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Found 247 results

  1. Had this some what tainted victory of a match earlier tonight. It's distraughtly how bad a newer generation of USN DDs will be. On top of that cake, the cherry is the typical everyone ignoring enemy DDs (in this case yours truly) and their entire team just fell apart after the extremely early death of their DDs on that flank.
  2. It seems people favor Priority Target (the "PT") over Preventative Maintenance (the "PM"). The logic behind it seems good, basically maximizes open water firing time. But PM increases DD's survivability so much and PT basically offers zero utility in a DD vs DD situation, or any situation where the DD's getting shot anyways. So why choose PT over PM?
  3. Equipment (Slot 2)Edit Icon Equipment Name Cost Description Notes Damage Control System Modification 1 250000 Reduces the risk of flooding or fire: -3% to the risk of flooding and damage received when torpedoes hit the torpedo protection. -5% to the risk of fire. Torpedo flooding and damage modifier only applies to ships with a torpedo protection system (viewable under the Survivability tab of the Port screen). Propulsion Modification 1 250000 Increases survivability and accelerates repairs of engine: -20% to the risk of the engine becoming incapacitated. -20% to engine repair time. Steering Gears Modification 1 250000 Increases survivability and accelerates repairs of steering gears: -20% to the steering gears repair time. -20% to the risk of the steering gears becoming incapacitated. So the list above is all that's available for Slot 2. What is the "best" all around choice for a destroyer? I've never picked anything other than Damage Control mod 1, because DDs have to choose Last Stand anyways, might as well get some fire damage prevention to get a slight edge in DD knife fights. But there are DDs, at least on WoWS wiki, which are suggested to use Propulsion Mod 1. So.... what mod do you choose?
  4. Hello! Since we're discussing French warships these last few days, I thought this would be an apt question...though I completely understand if I get no answers because French warships aren't that popular, especially during the war-era. I was looking at purchasing a ship gun covering / tompion for myself. The one I'm interested thus far belongs to the destroyer l'Audacieux - a member of the famous Le Fantasque-class and a vessel that fought for the Vichy French at Dakar (https://en.wikipedia.org/wiki/Battle_of_Dakar) before being scuttled at Toulon. However, the seller and I are having trouble dating the item (I'm wondering if its war-era), mainly because of the manufacturer's mark: a mysterious RGJ. This is the back of the l'Audacieux tompion with the RGJ: I did some searching around and found that a lot of people (mostly French sellers) do not know of this RGJ. However, he seemingly is also on ships that are more modern. Below is one RGJ found on a ship built in the 1950s - the destroyer Cassard (https://en.wikipedia.org/wiki/T_47-class_destroyer) I don't know if I can find the answer to my question on this forum since French warships - war-era and otherwise - aren't everybody's big topic, but more heads is better than just my lone head. I would appreciate it if somebody can find the identity of this mysterious person. Additionally, finding out if the first tompion (the one for the Vichy French destroyer) is actually war-era in manufacturing would be a big help to me and the seller. Thanks!
  5. So this ship has us CCs split down the middle. Some love her, some hate her. I fall in the former. We all agree she needs some tweaking and I’m sure she’ll get it. Very much still a work in progress. Here are my thoughts. The skinny: Make torps base 16KM and knock off some HP damage. Maybe make guns better a tad. The concealment is great. She can cap and scout. Players that scout and cap will still do it in this ship.
