Jump to content

Search the Community

Showing results for tags 'destroyers'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Surveys
  • General WoWS Discussion
    • General Game Discussion
    • Team Play
    • Support
    • Discussions about Warships
    • Historical Discussions and Studies
    • Player Modifications
  • Support
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests
  • Support

Calendars

  • World of Warships Event Calendar



Filter by number of...

Found 252 results

  1. Submarines in WOWS

    Submarines in WOWS--It is an interesting concept. A few points to consider: 1. NEW Game engine--Macwrapper from Code Weavers will have to do a new wrapper for subs. They already are probably working on one for the new CV play. I wonder if the WOWs Halloween game will even play in October 2018 ? 2. Subs of WW2 vintage did around 25 knots on the surface. WW1 did 18 knots on the surface. Speed will drop to 8 knots or so submerged (this may not be an issue with the Oxygen meter). Depending on how long you are underwater, a sub may have to fire quickly before surfacing. There will be no Irwin Allen Seaviews or 1990s vintage SeaQuest DSV subs in the game doing 30 or more knots underwater. The vessels will be SLOW 3. DDs are getting overtaxed as the main sub hunter. CAs had provisions for subs. You can see the equipment on the Tier 3 Aurora. So does (yes) the Tier 1 sloops. Note that they have depth charge deployment devices on them. While any of these ships have a role in sub chasing ? 4. CV aircraft did a fair amount of sub chasing (as well as the Zeppelins of WW2 US Navy). What role would they have ? 5. While the German U-Boats fired fore and aft torpedoes, the American "O" and "S" classes, if memory serves correct, fired only from the BOW in WW1 and later. I will give WOWS credit for thinking of all the Gamers who have asked for submarines. It will be the hardest ship class to put in if they proceed. It would be a programmer's nightmare given all the changes needed to get submarines to work right. Astrosaint
  2. I know smoke screens were use effectively during WW II and they worked quite well....but not as well as they do here. If you set a smoke screen out you mask your position because they can't see through the smoke. On the other hand you shouldn't be able to see the ships your hiding from....If I can't see through it...the destroyer or Cruiser shouldn't be able to see through the smoke screen either. The DD in this game are way over modeled you would think they are armored like a battle ship the way they take hits. They have to do something about the smoke if you can't see through it the enemy shouldn't be able to either...nothing worse than a Cruiser with smoke out peppering the hell out of you with accurate fire sitting in smoke.
  3. Dear WG, While the removal of smoke firing and change of spotting is great. You guys really forgot about some ships which needed to have their roles refined since the smoke fire update.... IE the Blyskawica, like that was her main role. And yet her stats are not changed at all since the removal of smoke firing. Without it the Blyskawica is now much harder to play. And seriously, any time she gets hit from anything, her modules break instantly, and ALL OF THEM. As a dd player who plays other nations dds, no other dds has multiple modules break so easily. What is up with her extreme agility as a dd? Could you guys consider updating her or something. Like some many other who have (had) the Blyskawica, and BOUGHT HER WITH REAL MONEY, well we just got screwed over. Sincerely, A Mad Blyskawica player.
  4. Hi all This is more of a PSA to all players out there who forget that japanese destroyers besides the Akizuki and up on that tech tree line have guns. The guns are not great yes but in the right cases can do some serious damage. Just dont forget about them. Just thought id share the game that sparked this post. The proof of my point P.S Shame at the end the enemy Carrier gave up despite being in the lead with points. Simple needed to run to win instead he turned off his aa and did not send any more planes. Dont do this even if you are the last ship alive on your team. You can still win on points Enjoy the rest of your day
  5. Destroyer AP Against Other Destroyers?

    So during my month-long pre-college vacation, I've been watching various youtubers play high-tier destroyers, and something I notice is that a lot of them seem to to use AP against other enemy destroyers. How effective is using destroyer AP against other destroyers? Should it be done and, if it should, when should one switch between firing HE and AP when fighting enemy destroyers?
  6. I apologize in advance for continuing to beat to death (and beyond) the horse that is radar...and for missing any prior posting of my suggested revision. I've read a lot of posts on radar but there are too many to read them all, so I might have missed someone else making this suggestion. SUGGESTED REVISION: Splitting Radar Detection into 2 Detection Ranges: (a) Mini-Map Detection and (b) map draw detection Right now, when radar detects a ship, it simultaneously detects it for mini-map purposes AND makes the ship appear on the regular map. The suggested change would split radar detection in two. Devs would look at radar ships and ADD 1-2km of detection range to existing radars for purposes of putting an in-range ship on the mini map...so the radar ship and its team would know there was a DD there and could start making taking actions based on that (start evasive dodging, decide to send ships to actively hunt the DD, etc.). They could even take some pot shots based on the mini-map location. On the other hand, all existing radars would have 1-2km in REDUCTION to the range that they completely draw a detected ship onto the map. EXAMPLE: A 9.45 km range radar now could be revised to draw ships up to 10.95 km away on the mini-map, but only puts them on the regular map at 7.95 or closer. WHY I THINK THIS WOULD BE BETTER THAN WHAT WE HAVE: Even as someone who plays DDs more than cruisers, I concede that radar should exist in some form at higher tiers, as both a nod to historical accuracy and to mitigate against a catastrophic level of ninja torp walls. That said, radar as it exists right now doesn't seem focused on rewarding skill and judgment in a game that generally appeals more to older players who like to focus on us of skill and judgement in their games. Additionally, even though I'm still focused more on tier 8 than 9-10, even at that lower tier it seems that heavy radar tends to make the game more passive (and dull IMHO). Conversely, the concerns that Cruiser and BB players have about not being able to use skill to counterplay ninja torp walls aren't without merit. Finally, the situation of cruisers radaring entire caps from behind a solid island where they can't be hit is both frustrating and silly. I remember hearing a dev giving an interview on The Warships Podcast to say it was too difficult and time consuming to fix easily, and I concede that they would know more than me on that, but it's still frustrating and silly. In any case, I think split radar would make the above issues at least less bad, and would be easier to implement than some other suggested solutions. Most importantly, I think the change would result in more skill and judgment being exercised on all sides. If a DD is detected on a mini map, they have to think and make a decision about whether they want to press-in still, hoping to either stay out of map draw range or that the radar duration will run by then, or to play it safe and sail away. BBs and CA/CLs will know that a DD exists and generally where it is pretty far out, so they'll be able to start taking evasive action. If they choose not to, they have no more excuse for their own death by torps than a DD who sits still in smoke. Once a DD is detected, under the new radar model, the "destroyer hunter" role of cruisers would be more heavily emphasized, as they'd be the ones who would have to decide if, based on the mini-map detection, if they are going to actively try to chase down and kill the detected destroyer or not. Finally, a radar ship has to decide whether it wants to focus on detecting ships further-out on the mini map so their team can react to them (at the cost of warning-away DDs outside killing range or the duration expiring before a close-in kill is achieved) OR hording the radar for close-in killing of DDs at knife-fighting range. While radar would still go through solid land, pending a future fix by WG, the shorter range of radar capable of drawing a ship on the regular map would make radar ships less able to sit behind an island and dominate a cap with radar. Yes, they'd be even more likely to be able to generally detect an enemy ship on a cap, but it should be harder to just push a button to completely reveal a DD and instantly have other ships around the cap destroy any capping DDs while the radar ship faces no risk. Finally, I think this is a more "cinematic" feel for radar than currently exists, as it echos how radar and sonar acts like in popular military fiction. At longer ranges, with an initial contact, an operator will usually only have general information for their captain...that something have been detected, generally where it is, generally how big it is, etc. Only as ranges close and the contact persists does the operator fill-in more details about what they are facing. The current in-game radar...where you go instantly from no knowledge at all to knowing every possible piece of info, seems less realistic/cinematic to me. In any case, seems like radar is something that draws a lot of heated comments and would benefit from some sort of revision. Wanted to offer a constructive idea with the hope that, even if not viewed as a good route for revision, may spur other useful ideas. NOTE: Feel free to delete this post if it deemed duplicative, or more if it would be better suited to a different sub-forum. -TIS
  7. I'm starting to question the use of IFHE on some of my cruisers. Old man reminiscing.. "Why I remember when a full salvo of HE would hit a wee little destroyer and poof, nuked, obliterated... not like that these days, no sir... why let me tell you.." It seems (to me) when firing IFHE against destroyers, I'm not getting the levels of damage or obliteration I would "expect". Is using IFHE actually having an effect upon the damage it can do to a destroyer. I think yes. But do you know for sure? If it is, I may want to remove it from my cruisers, as I primarily hunt DD when in a cruiser. tiafyc
  8. Minekazi or Mutsuki line???

    Minekaze or Mutsuki line? Why?
  9. Hello everyone, before I start with this guide I would like to introduce myself. I come from the European server and my nickname is StorozhevoiGnevni, I am a member of RAIN, was part of the roster that won KoTS VI of the European edition in addition to the Grand finals against the CIS server and I mostly play DDs. In soon 2 full seasons of clan battles I gained a lot of experience in playing the T10 Pan-Asian DD Yueyang so I would like to share some tips and tricks of what I learned in those 2 seasons. Hope you all find it helpful and enjoyable! Why should you get the Yueyang? Very often I see people say "Yueyang is just a Gearing with different smoke and deep-water torpedoes." but I don't think that describes the Yueyang quite well. Yes, it is very similar to the Gearing and yes those are the 2 major differences, but those 2 differences already change it's playstyle from the Gearing. It also stands lower in the water so it makes it smaller and harder to hit. The torps have 13.5km of range and with only 0.8km detection they are your main source of damage (remember you can't hit DDs with them though), guns have 11.8km range which is 0.7km better than the Gearing, it might not sound a lot but often you will find it useful as 11.1km in T10 is fairly limiting. In comparison to the Gearing, the Yueyang eats less BB AP penetrations due to having a lower profile and because Gearing has a lower plate that can also cause to shatter DD HE shells. Yueyang also has the gunpower to deal with any other destroyer in a close range knife-fight, the way you should play those fights I will talk about later. Yueyang in Random battles There are multiple ways how you can play the Yueyang in random battles and for each you need a different build so here are some examples! Remember that before any damage farming, sitting in smokes your main job is to SPOT for your team, therefore if your team has no spotting on the enemy it is your job to leave the smoke and help them deal damage that way, sadly teamplay is not rewarded in this game as much as it should be. Your battleships and cruisers can always do more damage than you when they have the spotting so keep that in mind! Gun focused build: With a gun focused build your goal is to deal as much damage to BBs and knife-fighting DDs in close range. You would run smoke and with the captain skills I will link. Obviously it contains the reload module as well, but if you feel like that is not necessary feel free to switch to torpedo reload module. The playstyle relies heavily on sitting in smoke, hitting torps that cause a flood (even one is enough so you try to torp in a way you get guaranteed hits) and then set fires, or the other way around where you first try to force Damage Control System and then torpedo to get the permanent flooding. This tactic can be done with other builds too but in a less effective way due to missing Demolition Expert and higher reload on the guns. With the gun reload of 2.4 seconds you will have a huge DPM advantage over any other DD (unless it is the same built Yueyang or Gearing) that can make you victorious in fights where you have significantly less health. Use your gun power as much as possible, don't play selfishly and just play to deal damage, make sure to contest caps and kill DDs. Try to recognize when your friendly needs help with an enemy DD and try to kill the threat of your teammates. Remember that you aren't the only destroyer that is a threat to enemy ships, there are enemy destroyers that are a big threat to your team as well and you need to be there to help them out! Captain build: http://shipcomrade.com/captcalc/1100000000000011010010100000000119 Prefered modules: DD Hunter build: With a fairly similar build to the gun focused build you still want to maximize your gun reload and maximize your chances when fighting enemy destroyers, but with this build you want to slot radar to be able to counter their smoke or surprise them in the open. Your main source of damage will be torpedoes that will have quite slow reload, but if played correctly your average damage won't be sky high and you shouldn't bother with it. The win rate should be exceptional due to your influence on the game of killing destroyers and removing the threats of your teammates. Captain build: http://shipcomrade.com/captcalc/0100000000000011010010000000001119 Prefered modules: Torpedo focused: With a torpedo focused build in random battles you want to minimize the reload cycle of the torps and make sure that you send torpedoes every cooldown. With the excellent torpedo detection you have you can easily get devastating strikes on enemy battleships and cruisers. When you get a torpedo hit that causes flooding to an enemy battleships try to signalize your team to focus that ship as they most likely used their damage control. Getting permanent fires on them will kill them fairly quickly and help your team win! The more you play the ship or any destroyer for that fact will help you master your torpedo game. Try to predict enemy movements if you can, securing one hit is already very useful for your team! Even though you are focused around torpedoes don't forget to hunt DDs, I recommend radar for this build (even though smoke is as viable, it really is your choice) so don't forget to influence the game by doing what a destroyer such as Yueyang should do, spot for your team, try to kill enemy destroyers, your gun power is still better than what Shimakaze, Grozovoi, Z-52 can ever get, as well as equal to Gearing. The destroyer you certainly don't want to fight is a Khabarovsk but that is a rule for every other destroyer too. Captain build: http://shipcomrade.com/captcalc/0100000000000011011000000000001119 Prefered modules: To sum it up whatever build you are using in random games you must understand you are a destroyer before anything else. The value of spotting for your team is something that is so underestimated among the average players but is so useful for your team and can easily be a game winning factor. You also need to give your best in capping, contesting capture points, positioning yourself between an enemy DD and your battleship so you can spot the torpedoes. Sometimes you will get matchmaking with a carrier in it that will spot your torpedoes or keep you powerless by spotting you or even killing you and you can't do much about it. Those games don't happen always and it is luck based. Go over it and hope for better the next game. Lot of players complain about radar but there is very much a way to deal with it, use island cover to your advantage, practice your dodging and don't put yourself into unnecessary risks in the early game. You have great maneuverability. The longer you survive in a game the longer you can influence the game so save those risky moves for when you have to do it. Yueyang in Clan battles Yueyang is the most popular destroyer in Clan battles and there is a simple reason for it; it is the only T10 destroyer that can slot radar. And other than radar it is an excellent hybrid, something every clan would want. A mix of great guns, great torps, radar, very good concealment, great maneuverability is what in my opinion makes it so strong. There are 3 viable Yueyang builds that all differ in one T3 skill. Which one you take is your own preference, I personally run Torpedo Armament Expertise as I don't find Super Intendent useful at all, I never find myself in need of using over 3 radars in a clan battle game. The other one focuses on maximizing gun power when engaging enemy DD-taking BFT and Reload module over TAE and Torpedo Reload module. If you find yourself often fighting enemy DD then I would call it worth it, but most of the times you rely on your dodging and the support of your teammates to deal damage, if you can dodge better than the enemy DD you will win the trade. Probably the most important factor when playing DD in CBs is spotting; invest time in learning detection ranges of T10 ships and radar ranges. There are 2 ships that you as a destroyer player need to be extremely careful of; Worcester and Minotaur. Why are they so dangerous for you? Because their detection range is lower than their radar range meaning when they get spotted they will instantly radar you. You will probably eat damage when that happens regardless of your position, but if you get caught nose in towards it you will need to turn away to disengage meaning you will get closer to him as well as him to you making you unable to leave his radar range-long story short you are most likely dead or lucky to survive. Therefore when you see one of those ships in an enemy lineup make sure to turn before you can possibly spot him and be ready to run away and dodge. You want to reverse spot him and when in that position you are already unpredictable when they need to aim. Next thing you must learn is to prioritize the shells you want to dodge. Zao shells will over be more dangerous than Worcester or Minotaur shells, BB shells will always be the most dangerous out of all. Watch when they shoot, don't try to dodge before they even shoot because just wiggling won't save you from eating their shells. There are many ways of throwing off the aim even of the shells as fast as Zao's. Dropping your speed completely and turning in a direction most likely will always work for a salvo or two, turning once when he shoots and then turning back as the shells come closer will make you dodge the shells. The more you dodge, better you will get at judgement of the shells and how to dodge them. As a destroyer in Clan battles you usually have a lot of time to think, therefore you must be a step ahead of your caller/commander, destroyer is also a good class for being a caller yourself for the same reason. Look at the minimap, try to see the potential plays you could do that would help your team. Your commander can't react at the perfect time for everyone to tell you what to do and it can be too late. Timing in this game is everything and doing something 20 seconds before you get called to do so can be a win/loss difference. Your every move must be well thought, the time you can see the move and how well you can do it differs the top from good, but if you are already thinking that way, hey you are already good at what your team needs. Becoming a consistent DD player in CBs takes time, it is a learning process and you will make mistakes on that journey, but make sure you learn from those and correct them the next time you get a similar scenario. You should try to always have an impact on the game, even though it is often not so easy, try to be a force on the map and don't sit in the backline unless you get said otherwise (there are scenarios where you simply can't help with anything and forcing yourself in the front line can get you in risk of getting killed, try to recognize those). Three captain builds: http://shipcomrade.com/captcalc/0100000000000011011000000000001119 http://shipcomrade.com/captcalc/0100000000000011010010000000001119 http://shipcomrade.com/captcalc/0100000000000011010001000000001119 Prefered modules: Regarding the smoke Yueyang it is used mostly in a very specific tactic that runs around it such as aggressive flank pushes with stealthy cruisers and the ability to dish out smokes fairly consistently with a lot of charges. Since the cooldown nerf I don't think it is worth for anything else, if you want to smoke up your cruisers in a defensive position I would take a Gearing. Important to remember: -You are the eyes of your team, learn the detection ranges of T10 ships -Be careful when facing a Minotaur or a Worcester -Prioritize the shells you want to dodge, some are more dangerous than the other -Be unpredictable with your dodging, don't dodge when shells aren't even fired -Think for yourself, try to be ahead of your caller and make well thought plays -Timing is everything -Becoming a great consistent DD player is a learning process, make sure to correct your mistakes and learn -Know when to shoot, engage the enemy destroyer and when to run Tips and Tricks Putting yourself in a favourable position in a gun fight: When fighting enemy DDs you must be aware that once you are nose in to him it is basically impossible to disengage before you kill him or you are forced to use your smoke, not every fight is a 1v1, being nose in makes you predictable and easier to hit so if you expect an enemy DD try to put yourself in a kiting position, that doesn't necessarily mean kiting from the start, but if you need to bail you will most likely survive easily plus if there are torps coming there is 90% of the time plenty of time to make a perfect dodge. This is a rule I would apply to every single destroyer in the game. Cap contesting: When contesting a cap both in randoms and especially in clan battles you can expect to be radared, torpedoed or rushed. It is incredibly important to have safety exit route, once again nose in means mostly death so you want to be in a reversing position towards the cap (stern towards the enemy). If the cap is contested and you want to challenge an enemy DD to a fight simply reverse towards the middle of the cap or until you spot him and you should already be in a favourable position. When capping don't leave the cap until you are reset, don't be so scared of radar because you can still pull of the cap for your team and that is where your judgement comes into play. Often in clan battles you will have a ship shooting at you with 5 seconds left on taking the cap, watch when he shoots and if you think shells might be going in front or exactly at the middle of your ship, try reversing in more to the cap as it will always be enough to secure the cap. Most of the time reversing in is something a BB player won't expect and he will miss but don't be overconfident, as it can be a double-edged sword if you misjudge the shells! Always have confidence in your moves, if something doesn't work you will have more experience for the next game. Hope everyone found this guide helpful, feel free to ask questions and please tell me if it really is useful. There would be nothing nicer to hear than that this helps people and that there is improvement! Good luck on the high seas and be smart! [RAIN]StorozhevoiGnevni
  10. When the Red Team has no radar

    Looking at the teams I see the red team has no radar so I play very aggressively knowing the only way I'll get spotted is if an enemy dd gets close then I can just smoke up and hydro.
  11. I play mostly USN and IJN dds at Tier VI and above. My first coal purchase was Smoke Generator. I thought that it would be useful for all of my dds. It turns out that it works well in my Haida, but it's much more questionable in my other dds given what you have to give up in that slot (Aiming Systems Mod 1). Because each of these upgrades cost 17,000 of coal (not including coupons), I want my next upgrade purchase to be something that I can use on multiple ships and is worth the tradeoff of the normal slot upgrade (which does make me wonder if ANY of them are worth the swap). Here is the list: 1) Hydroacoustic Search, 2) Smoke Generator, 3) Spotting Aircraft, 4) Surveillance Radar, 5) Defensive AA Fire, 6) Engine Boost, and 7)Damage Control Party Which one (or ones) do you guys think is the most valuable and versatile given that they replace trusted and important standard upgrades? Maybe my coal should go for more Sierra Mike Flags (which I always seem to be in short supply of)?
  12. Observational items here... could be because I'm looking for it. Could be that it's actually there, happening. You'll have to add your two cents. My observation: Destroyers are becoming very passive, "so it seems" in random battles. It's to the point where I won't even follow a Shima towards any point. All they do is drop torps and move away from cap. It is very "rare" these days, to see a Shima actually work a cap let alone take it. I've seen many a gun-boat dd just roll around a cruiser or battleship with no intention of even getting near a cap. Believe me I understand - radar every where. If not radar you got hydro for the close in action. Toss in fighter planes, torpedo bombers and of course dive bombers. Oh - and let's not forget RDF/RDP. It's a rough environment for sure. But you know this when you chose to play a destroyer, didn't you? Every ship in a game is after you because you are a destroyer. Best stealth in the game (usually) with some heavy hitting power. Who wouldn't want to sink you? It's why there is so much stacked up against you. It seems these days the game is very DD-centric, towards sinking them. But why is it then the red team's destroyers seal off three caps while the green team runs around indecisively, unsure of what action to take, taking none, no caps, no kills and before you know it, red team rolls over the green team? Lack of support? Can't be as you're in the midst of the fleet. I'm genuinely interested in the how/why of that scenario. Green team's destroyers lay back. Red team's play towards spotting and caps. If we can keep it civil that'd be great. Just trying to imagine how it happens. tiafyc
  13. Sometimes, Discretion Is The Better Part Of Valor

    As much as destroyers are vital to capping and the overall success of a team, after a string of matches today in which a series of early-game destroyer deaths led to defeat despite the team very nearly managing to pull a turnaround (and indeed might very well have succeeded were it not for the early destroyer deaths), I feel compelled to say the following: A cap is rarely worth dying for. An early cap is NEVER worth dying for. The power of destroyers increases as the game goes on: the number of radar ships decreases the teams become more and more spread out, thus making it more difficult for support ships to screen for torpedoes or enemy destroyers most likely, some of the enemy destroyers will have died as well, making it even more difficult for the enemy to detect you carriers may run low on planes or be busy with other tasks (and thus forget to spot and/or attack you) Either way, it's much better to stay alive and grab the caps later in the match than to grab one early, die, and then have said cap be taken right back by the enemy. Example 1: playing Essex on Land of Fire. Our Benson and Gearing smoke up and cluster up in a handful (perhaps even just a single) puff of smoke in one cap while our Yugumo charged into another cap despite my having spotted (using my fighters) a Des Moines heading for the very same cap earlier. The end result was that between the enemy Taiho's attacks on the clustered destroyers (which still managed to land 2 torpedoes on the Gearing despite the interference of my fighters and a friendly Cleveland) and the enemy radar cruisers who—to their credit, played very well—charged into the caps, all three of the aforementioned destroyers were dead by the 5 minute mark, 2 of them with less than 300 base xp. The only destroyer we had left at this point was a Khabarovsk, hardly a capping destroyer. What made this case particularly bad was that, at around the midpoint of the match, the enemy team, having broken through one of the flanks, started getting careless and overextended badly (quite a few of them ended up chasing me), allowing our team to sink all but three of them. Alas, despite our team's efforts (special mention goes to the Khabarovsk and a Cleveland who saved me when I was being pursed by all four enemy destroyers), the early deaths of the three destroyers was too much. The final result had the enemy team winning on points, with only me left alive on my team (with <100 hp) and a Shimakaze, Musashi, and the enemy Taiho alive on the enemy team (who had basically lost air superiority to me). If even one of the three destroyers that had died early in the game had survived to the mid-game, I'm willing to bet that we could have carried the match, as I still had plenty of planes left to kill the enemy Taiho and Musashi and any one of the three destroyers would have outgunned the Shimakaze. As it stood, the aforementioned Khabarovsk, Cleveland (both of which died, I'm sad to say), and I lost the match having each earned enough base xp to have placed below only the enemy Shimakaze (who was 19 short of 2k base xp) had we won. It's a pity that the team's efforts were wasted by the senseless early deaths of the three destroyers. Example 2: playing Minsk on Haven. As I had the worst concealment of all the enemy destroyers on the map (and, as a Russian destroyer, suck at cap-fights), the team decides that I will act as a spotter and a gunboat in the east while the other three destroyers split up and go cap. While the game starts off fairly poorly with two of our ships—a New Orleans and a Bretagne—dying with less than 400 base xp and a Konig being afk (and would remain so for the entirety of the match, being the second-to-last player to die, after me and before our Warspite), our team does manage to steadily push back one of the enemy flanks while holding firm in the other, as well as killing two enemy ships. The three destroyers also manage to drive out a couple of the enemy destroyers and get a cap by the 4 minute mark. Then, disaster struck. At around the 6 minute mark, despite having seen two cruisers heading towards another cap, the three destroyers move towards that very same cap together, probably hoping to kill the lone Gaede that was guarding it (and also probably thinking they didn't need any support, which I honestly can understand: smoke and torp the cruisers, gun down the Gaede). When the cruisers turn to engage our destroyers and dodge the torpedo salvoes, one of the destroyers attempts to flee and get summarily taken out while the other two panic-smoke together. They do sink the Gaede, but the Gaede retaliates for 2 flesh wounds, 2 devastating strikes, and and a double strike. Suddenly the game turns from a 9v10 to a 7v9, with myself being the only destroyer left alive, and our team rapidly falls apart from that point onwards. The holding effort on one side now disintegrates due to the disappearance of the torpedo threat—allowing the previously hesitant enemy battleships to quickly push forward and crush the holding force—while our team's advance on the other flank dissolves as the enemy's 3 remaining enemy destroyers, with the support of their re-inspired battleships, cut our team's battleships and cruisers to shreds. I do my best to stem the tide, killing the enemy Warspite, New York (these two from full health to zero with torpedoes), and Akatsuki (who gave a hard fight thanks to my turret's slow rotation speed), capping, and even taking citadel shots at inattentive enemy cruisers, but it was ultimately only a matter of time until our team was wiped out. The game ends having lasted a grand total of 11 minutes. The final score has our team being fairly neck-in-neck with most of the enemy team base xp-wise, accounting for the victory bonus (except for the afk Konig and the two ships that died early), with me (first place on my team) having done 107k damage (86k with torpedoes) and about 1.2k base xp on a loss (the top enemy player, the Warspite that I nuked and the one that killed me, got about 1.4 base xp). The enemy Gaede, while having IMO been the one that turned the fight around for his team, only gained 1k base xp for 5th place on his team (too bad blocking enemy caps doesn't give any xp, because otherwise he'd probably be on top). Indeed, had those three destroyers not made the mistake of rushing in too early and without support (they had actually been playing fairly well up to that point), it is quite likely, IMO, that our team might have been able to overcome the initial setbacks and push on to victory. The enemy team certainly did well rallying and ultimately beating us (especially the Gaede), but it definitely would've been a much harder fight for them had the three destroyers not attempted to rush the Gaede when he had cruiser support. TL; DR:
  14. PLAYING IN SUMMER BATTLES

    The summer is on, and the summer is on strong. This is a demonstration of how your team will react if you try to push out into a CAP alone, no vision, just going for it.
  15. (Place tongue firmly in cheek before proceeding. And remember: Irony is Truth) Invisible ships that whine about radar and battleship AP Big fat clumsy ships that whine about invisible ships, fires and walls of torps Floating citadels that win by hiding behind cover and lobbing lameness onto hapless targets that can’t fire back at them Smoke, smoke, smoke and some more smoke Fire-spitting smoke clouds featured prominently in the naval battles of the early to mid-20th Century Overpenetrations: 16” shells go right through a canoe, you know, for only 10% damage The Dispersion Slot Machine---feeling lucky? Well, are you, punk? Hair-pulling and rage incumbent upon the attempt to get a few digital stars next to one’s name through “competitive play” (mark you: there is no monetary compensation for this) Wailing, frustration and rage about the matchmaker Wailing, frustration and rage about “having a bad team” Wailing, frustration and rage about “losing 10 games in a row and it’s not my fault” Cyclones: “Well, Yuri Ivanovich, you have to encourage people to close the distance somehow.” “Great idea, Igor Semyonovich, let’s implement it!” (leaked conversation from WG St. Petersburg office, circa 2016). Angling: Because 2700 lb shells aren’t that dangerous if they hit you at 65 degrees. To borrow a phrase from WoT: "Bounced off!" Overmatch: The number 14.3 is extremely important in naval combat (who knew? I’ll tell you: The designers of 460mm Japanese naval guns. Smart!) One of the greatest innovations in naval strategy in this period involved pointing the bow of the ship toward the enemy and slowly reversing. Don’t you dare cross the T, noob. What do you think this is, a historical game? British battleships: Because to heck with your angling Great Naval Battles in bodies of water full of large masses of strangely-shaped land An aircraft carrier? Never seen one of those. Deep Water torps: Because battleship players are stupid and there are too many of them Radar: Because if your own DDs die, how will you ever see the little buggers? Egos and Tempers the size of the USS Midway Who knew the Soviet Navy boasted such a formidable surface fleet with artillery more accurate than anything any capitalist pig-navy could ever devise? “Destroyers in World War II primarily performed fleet and convoy escort, as well as antisubmarine warfare duties” Oh wait…. Detonations: “We at Wargaming.net believe in fun and engaging gameplay!” Detonations: “Buy this piece of striped cloth and hoist it up the mainmast. It will prevent the unlimited supply of torpedoes in your hull from going off when hit.” Fires: Because how else can a 127mm gun sink a 60,000 ton ship? 33% Skill, 67% Luck. Want to change that? Carry harder and git gud, scrub. “I play World of Warships because it helps me relax.” “I play World of Warships because of the friendly, welcoming and helpful community.” Losing credits? “May I interest you in a premium account, dear sir?” Armor penetration mechanics more Byzantine than organic chemistry Soviet Battleships: The End of the World is Coming
  16. Possible Solution to Radar

    The new American cruisers have made radar ubiquitous. This has caused of lot of angst among destroyer captains. So I made a video about what they can do to adapt so they can remain effective.
  17. Should I Quit the Line

    So I have grinded (ground?) up to Yugumo and nearly unlocked Shimakaze, but honestly, I don't see any reason to continue with playing this line. It's just so pathetically outclassed by every other line in nearly every way. The torps have good damage, but now I see that it's just a gimmick. When 3-6 torpedoes land, there really won't be a difference between Yugumo's 20k damage per torp and Fletcher's...well 20k damage. Either way, it's a dev strike on anything. They are frankly mediocre compared to the other nations except for the Russians. Seriously, for a torpedo focused line and for having the best torps in the world historically, these torps are not usable. 1.7(8?) detection range is just not acceptable. On top of that, the guns are just woeful. And before some keyboard warrior waltzes in here and says "Oh, you have a 100-200 meter spotting advantage, which makes the line balanced.", I'm sorry, but only super unicums can put that detection to use. If an average player, i.e. me, is sailing at 37 knots in one direction, then a Fletcher pops up 200 meters away coming towards me, there is no way for me to avoid being spotted. I don't even have the speed to get away. Anyway, the point is, I'm borderline about to sell my Yugumo and start on another line. I'm looking for anyone out there to try and convince me otherwise, or to help choose a new line.
  18. Historical Royal Navy DDs

    As a Canadian, I'm really excited to see the RN destroyer line announced and on its way. Inevitably I'll be buying HMCS Haida of the Tribal-class when she hits the shelves as a matter of national pride, especially if she's available for Canada Day, July 1st. The ships in the line themselves are worth taking a gander at, though. Its nice to see each and every one of these warships actually existed and served, making the RN DD line one of the few line in game with none of its individual members being "paper ships". And so, without further ado, we have: Tier 2: HMS Medea (Note this image is of Medea's sister ship, HMS Melampus, originally the Greek destroyer Chios, launched in 1914.) The lead ship of her class, Medea was originally built for the Greek Navy as the Kriti, was purchased by Great Britain in 1914, and was launched in 1915. She was sold and broken up in 1921, after the First World War. https://en.wikipedia.org/wiki/HMS_Medea Tier 3: HMS Valkyrie Bearing the pennant number (F05), she was a member of the V-class destroyer flotilla leaders, launched in 1917. She was scrapped in 1936. https://en.wikipedia.org/wiki/HMS_Valkyrie_(1917) Tier 4: HMS Wakeful A member of the W-class, HMS Wakeful bore the pennant number (H88). She was also launched in 1917, served in the Grand Fleet, and was torpedoed and sunk on 29 May 1940 by a German E-boat during Operation Dynamo. https://en.wikipedia.org/wiki/HMS_Wakeful_(H88) Tier 5: HMS Acasta She belonged to the interwar A-class of destroyers, launched in 1929, and bore the pennant number (H09). She fought alongside the aircraft carrier HMS Glorious and her sister, HMS Ardent against the German battleships Scharnhorst and Gneisenau. These vessels were sunk by the German warships on 8 June 1940, but their gallantry was noted by the German officers and crew. Additionally, the damage the battleships sustained forced them to retire to occupied Trondheim, Norway for repairs, allowing Allied convoys to safely evacuate troops from Norway. https://en.wikipedia.org/wiki/HMS_Acasta_(H09) Tier 6: HMS Icarus HMS Icarus, one of the 9 interwar I-class destroyers, was launched in 1936, bearing the pennant number (D03). After serving in and surviving the Second World War, during which she performed numerous anti-submarine operations, convoy escorts, and ship-to-ship engagements (notably the Hunt for the Bismarck) in the Atlantic and Mediterranean Sea, she was scrapped in 1946. https://en.wikipedia.org/wiki/HMS_Icarus_(D03) Tier 7: HMS Jervis She was the lead ship of the J-class destroyers, and bore the pennant numbers (F00) from 1938-1940 and (G00) subsequently. Jervis was launched in 1938, and bore the namesake of Admiral John Jervis, a British naval commander during the Seven Years War. HMS Jervis served honorably in WW2, earning 13 battle honors, and was eventually sold for scrap in 1954. https://en.wikipedia.org/wiki/HMS_Jervis Tier 8: HMS Lightning An example of the L-class destroyers, Lightning was launched in 1940 and bore the pennant number (G55). Her career was short-lived, however, as she was torpedoed and sunk by German E-boat S55 on 12 March 1943. https://en.wikipedia.org/wiki/HMS_Lightning_(G55) Tier 9: HMS Jutland HMS Jutland was the name of 2 Battle-class destroyers. The original Jutland was never completed, and the second, originally HMS Malplaquet, was renamed and launched in 1946, bearing the pennant number (D62). She served in the Royal Navy and was decommissioned, paid off, and scrapped in 1965. https://en.wikipedia.org/wiki/HMS_Jutland_(D62) Tier 10: HMS Daring The 6th Royal Navy ship to bear the name, HMS Daring (D05) was the lead ship of her class. She was launched in 1949 and served until 1968, finally being scrapped in 1971. https://en.wikipedia.org/wiki/HMS_Daring_(D05) And there we have it! All images are from the English Wikipedia, except for the one of HMS Jervis, found on the German wikipedia, and the photo of HMS Melampus, which I got from Naval-History.net.
  19. RN DDs announced by Dev Blog

    The Royal Navy DD line is officially in development. Here are the stats as pulled from the Dev Blog Facebook posts: T2, Medea T3, Valkyrie T4, Wakeful T5, Acasta T6, Icarus Yep, I am very much excited for these!
  20. I have noticed that during a few battles while playing battleships that sometimes an enemy destroyer fleeing away from my team's front line (usually pursuing friendly destroyers or cruisers) will somehow evade the screening ships and then torpedo me from completely unexpected angles. Examples: Playing on trap, as an Iowa supporting a Fletcher and a Harekaze in C. Fletcher goes to cap B, Harekaze goes to pursue an enemy Yugumo heading south. I'm constantly detected during all this, which makes sense since I'm also heading in the same direction as the Yugumo. The Yugumo goes unspotted for a bit, so I assume he's heading to regroup with his team at A. I'm slowing and adjusting pace, assuming torpedoes will come from around my 9-3. What I don't expect is that suddenly torpedoes appear from behind my 7 o'clock, and since I'm in an Iowa with terrible rudder shift (only b-hull), that results in the enemy Yugumo dev-striking me. Playing on Hotspot, I'm in a Bayern going around (not through, around) the cluster of islands with a Baltimore in front of me screening while an enemy Asashio flees from the Baltimore. Baltimore's radar runs out, but we continue pursuing the same course. Unexpectedly, Asashio's torpedoes suddenly appear from my 9 o'clock, behind both me and the Baltimore. Of course, given it's an Asashio, I don't see the torpedoes until it's far too late, and I die with 0 damage done. My question is how can I realize when my screening ships have let an enemy destroyer slip through, so that I don't end up becoming someone's achievement? I'm fairly confidant in my torpedobeating skills, but only if I have a general sense of where the torpedoes will come from.
  21. Des Moines, Cleveland, Baltimore, Buffallo, Missouri, Dm Donskoi, Moskva, Chapayev, Indianapolis, Belfast, Kronshtadt... todos estes navios e muitos outros não citados (para não prolongar a dor que alguns capitães de DDs sentem) tem algo em comum e acho que você sabe muito bem o que é. Seja o "curto" alcance dos 9,9km e intermináveis 50 segundos de radar de um DM com o módulo de radar ou os 11,7km de um cruzador russo que parecem que cobrem metade do mapa, radares são a moda e uma das ferramentas mais letais para caçar e acabar com DDs em qualquer partida. Cruzadores tem radares, e até DDs como o Black ou os Pan-Asiáticos do tier VIII para cima vem com eles usam de radares ou podem equipá-los em troca de gerador de fumaça (eu ia dizer que logo logo surge um CV com radar mas não quero dar mais ideias de navios com radar, vai que né? ). Um mal existente: Sim, eles estão ai. E assim como a AA para os CVs, é algo que um capitão de DD precisa saber lidar para sobreviver aos inóspitos mares dos tiers mais altos. E quero deixar algumas (mas não únicas, se você tiver outras dicas sinta a vontade para favorecer o debate). Antes de entrar em detalhes, quero que você entenda que para saber como mitigar o radar, você antes precisa se colocar no lugar daquele jogador de cruzador, com o dedo a milímetros de apertar o botão de radar caso seja detectado ou uma bandeira começar a virar para a sua equipe. Isso se torna chave para entender o por que e como sobreviver ao radar. Rápida Intro sobre radares: Radares são consumíveis que irão revelar qualquer navio dentro de seu alcance, mesmo que não exista linha de fogo direta entre o navio com radar e seus alvos. Basta estar dentro daquele alcance que você será detectado. Esse efeito funciona também durante ciclones, permitindo que você atire em navios sem ser visto pelo oponente. Eles tem uma duração limitada e diferentemente de busca hidroacústica eles não detectam torpedos, apenas navios. Por conta dessas limitações, geralmente bons jogadores avisam sobre quando vão usar o radar e "spamam" F3 enquanto você estiver detectado. Por conta revelarem imediatamente a posição, radares são usados como forma de evitar que bandeiras sejam tomadas ou para localizar possíveis DDs que estejam tentando lançar ataques furtivos. Conheça teu inimigo: Minha primeira dica ao entrar numa partida com seu DD é apertar o TAB para revelar todos os navios que tem ou podem equipar radar. Isso significa que sim, você TEM que decorar quais são eles, (e também que radares tem) inclusive aqueles que podem ou não equipar radar. Isso se torna importante por que a partir do momento que a partida começa, você poderá ajudar sua equipe a focar eles primeiro, ou mesmo saber se você está ou não ameaçado de ser detectado. Abaixo darei uma guia simplificada de navios com radares (por classe) e os tipos de radares que tem, mas não são os únicos que tem radar, fica como lição de casa você investigar quais estão faltando ;) - também recomendo a leitura da Wiki. Lá vamos nós: Cruzadores leves e pesados USN: Linha comum, todos a partir do Tier VIII. Seu alcance começa em 9km e termina em 9.9 no tier X. Premiums Atlanta e Indianapolis tem radares também. Duração começa em 30 e vai até 40 segundos. Cruzadores soviéticos: Linha comum, todos a partir do Tier VIII. Mesmo alcance de 11,7km e duração de 20 segundos, exceto Moskva com 25. USS Missouri: 9,45km durante 35 segundos. RN Belfast: 8,49km durante 25 segundos. DDs Pan-Asiáticos(trocando fumaça): Todos a partir do tier VIII. Alcance de 7,50km e duração variando de 15 a 20 segundos. Cruzadores RN: Todos a partir do tier VIII: mesmos moldes do radar da USN. Memorizou todos? Espero que sim. Continuando... O Valor do Radar: O valor do radar para a equipe que o tem está em dois possíveis efeitos: Converter o uso do consumível em dano Forçar o DD para fora de uma cap. Logicamente, não é apenas isso, mas são esses os dois maiores valores que se pode tirar de um radar, e considerando que após o uso o player terá que esperar 2 minutos pelo menos para um novo uso, não é atoa que todo mundo atira no pobre DD que está detectado. Então como podemos mitigar isso? Simples, negando ambas as coisas para a equipe adversária. Mais simples dito do que feito, vamos imaginar uma cap. (academia MS Paint de arte). Certo, neste cenário, vindo pelo sul é natural tentar avançar o máximo possível para ajudar sua equipe com reconhecimento. Mas, mal você sabe mas existe um mal oculto por ali. E agora você está detectado por radar. Provavelmente por instinto você irá soltar fumaça (que é inútil), irá ou se abrigar na ilhota (e irá abraçar ela com esperanças de ninguém conseguir te acertar) no meio da cap ou virar as costas com seu Boost de velocidade para correr, você nesse processo já tomou 25% de dano. 45% mas está quase longe o bastante para escapar do radar... e lá vem o salvo do BB a 18 km e... é. Primeira morte para equipe adversária e um jogo mais difícil para sua equipe. O que ocorreu de errado? P-o-s-i-c-i-o-n-a-m-e-n-t-o. Você jogou exatamente da forma como a equipe adversária queria. Fez o que um DD faz. