be found here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard destroyer options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Six 127m rifles in 3x2 turrets. One on the prow, two on the stern in a superfiring configuration. Torpedoes: Nine tubes in 3x3 launchers mounted dorsally. Let me be a little different with this review and start with her torpedoes. As a Fubuki-class destroyer, the Shinonome comes with a very heavy torpedo armament that's guaranteed to make Battleship players poop themselves with rage and terror. She comes with three triple launchers, all mounted dorsally with good fields of fire. These tubes reload in a minute and twelve seconds each, making it very easy to keep a constant cycle of fish in the water. Sounds all pretty nice so far, doesn't it? Well, read on. The Shinonome uses the stock torpedoes found on the Hatsuharu and Fubuki. These do 14,600 damage each with a 63 knot speed and 1.6km detection range. These aren't as hard hitting as the upgraded tier 6 torpedoes found on the IJN ships which cap out at 16,267 damage, but they are faster. But what makes these fish memorable is their range. Unlike the stock torpedoes on the Fubuki and Hatsuharu which are limited to 6.0km, the Shinonome's fish reach out to a very serviceable 8.0km without any reduction in speed or damage for the upgrade. So short of missing out on a bit of alpha strike, you can perceive the Shinonome as having a nice compromise between the faster stock fish and the longer ranged upgraded torpedoes they eventually unlock. They even match well against the Anshan's, being faster, hitting marginally harder and reloading more quickly. I've found them to be a quite comfortable fit. The real danger of these torpedoes is just how many she can fire at a time. The Fubuki-class can dump two launchers worth and hold her third in reserve. Firing only these six still gives her parity with every other destroyer at her tier short of the Farragut. The flexibility of being able to hold back her third launcher is incredibly powerful. It opens up all sorts of opportunities to catch unwary ships with a blindside of fish when they think themselves safe for having avoided two full spreads already. Without going into length, a complacent enemy might commit to a turn to avoid the first salvos only to be struck by the third. Or they may assume that all of the fish have been launched only to be caught out by a surprise point blank ambush with the last launcher. The only real downside is that the Fubuki can make her torpedoes better than the Shinonome through the use of the Captain Skill Torpedo Acceleration. This would change the 10km, 59 knot Fubuki torpedoes into 8km, 64 knots torpedoes with their more powerful warhead. While the Shinonome would still enjoy a faster rearm process for her fish, it's hard to argue that these stealthier, faster and harder hitting Fubuki torpedoes aren't an improvement. Still, I am very pleased with the Shinonome's torpedo armament. It's quite powerful and unique. The Shinonome may seem like a fun throwback when it comes to her guns, at least for veterans of the IJN line. Players of the original Fubuki will recognize the weapon layout as that of the class before 0.5.15 if you used the A or B-Hull rather than the anti-aircraft C-Hull variant. I was more elated to see this than perhaps I should have been. Not only was her gun layout preserved but so too was her rate of fire. To say that her gun performance is rather lackluster is a bit of an understatement. * includes the use of the Advanced Fire Training Captain Skill where necessary. Gun performance values for tier 6 Destroyers. This lower rate of fire is combined with the nerfed shell performance from 0.5.15 which reduced HE damage per shell from 2,100 to 1,800. Her base fire chance is also reflective of the new shells at 7% per hit as opposed to 9%. While this does put her ahead of the Hatsuharu and Fubuki in terms of raw DPM and Fires per Minute (FPM), she lags considerably behind the Ognevoi, Anshan and the Farragut. In addition, she doesn't have that much of a lead on the IJN Destroyers. I was personally hoping to see the Shinonome with a Hatsuharu or at least a Fubuki's rate of fire. But being stuck at 6.67rpm instead of 7.5rpm or 8rpm is a big disappointment. This is compounded by the stereotypical poor gun handling of the mid tier IJN Destroyers. The guns take 30s to rotate 180' so you can forget brawling. The final nail in the coffin for me in regards to her guns is the 9.0km range. Their only saving grace comes from the good ballistics of her shells. Like all IJN 127mm Destroyers, her guns are very high velocity with very flat trajectories. This makes accuracy not much of a problem and it's more than sufficient to slap a prospecting hunter in the face. They can also be used sufficiently to finish off wounded prey if you're still in the vicinity after dumping your awesome fish. The Shinonome encounters a Hatsuharu inside a squall. Her primary battery allows her to battle from a position of superiority against other same-tier IJN Destroyers. Rivals: Hatsuharu The Hatsuharu doesn't come off looking to good in comparison to the Shinonome. Her torpedo armament is worse. She might have better rate of fire, but with only a 20% increase in reload speed compared to the 33% increase in available guns on the Shinonome, the Hatusharu falls well behind in that regard. Well, at least she has better range than the Shinonome. Sort of. That 300m is hardly decisive. About the only place where the Hatsuharu is hands down superior to the Shinonome is in regards to her agility and concealment. The Hatusharu is faster and she handles better. She's also got a 300m stealth advantage over the premium ship. Both of these traits are nice but when it comes to outright performance, I've got to give the laurels to the Shinonome in this comparison. Maneuverability Top Speed: 35.0 knotsTurning Radius: 640mRudder Shift: 3.2s The Shinonome nearly clones the Fubuki when it comes to her agility. This puts her on the slow side for a tier 6 destroyers, with a largish (but not unprecedented) turning circle and a rudder shift that lags behind the lead of her class by 0.7s. So while not terrible, the Shinonome doesn't have good handling either. She can and will out turn her sluggish turret traverse and you will find yourself tempted to touch the rudder to correct your aim or to speed up bringing your guns to bear. I find this to be largely a mistake as it can lead to all sorts of navigational problems, including often fatal beachings. DurabilityHit Points: 12,900 Bow & Deck Armour: Minimum of 12mm The Shinonome has less armour than the Fubuki, believe it or not. A few millimeters of missing armour plate aren't going to make a whole lot of difference, though. Any gun in the game can penetrate your bows with HE shells, so it's not like you'll enjoy any form of immunity to any kind of attack short of bouncing 152mm AP shells tossed into your face at point blank range. Her hit point pool is decent, though a far cry from the 15,500hp found on the Ognevoi or the 14,400 of the Anshan. Still this is on par with the Fubuki and it's higher than that found on any other USN or IJN destroyer at tier 6. This isn't really enough to make trading DPM with her main armament feasible, but it can provide a buffer to make picking on a damaged ship more worth risking. Rivals: Ognevoi & Anshan These ships are faster than you, tougher than you, with better DPM. These ships from the Soviet Block have the muscle to bully you off of objectives and drive you away from making attack runs on their big friends. They're anything but stealthy, however. And while their guns look more impressive, they're not that much better at slinging high explosive shells than you are. Properly equipped (with boosted hit points) and with the advantage of getting the first volley, you might be able to out trade these ships with your Shinonome. But beware if they switch over to armour piercing shells. They'll pull away on damage. Still, the only real contender for the Shinonome is the Premium Anshan, which preservers the gunship qualities of the Ognevoi but adds a potential 8km torpedo armament. This pales compared to the three triple launchers of the Shinonome, though. You can also console yourself that the Anshan has similarly poor gun handling, so neither one of you is going to want to adjust your heading while trading blows. Like a sick game of chicken, the first one to make a mistake or to veer away loses. Aware that she would be horribly outgunned and outclassed by the Akizuki, the Shinonome makes use of an island to keep out of line of sight of the fearsome IJN gunship. Pick your battles! Concealment and Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.8km Minimum Surface Detection Range: 6.11km Concealment Penalty while Firing: +3.81km (vs 9.0km gun range) With her large hit point pool, it's perhaps not surprising that the Shinonome is a big boat. Her 7.0km surface detection range, while not so troublesome when the Fubuki was tier 8, is a little more problematic at tier 6. Thankfully she goes up against the likes of the Ognevoi (7.7km), Farragut (7.6km) and Anshan (7.2km). She really begins to hurt when up-tiered (as all sub tier 8 destroyers do) which face enemy tin cans that have access to Concealment Modification 1 which provides them with an immediate detection advantage. Still, her 7.0km is serviceable. Right out of the box with her premium camouflage, she has a 6.8km surface detection range, giving you a very comfortable 1.2km concealment window from which to deploy your torpedoes against larger ships. Fully upgraded, you can get the Shinonome's surface detection range down to 6.1km. This does open up a tiny opportunity to stealth fire from open water if her Captain takes Advanced Fire Training. Don't think that this will redeem her gunnery, however, as it's only a 900m window. Anti-Aircraft DefenseAA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 Hahaha! No. Turn this travesty off and leave it off. You've got more hopes of Wargaming implementing mid-air collisions than getting the Shinonome to shoot something down. Rivals: Farragut The Farragut contrasts the Shinonome greatly. Faster, more agile, with nimble guns that unleash a blistering rate of fire -- out of all of the tier 6 Destroyers the Shinonome might encounter, the Farragut is her worst nightmare. Armed with up to five 127mm rifles which cycle once every four seconds, she can stack the hurt in a hurry and disable weapons and systems under her incessant volley. With a pair of quadruple torpedo launchers with a 6.4km range, you have to be wary of where and when you turn when a Farragut engages. You're not going to out trade a Farragut. In a straight line, you're not going to outrun her either. Your best bet is to point your stern into their faces and run, firing back with your four rifles. If she wants to keep up, the Farragut will have to go bow on and only be able to reply with two. But no Farragut should be fool enough to fall for that trick for long. Disengage when you see a full health Farragut prowling near you. You've got a very small stealth advantage over her. Use it and look for greener pastures. After encountering a Lo Yang inside of 6km, the Shinonome blows smoke and heads out to open sea after dumping fish. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As an IJN Destroyer, the Shinonome is a pretty forgiving boat. While she struggles with her guns, it's just hard to argue the point that being able to spit out nine torpedoes from three launchers doesn't facilitate hitting targets and doing damage. I would say that the baseline difficulty for the Shinonome is higher than that of the Fubuki. Her extra guns are nice but not enough to provide a solid deterrent to would be aggressors. 10km torpedoes are easier to use than 8km torpedoes, if only from a survivability perspective. Efficacy remains up for debate. It's this same torpedo armament which in the hands of an expert player become a real nightmare. Three triple launchers provides a whole measure of control that's all too dangerous in the right hands. Combined with stealth and agility, a Shinonome, like a Fubuki, that's left unchecked into the later stages of a match can quickly spell the end for an unwary team that has lost their vision. Mouse's Summary: The Shinonome looks less impressive than she is. It's easy to get caught up on how she's not-quite a Fubuki. Her gun armament will disappoint many who are expecting great things from it. She's no gunship. Overall, she's a good workhorse premium, with no flash or pizazz. I was initially disappointed in the Shinonome. While I was working on trying to figure out a way to summarize her for people that asked me what she was like, I found it easiest to compare her to what people knew. She's a stock Fubuki, with three turrets instead of two. She reloads more slowly. She has 8km torpedoes instead of 6km. That really doesn't sound like a ringing endorsement. In fact, it sounds downright lackluster. But that's undermining just how good the Fubuki is at tier 6 and how the Shinonome, as a Fubuki herself, does just fine as a result. I am delighted that they included this ship as a reward vessel accessible to anyone with a tier 8+ ship and time to grind out the Campaign Missions. This will give players who don't normally have access to premium content, and who might be newer and have missed out on previous promotions, a chance to grab a trainer and credit earning ship to assist them in playing World of Warships. The Shinonome will work well for anyone that's looking to help retrain their Captains, especially with the changes to the IJN Destroyer line. The only unfortunate part is that the time needed to complete the campaign may make their own acquisition of the Shinonome so delayed as to be moot for this purpose. Oh well, she'll be ready the next time she's needed. The Shinonome is a workhorse. Like the Kamikaze-class before her when the Minekaze still reigned king, she does not look that impressive compared to her non-premium counterpart. Don't let that fool you. You don't drive the Shinonome to be fancy or to be noticed. She's there to get the job done, and she's got all of the right tools to assist you in doing so from start to finish. Rivals: Fubuki The Fubuki outclasses the Shinonome in everything but main battery firepower. But let's be thorough and go over the specific differences compared to the upgraded ship. In parenthesis, the Fubuki will be first, Shinonome second. The Fubuki is better armoured (16mm bow vs 12mm) The Shinonome has a larger main battery (4 guns vs 6) The Fubuki reloads faster (8s vs 9s) The Fubuki is longer ranged (10.0km vs 9.0km) The Fubuki has better torpedoes (16,267 damage, 59 knots, 10km range, 1.5km detection vs 14,600 damage, 63 knots, 8km range, 1.6km detection) The Fubuki has better AA DPS (19 vs 4) The Fubuki has better Rudder Shift Time (2.5s vs 3.2s) The Fubuki is an excellent destroyer at tier 6 -- arguably one of the most powerful destroyers at her tier and certainly in contention for being one of the most powerful destroyers tier for tier in the game (provided we pointedly ignore the Gremyashchy). That the Shinonome compares so closely to this strong destroyer really speaks well for this premium ship. The Fubuki and Shinonome. The Fubuki has the busier camouflage scheme between the two of them. Visually, they are quite similar though still distinct. The Shinonome is easily identified not only the number of turrets but by their style, which are slender and boxy. Would I Recommend? The Shinonome is a free ship (for now). The only way to acquire her is to put in time to the Campaign and unlock her through the step by step process of completing Missions. Time is precious, and it's ultimately up to the individual how to spend their precious hobby hours. With this in mind, here are my recommendations: For Random Battle Grinding: Yes, she's worth it. As I said earlier, she a stable, reliable work horse. The Shinonome is perfect for helping grind out your IJN Destroyer Captains and she's no slouch for your cruiser Captains either. She synergizes well with most of the Captain Skills you could want for either the gunship or torpedo boat line for the destroyers. Do keep in mind that as a tier 6, she will be facing against higher tiered opponents more often than not. It will be rare that you're not facing off against tier 7 opponents at the very least. Make use of her concealment, sneak those caps where you can and put fish into their big stuff to gradually accumulate the experience and credits you need. Stay away from anything with radar. For Competitive Gaming: It's harder to recommend her here. The Fubuki is better. Still, she can be pressed into performing if needs be. Like I said, it's hard to argue with the merits of three triple launchers. Personally, she wouldn't be the destroyer I would reach for. For Collectors: The end of the historic Shinonome is a mystery. Even the whereabouts of her remains haven't yet been confirmed. Like the Arizona, she didn't have a wartime career and is more famous for the events surrounding her sinking than in any action in which she participated. For Fun Factor: For Captains who love their IJN Destroyers, the Shinonome is a good fit. She doesn't have any gimmicks to make her stand out. But if you like Fubuki-style game play and wish you could make a few more credits and experience while enjoying that style, then the Shinonome is a great investment. She will not convince someone who does not like Destroyer game play, particularly Japanese destroyer game play, to change their colours however. Outfitting your Shinonome Recommended Modules There shouldn't be any surprises in this section. For your first slot, I strongly recommend Magazine Modification 1 for all destroyers. This turns detonations from an uncommon (but jarring) occurrence to a statistical outlier. You will take gun hits in your destroyers and they can and will result in the complete annihilation of your vessel with some frequency (as much as 1 game in 20). This will reduce this down to almost 1 game in 67 at most. If you feel like living dangerously, or if you intend to always equip Juliet Charlie signals, then Main Battery Modification 1 isn't a bad choice. Just don't complain when someone asplodes your boat. For your second slot, it's a no brainer. Aiming Systems Modification 1 is best. The third slot options are still pretty terrible. Take whichever one you like. I usually go with Propulsion Modification 1 in the vain hopes that my engine might bust less often. It doesn't seem to be working. Finally, for your fourth option, Propulsion Modification 2 is handy, particularly if you find yourself accelerating and decelerating to take advantage of smoke. For aggressive players that like to ninja caps, this is definitely the best option. Steering Gears Modification 2 isn't bad, but this only nets you a 0.64s gain on your rudder shift which is hardly noticeable. Recommended Consumables The Shinonome isn't too pricey when it comes to maintaining her consumables. Due to her decent stealth window, you can eschew the use of a premium Damage Control Party if you wish. The 60s reset timer on the standard version is normally sufficient for a vessel that doesn't intend to use her guns that often. The same can't be said for your Smoke Generator. Don't skimp out on that and spend the 22,500 credits to increase the number of charges you get and to reduce the reset timer from four minutes down to two minutes and forty seconds. I wouldn't bother with a premium Engine Boost consumable. Its use is highly situational. You can just hold onto it until you really need it. Recommended Captain Skills With the way the IJN Destroyer tree has branched, it's not uncommon to see some skill choices that seem less optimal for select destroyer types. The Akizuki has very specific demands, for example. To this end, they may not mesh up perfectly with the Shinonome. Here's the skills I recommend for her optimal performance. For your first skill, Basic Fire Training is best. This will bump up her anemic reload rate from 9s to 8.1s. Next, grab Last Stand to keep your engine and steering gears operational after taking damage. Torpedo Armament Expertise is very powerful on the Shinonome, reducing her reload from 72s per launcher down to 65.7s and should probably be acquired on a subsequent pass through the list. Lastly, Expert Marksman is alright, but it won't suddenly make the guns amazing. I would skip it personally. At tier three, Superintendent is probably the best choice. This will give you an extra (and welcome) charge of your Smoke Generator and Engine Boost consumables. At tier four, you have three reasonable choices. Advanced Fire Training seems like the optimal choice, increasing your gun range from a pathetic 9.0km to 10.8km which is much more versatile. Alternatively you can reach for Demolition Expert to nudge the fire chance of this ship from 7% to 10% per shell which is respectable. However, I feel that Survivability Expert is probably best for the Shinonome, bumping her hit points up to 15,300. And finally, at the last tier, Concealment Expert remains too good of a choice to pass up for Destroyers. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  25. I'm deciding to go down the German DD line and I was just looking for general tips on how to play them... I'm Getting two crowds, either telling me to stop now because they're bad as all hell and the time would be better wasted trying to file a complaint to Wargaming Customer service...or people telling me they're awesome in versatility, and to play them like a stealthy CL with better than average torpedos and poor firing concealment. I just need some outside opinions...Thanks in advance!