  6. After a few terrible games... a 7-kill Confederate and Kraken in Nicholas. Not flawless execution by any means, but it was good to make a comeback. Carry hard, right? Now if you'll excuse me, I'm taking a break. Atlas gave me a call... I need to have my people call his people. The replay is here: https://replayswows.com/replay/15639#stats
  7. Premium Ship Review: Aigle

    The following is a review of Aigle, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of January 24th, 2018. The Baker's Dozen Quick Summary: A massive destroyer with ridiculously powerful guns and hard hitting torpedoes. Cost: Undisclosed at the time of publishing. Patch & Date Written: Patch 0.6.14 to 0.7.01, November 30th, 2017 until January 24th, 2018. PROs Huge hit point pool for a tier VI destroyer at 17,000hp. Armed with five139mm guns -- the largest gun caliber that can still benefit from destroyer sized gun skills. Very long ranged for a destroyer with a 12.8km reach. Excellent fire chance per shell of 9% Enormous warhead charge on her torpedoes, dealing a massive 18,400 damage per hit. Engine Boost consumable lets her top 43 knots for two-minute stretches. Her horn sounds like a choo-choo train. CONs Horrible turret traverse. Low velocity shells with high ballistic arcs and long lead times at range. Appalling fire arcs on her guns and uninspiring ones on her torpedoes too. Large turning circle of 680m and sluggish handling for a destroyer. Punitive surface detection range and unable to stealth-fire torpedoes without Concealment Expert. Very reliant on commander skills to make her comfortable to play. Overview BAD - One of, if not the worst at its tier. This is a pronounced weakness. FAIR - Middle of the pack at its tier. Not terrible, but not terribly good either.GOOD - Has a significant advantage over her tier mates. A solid, competitive performer.BEST - No other ship at its tier does this as well as this ship. Aigle is enormous, with powerful artillery, ridiculously hard hitting torpedoes, a huge slug of hit points and the ability to do in excess of 43 knots. She pays for it with horrible anti-aircraft firepower and a terrible concealment values. Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme This isn't a destroyer with which you can easily hide and attack enemies. Inexperienced players will find her awkward and impossible to conceal. She has the striking power to impress veterans, provided they can stomach the limitations of her weapon systems. Knowing how to use and abuse island cover is one of the key skills needed to excel in this ship. Options Consumables: Aigle's Engine Boost consumable is worth taking a closer look. Aigle's Damage Control Party is standard for a destroyer with a 60 second / 40 second reset timer. Her Smoke Generator is also standard with a 20 second emission time. Each cloud lasts for 81 seconds and the consumable has either a 240 seconds or 160 second reset timer. Finally, her Engine Boost consumable increases the ship's speed by 20% instead of 8%. This lets Aigle reach theoretical maximums of 43.2 knots for up to two minutes with 180 second / 120 second reset timer. Premium Camouflage: Aigle has the tier VI Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to maintenance costs, 3% reduction in surface detection and 4% reduction in enemy accuracy. Module Upgrades: Four slots, standard destroyer options. In your first slot, take Magazine Modification 1. You may be huge. You may have a ton of hit points, but you're still a destroyer with squishy magazines. Next up, take Propulsion Modification 1 to help keep your engines from being disabled. If you have access to it, take Engine Boost Modification 1 instead -- it plays up to Aigle's strengths. Aiming Systems Modification 1 is optimal in your third slot, mostly because Aigle's AA guns are terrible. In your fourth slot, Propulsion Modification 2 to give you a little more acceleration from when you're hiding in smoke. Firepower Primary Battery: Five 139mm rifles in individual turrets in an A-B-P-X-Y superfiring configuration. P is rear facing. Torpedoes: Six tubes in 2x3 launchers Aigle has awesome weaponry. On paper, she's the knees of the bees. Unfortunately, this is largely undone by poor fire arcs, awful gun handling and the combined issues of range and concealment. How much these affect you largely depends on your tolerance for wonky fields of fire and how reliant you are upon being sneaky to succeed in a destroyer. Artillery Poor fire arcs on French destroyers is nothing new. Cyclone, released in July of 2017, gave us the first hint of the travesty that would be Aigle's fields of fire and I'm not terribly optimistic about future releases being exempt from similar issues. To fire all five of Aigle's guns, you need to present yourself at near a full broadside to your foe, with a 57º off your bow to fire forward and a 59º fire angle off your stern when firing backwards. This is largely untenable in the thick of fighting -- not unless you want to sail in a straight line and give your opponents an easy shot. It's more realistic to expect that Aigle will typically fire with three guns (ABX forward, PXY backwards) which undermines the fearsome damage-per-minute (DPM) numbers she should (in theory) be able to boast. Her sluggish turret traverse of 6.5º/s only further complicates matters, making Aigle's gunnery uncomfortable under any kind of manoeuvres. The last flaw to speak of in regards to Aigle's gun performance is her shell ballistics. Her guns are not the high-velocity rifles of the Soviet Navy which hurts her ability to bombard targets at range. They are comparable in shell flight time to Japanese destroyers at a distance, but with a lower initial muzzle velocity. This is exacerbated by Aigle's poor concealment characteristics where she's often forced to bombard targets from longer range. Nine and ten second lead times are not uncommon, and worse if you add on Advanced Fire Training. The plus side to her ballistics was that she could park behind some islands and lob shells at distant targets and hammer them over and over, undetected and safe from reprisals. This is just one extra challenge to unlock the awesome damage potential of these guns. You can undercut these traverse and fire angle flaws (though there's nothing to be done about floaty ballistics). Aigle's 139mm guns benefit fully from Basic Fire Training and Expert Marksman. The former will prop up your flagging DPM while the latter will increase her turret rotation speed to 9.0º per second -- more than enough to keep up with the manoeuvres you'll put Aigle through. You can also simply tank your way through return fire from enemy destroyers while keeping four or five guns trained on them, confident you can out trade their fire. Feel free to play with Advanced Fire Training if you'd like, but the ballistic arcs that far out are hilarious. You shouldn't worry too much about concealment issues, though -- Aigle is already one of the largest destroyers out there and hiding in open water just isn't something she does well. Seriously? Ew. In payment for the aforementioned flaws, you get a monster. Aigle feels like some Frankenstein's golem, combining facets from different destroyer gunnery and creating something entirely new. Her 139mm shells are huge. For a destroyer, they do great damage, penetrate well, start fires easily and all without sacrificing rate of fire. It's the little things which add up too. For example, Aigle's AP shells have the same longer fuse timer as American 127mm/38s found on their destroyers. This gives the shells more time to punch through the layers of armour that protect the machine spaces of some cruisers. This makes Aigle a greater threat to the citadels of cruisers than many of the other destroyers. You're more likely to see full damage citadel hits than just penetrations when you ambush an enemy cruiser at close range. Aigle's guns also boast similar penetration power to the high velocity 130mm of the Soviets, making her capable of besting up to 80mm at 11km and 100mm of steel at 8km -- values which echo the citadel protection around many tier VI and V light cruisers, incidentally. Her HE is also arguably the best at her tier. She inflicts high shell damage but she's also the best fire bug at her tier. With Inertial Fuse for HE Shells (IFHE), she's capable of damaging the extremities of all but the tier VIII battleships. As a destroyer, she only loses 1% fire chance for this skill, it still keeps her viable as a fire starter. Be advised that without IFHE, big as Aigle's guns are, they're not capable of damaging the extremities of tier VI and VII battleships and tier VIII heavy cruisers which will see a huge drop in your damage done. AP in blue, HE in violet. Aigle will often struggle to get all five guns on target. It's fair to say I have a love-hate relationship with Aigle's gunnery. Her damage potential is the siren's call which made me want to take her out time and again. For every game where I got into an ideal position and could rain Hell down on my enemies, there were games where I had to run and hide from enemy lolibotes and cruisers. This isn't a destroyer where knife fighting is comfortable -- even with Expert Marksman, your fire arcs are going to leave you way too vulnerable to broadsides of torpedoes if you want to trade DPM. If you can park and blaze away, you'll do well with Aigle. If you're asked to move and fight, these guns will trip you up every time. Torpedoes There's not much to say about Aigle's torpedoes. She doesn't get a lot of them, for one. This contrasts with the stupidly huge warheads grafted to them which hit harder than any other fish at her tier, including the Pan Asian and Japanese destroyers which typically have the monopoly on such things. Their chance for causing floods is second only to Fushun's at tier VI. There are two problems I have with Aigle's torpedoes and they compound. They're slow. They're very difficult to fire from concealment. Short of ambushes around islands or suicide-torp runs, landing torpedo hits with Aigle's torpedoes is difficult. Sure, they're hilarious as all get out when they smack something, but good luck setting that up. It's impossible to launch her torpedoes from stealth without a full concealment build on your ship and commander. What's more, her fire arcs aren't especially generous (they're not terrible, but they're not great), so whipping your ship around to dump fish against an enemy coming towards you can often give yourself away. And, once they've seen you, they're going to turn. The slow speed of Aigle's fish means even a minor course adjustment will see your fish swim past their target without biting. Overall, Aigle's torpedoes are a lot like her guns -- you want to use them but they'll fight you every step of the way. They're hilarious when they work though and that alone will keep you trying. Aigle's has narrow torpedo arcs directly off her sides, requiring you to expose her full broadside in order to launch. Summary: Hard hitting. Horrible fire arcs. Can you overlook the latter in order to enjoy the former? Evaluation: GOOD What it would have needed to be BEST: Aigle isn't a torpedo boat. She's a gunship, first and foremost with torpedoes as incidental backups. Thus her merits are largely weighed upon her gunnery. As good as Aigle's guns are, they aren't the best. Farragut's guns put out more damage and are better suited to knife fighting. Gaede's 150mm are better for punishing larger warships. Aigle is a generalist, and a good one, with guns that can make a destroyer balk with the first broadside and make a battleship player grind their teeth with frustration at the incessant 139mm bombs being dropped on their decks. And just wait until you read what T-61 can do... Manoeuvrability Top Speed: 36.0 knotsTurning Radius: 680mRudder Shift: 4.1s Maximum Turn Rate: 6.8º/s at 4/4 speed If there was one flaw upon which to set all of Aigle's manoeuvrability woes, it's her enormous turning circle which lets her down. It's not the worst we've ever seen among destroyers (Ernst Gaede is worse within the same tier), but it holds her back. Combined with her modest top speed, this leads to a sluggish rate of turn for a destroyer and makes her more akin in handling to a nimble light cruiser than her fellow lolibotes. However, with the touch of a button you can alleviate Aigle's woes. Her Engine Boost consumable is phenomenal. Aigle launches from a 36 knot top speed to over 43 knots for two-minute intervals (three minutes with Engine Boost Modification 1). This also spikes her rate of turn from 6.8º per second up to 7.4º per second allowing her to come about more quickly too. With her boost, Aigle transforms from a dumpybutt to a rocketbutt -- untouchable within her own tier and competitive with everything she may encounter. The only down side to her Engine Boost consumable is those two minutes in between (premium) reset timers where you have to go back to being terrible Evaluation: FAIR What it would have needed to be GOOD: Aigle is a long way off from "GOOD" and only spared a "BAD" label because of her Engine Boost consumable. Aigle is so fast with her Speed Boost active, even my screenshots of her have speed lines. Rate of Turn There are several factors which affect how quickly a ship comes about. The most significant are the ship's forward momentum and the size of her turning radius. As a ship slows down, her turning radius changes, but not always for the better. To make things more complicated, different ships also preserve speed better in a turn. When it comes to changing your heading, keep up your speed. If you want a tighter turning circle with Aigle, slow down to 3/4s or 1/2 engine power -- you'll shave off 100m of her turning radius which can help you avoid islands. Just be aware you will not come about as quickly. Steering Gears Modification 2 reduces Aigle's rudder shift time from 4.1s down to 3.3s. However, this does not noticeably affect her turning values. This upgrade is a placebo and not a practical bonus. When attempting to measure the gains made, some of the results fell within the margin of error of my reaction time and were impossible to tell apart. 360º Rotation Rate (Ship Maximums): 1/4 speed (8.8 knots): 2.0º/s rotation, ~688m turning radius 1/2 speed (16.9 knots): 4.5º/s rotation, ~581m turning radius 3/4 speed (23.6 knots): 6.2º/s rotation, ~592m turning radius 4/4 speed (30.3 knots): 6.8º/s rotation, ~687m turning radius BOOSTED (34.9 knots): 7.4º/s rotation, ~732m turning radius 90º Rotation Rate (Stock): 1/4 speed: 1.9º/s rotation for 46.8s 1/2 speed: 4.3º/s rotation for 20.8s 3/4 speed: 5.8º/s rotation for 15.6s 4/4 speed: 6.3º/s rotation for 14.2s BOOSTED: 6.9º/s rotation for 13.0s 90º Rotation Rate (Steering Gears Modification 2) 1/4 speed: 2.0º/s rotation for 46.1s 1/2 speed: 4.4º/s rotation for 20.5s 3/4 speed: 5.9º/s rotation for 15.4s 4/4 speed: 6.4º/s rotation for 14.0s BOOSTED: 7.0º/s rotation for 12.8s Durability Hit Points: 17,000 Maximum Protection: 16mm Ah, destroyer durability. So straightforward. Aigle has the most hit-points at tier VI -- even more than Ernst Gaede's 16,500hp. This makes her the defacto toughest destroyer. But, don't get complacent. Glue on Survivability Expert to top yourself up to 19,1000hp to keep your primacy. Remember to guard your magazines with Magazine Modification 1 and/or a Juliet Charlie signal lest you find yourself unseated. You're still a destroyer after all. The glut of hit points on Aigle will serve you well, provided you can spend them wisely. Use them to clinch knife fights -- just make sure you dodge those fish. Evaluation: BEST What it would have needed to be GOOD: Destroyer durability is pretty straight forward until you start to see weird bits of armour-plate capable of causing ricochet at higher tiers. None of that's present here, so barring her spawning multiple magazines running the length of the ship, Aigle is safely the best of the bunch with the largest hit point pool. Anti-Aircraft Defense AA Battery Calibers: 37mm / 13.2mm AA Umbrella Ranges: 3.0km / 1.2km AA DPS per Aura: 5 / 19 Aigle's anti-aircraft firepower is all kinds of terrible and there's not a lot you can do to improve the situation. Given her size and her large turning circle, enemy aircraft are particularly dangerous for this destroyer and they have every reason to glue themselves to you and keep you from sitting safely back and using your guns to your heart's content. Aigle is so large that aircraft can spot her without even slipping into her AA bubble. A CV could (in theory), keep her permanently lit without any risk to her own reserves whatsoever. Evaluation: BAD What it would have needed to be FAIR: AA guns that were actually a threat to enemy aircraft. Vision Control Base Surface Detection Range: 7.74km Air Detection Range: 4.35km Minimum Surface Detection Range: 6.76km Detection Range when Firing from Smoke: 3.11km Main Battery Firing Range: 12.78km This isn't a destroyer you want to use to scout early on in a match. Aigle's surface detection range is enormous -- the worst at her tier. While she doesn't also have the worst surface detection range for a destroyer within her matchmaking spread, but she's close. There are all of two (2) destroyers that she will normally meet that she can out-spot: Mahan and Kiev. That's it. Your only hope otherwise is to run into players that are not running full concealment builds on their destroyers. You're going to be spotted first -- it's best to accept that early and change your play style to reflect it. Contesting cap circles early on in a match is probably not a good idea; not unless you know what you're facing and that they're unsupported.. Aigle does not knife fight with enemy destroyers well -- between her clumsy handling, bad gun fire angles and slow turret traverse, getting in close is an unnecessary risk. Pushing early means you're going to hemorrhage that hit point advantage of yours without gain. Save them for when you isolate an enemy destroyer later in a match and can out trade her. The biggest casualty to Aigle's poor concealment is the use of her torpedoes. She can't fire them from stealth without a commander using Concealment Expert and even then, your margin of error is a mere 240m. You're really just limited to ambush scenarios or firing them at distracted enemies. It's possible (and not necessarily a bad idea) to dispense with using Concealment Expert altogether and play Aigle like a light cruiser with added speed flexibility and immunity to citadel hits. Evaluation: BAD What it would have needed to be FAIR: A good start would be getting that glaringly obvious red X13 off the side of the hull. Contesting cap circles early on in a match isn't what Aigle is designed for. Countdown to Blastoff: X Minus 13 You're going to want a dedicated French destroyer commander for Aigle. I tried playing with my French Light cruiser commander during play tesitng and quickly grew to regret it. Start with Priority Target for your first skill. If you're omniscient (or just reckless), you can take Preventative Maintenance instead. You're a destroyer, so Last Stand is a must -- especially if you took Engine Boost Modification 1. Follow this up with Survivability Expert to boost up your HP even further. And finally, allow yourself to stay hidden with Concealment Expert. For your next nine points, sink them into the following: Inertial Fuse for HE Shells, Basic Fire Training and Expert Marksman. This will give you the punch you need to directly damage battleships, the extra rate of fire to spike your DPM and improved gun handling to help mitigate her terrible fire arcs when you do have to fight another destroyer. Alternative builds are possible, especially where you drop any pretense of trying to hide this ship and don't take Concealment Expert. The four points could be freed up for skills like Demolition Expert, Adrenaline Rush or Superintendent. Final Evaluation Mouse's Summary: Aigle: Big guns. Big fish. Big butt. Most premium ships have a paywall. Some premium ships have a skill wall. Aigle has a patience wall. Without the right commander skills, this is a terrible ship. Aigle looks so much better than she is This is one of those ships that if you only saw her statistics, you could be forgiven for getting really excited. Playing her is much more mixed. Sure, she can do a lot of damage when everything works right but it's a lot of work. It's safe to say that I didn't enjoy Aigle overmuch, even if I recognize how potentially powerful she could be for someone who could get over the frustrations of her weapon handling. Aigle is a good ship hamstrung by poor fire arcs. She's not a traditional destroyer. She shares more in common with some of the late tier Soviet destroyers like Tashkent, Kiev and Khabarovsk but without the stupendous ballistics that makes long-range gunnery on said ships so comfortable. Still, Aigle is advantageous with the right setup. Having that commander build is key. I found she played best when you could park her behind a low island and hammer cruisers and battleships over and over and over again with her shellfire while they dueled with my team mates. The sting of Aigle's fish guaranteed that pushing around the islands was a bad choice for my enemies. This only worked when CVs left me alone, but that's a common lament for most destroyers. The catch is, I had to know where on each map I could abuse this and not all of them were accommodating. This is a support gunship -- a baby cruiser, as it were. Play her with these expectations and you should do alright. The lack of concealment doesn't damn Aigle, nor does awkward gun handling (though the latter is a close thing). However, the two together does sour me. I am a big advocate for concealment dominating games. When concealment isn't available, then a ship must out fight or outrun from threats. Aigle struggles to do the former without the right build (get those 19,100hp and bump up your rate of fire!). And the latter? Well, Aigle's Engine Boost is all kinds of phenomenal. If it feels like I'm holding back on singing Aigle's praises, it's because I am. I hate feeling like I'm fighting with the ship to make it perform and bad fire arcs really soured me to her. It didn't help that I was playing with my French Cruiser commander through much of the early play-test and I had a less than ideal build going, but that's on me. I was so twisted against Aigle, I nearly slapped her with a bad review because of the negative bias I was feeling. It took putting a 19pt commander on her with the right build and just sitting down and weighing all the paper data that I had to finally cement in my mind that Aigle was a better ship than I was initially giving credit. I still didn't enjoy her, per se, but that didn't prevent her from being a good ship. She's well-balanced. She has her flaws (flaws that rub me the wrong way especially) but she's not some overpowered monster, nor some gutterfluff piece of trash. At the end of the day, it was difficult to pin an Angry YouTuber label to her. What finally clinched it for me was defining the role that Aigle took. She was a support ship, that much was evident, and looking at the other destroyers in her tier, she had the most overlap with the German destroyer, Ernst Gaede. I had to ask myself, between the two ships, which was better? I kept reaching the conclusion that even with Aigle's advantages in speed and hit points, Gaede was better between them. When it came to hammering larger ships, Gaede did it better. When it came to using torpedoes, Gaede does it better. When it comes to supporting a cap circle, Gaede is simply more versatile with her Hydroacoustic Search consumable. Sorry, Aigle. You're good. You're damn good, even. You're just not the best at your given job. Made in German smug. Would I Recommend? On the whole, I say "non, merci" to Aigle. France isn't hurting for good premiums at the moment. Maybe Aigle will look a little more attractive when the French destroyer line is closer to finished. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Aigle will do just fine in Co-Op and Scenarios. Between her range, firepower, that huge chunk of hit points and her Engine Boost consumable, she's very versatile. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Not especially, no. At the same tier you could get De Grasse or, for a few bucks more, Dunkerque. They would serve you better as commander trainers with France having a cruiser and upcoming battleship line. De Grasse practically prints Arsonist medals. The necessity of an experience commander with a lot of skill points works against Aigle being a good trainer. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Wait for T-61. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I'd give her a pass. Aigle didn't have a very auspicious career (she was sunk twice). However, that could be said of most of the more modern French designs in World of Warships. At least she was built in steel For Fun Factor: Bottom line: Is the ship fun to play? Very nope. I did not enjoy this ship. If you have more patience than I for horrible gun arcs and bad turret traverse, have at her. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing The Aigle has landed. Thank you to my patrons on Patreon for their support in January for helping get this review out. I actually managed to take some time for myself (gasp!) and enjoy the game over the last week. Much of this was spent playing Co-Op of all things, crunching through the High School Fleet event to grind out the flags and camouflages on offer. Musashi, Yamato and Harekaze got a lot of play time and I even poked out with HSF Graf Spee a couple of times to collect the boxes I needed. Meanwhile, I haven't really touched Roma at all since release. It's still early yet and I'm still in the middle of crunch time with content creation. When things get a little less hectic, maybe I'll have a better idea if any of these ships will become new favourites. Aigle's not likely to make the cut. As much fun as her choo-choo train horn is, I feel no inclination to add her to my roster. My current ten favourite premium ships. Top Row: Fujin, Atlanta, De Grasse, Prinz Eugen, Atago. Bottom Row: Scharnhorst, Nelson, Harekaze, König Albert, Warspite. Appendix A list of sites, programs and people I rely upon to create my reviews. Thanks go out to iChase, NoZoupForYou, the World of Warships Wiki staff and Pigeon_of_War for their assistance with research. Most of all, everyone's favourite box-bound kitty, Lert, gets a special thank you for being the first to volunteer whenever I need help. With every review, he's behind the scenes providing feedback, proofreading, monotonously twirling ships and assisting with screenshots. And last, and definitely not least, one final thank you to all of my patrons on Patreon who help make these insane research projects possible. If you enjoy my reviews, please consider offering your support. For the complete list of my reviews, please visit:
  8. Selfish DDs

    Let's talk about destroyers that decide the outcome of the game within the first minute of it. I'm talking about the ones that either go half throttle or full throttle to hide behind an island and then try to spend the rest of the match trying to blind torpedo the other team while their own team is perma-spotted by the other DDs and have to play "on the run" for most of the match and gets knocked out 1 by 1 in a disproportionate rain of fire by non-visible ships thus forcing also your cruisers to try and spot and failing miserably because A) their spotting and concealment sucks vs DDs and B) they suffer the most for being exposed/overextended (trying to spot and even cap sometimes) I play mostly cruisers and this is common play/occurrence at tier 10. Yeah you know those games I'm talking about and more often than not end up in a blowout. I think a reasonable fix for this or at least incentive would be to stop only/mostly rewarding damage output as the deciding factor of credits and xp earned and making spotting/capping and other team play activities more rewarding. Feel free to add other suggestions.
  9. Introduction Destroyer play is complex and varied. They have a myriad of tools available to them and are one of the most effectual types of ships in the game when it comes to team support and objective control. Having said that, they’re also one of the easiest ships to play once you understand some basic concepts. Stealth Information is everything. Destroyers trade hit points and armor for this little gem. As such, your stealth as a DD is by FAR your greatest asset in the game. Understanding this is the first step in mastering destroyers. If you’re going to play these little pesks, it’s important to know the concealment ranges of other destroyers. Take an extreme example: if you’re in a Khab, it’s not a great idea to rush a cap. Literally every other destroyer in the game will outspot you which opens you up to taking unnecessary damage. Once you know the concealment range of your ship and the ships you’re going to face, you need to know how to use it. This brings us to our next point, situational awareness. Situational Awareness There are multiple layers to being situationally aware. Unfortunately, this isn’t something that is easily taught. For starters, at the beginning of every match, study the opposing roster. How many radar ships do they have? How many destroyers do they have? How many of those destroyers have better concealment than you? These questions and many more impact how you plan your game strategy. No radar? That makes life less complicated. 5 enemy radars? You’ll have to play more cautiously. Another key mistake DD players make is remaining broadside in a cap, in smoke, or even sailing in open water when you KNOW that torps could be heading your way. I know you think you’re safe in your little cloud, but torpedoes don’t care if you’re undetected. The moment you pop smoke, the whole world knows where you are. Also, know when to shoot your guns. If that big fat battleship just used DCP on a flood, it might be worth a couple salvos of HE to get him cooking… ASSUMING you’re not putting your ship unnecessarily at risk. If you can’t do the job, tell your team to light him up. A comprehensive list of situational awareness tips would make this post too long, so I’ll leave it at that. Mobility Destroyers are one of the most mobile ship types in the game by combining excellent speed with unparalleled maneuverability. This allows you to reposition quickly if you’re needed elsewhere or if you’re in too deep. Honestly, this is one of the reasons that I find destroyers the easiest to play. If you make a positioning mistake early, you can adjust accordingly. Versatility All destroyers have a combination of torpedoes and guns. Some focus more on torpedoes while others have greater emphasis on guns. I’m not going to break down the play style of each nation, but I do want to highlight one thing. Just because you’re a torpedo boat doesn’t mean you can’t use your guns. And just because you’re a gunboat doesn’t mean you should be firing non-stop. For example, don’t be afraid to use your guns in IJN DDs. They are exceedingly effective against USN and PA DDs past 8km. If you can bait them into opening fire and chasing you, you can kite them to death with ease. On the flip side, just because you have rapid firing guns in your USN/PA DD, they’re most effective against other destroyers when you’re within 6km. If you let yourself be kited, you’re going to lose. Oh, and if you’re in a destroyer with fast loading torpedoes (i.e. KM DDs), don’t be so stingy with those fish! Whenever I enter a cap in my Z-52, I dump torps. People often don’t expect torps so early, and it can often yield some delightful results. Unless you have a specific plan in mind, idle torpedoes are useless torpedoes. Utility Smoke, hydro, radar, speed boost, torpedo reload booster, heal, defensive fire… need I say more? Destroyers have a tremendous arsenal of tools at their disposal. Use them wisely to help yourself and help your team. At the end of the day, destroyers are support ships. Own that role by providing vision to allies, smoking friendlies in trouble, screening torpedoes, contesting caps, etcetera. Final Thoughts Know the difference between tactics and strategy. These two things are related but different. There’s a simple quote that helps distinguish between the two, “Strategy is doing the right things – tactics are doing things right." While that’s a generic statement applicable to all ships, it’s particularly important for destroyers because they are critical to controlling the flow of the game. Additionally, if you want to be effective in the end-game and potentially swing the balance in favor of a win, you need to try to stay alive till the end. One thing I can’t stand is the player who charges in like a madman in the opening minutes of the game, only to die and subsequently berate and chastise the team for the rest of the match. Want to make a difference? Stay alive, be in a position to contribute, and don’t do stupid things. It’s vitally important to plan ahead and anticipate what is likely to happen in a match. WoWs is partly a game of chess. The better you can predict the flow of the game and meaningfully act on that information, the more success you’ll have. Lastly, Want to be a better player? Own your mistakes and learn from them. That applies to all aspects of life. Good luck out there! -KW
  10. Premium Ship Review: HMAS Vampire

    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.
  11. 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)
  12. Loyang vs. Kidd Premium Packages

    ...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~
  13. New Player's Guide to Destroyers

    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!
  14. 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.
  15. 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 ).
  16. Akatsuki Guide?

    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.
  17. HMCS Athabaskan is the last destroyer and former flagship of the Royal Canadian Navy. She was recently decommissioned after serving proudly for 45 years. She had a bold career and is a veteran of numerous conflicts and disasters (Gulf War, War on Terror, Hurricane Katrina, Haiti earthquake). As the last of her kind, it is imperative that she be preserved for future generations. We have until January 4th, 2018 to purchase the ship, or else she will be scrapped. We cannot allow that to happen to this mighty ship! The current goal is to purchase the ship outright and operate her as a private museum trust in Halifax. The $5000 goal is just for a down payment to purchase the ship, we are still awaiting a fixed price from the Canadian government. We would heartily accept any and all donations. If you are interested, here is our GoFundMe site: https://www.gofundme.com/save-hmcs-athabaskan Our Facebook Group: https://www.facebook.com/groups/910372335662106/ Let me know if you have any questions.
  18. 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.
  19. 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.
  20. 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 ^^
  21. 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
  22. Premium Ship Review: USS Kidd

    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.
  23. 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.
  24. My thoughts on the Aigle

    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.
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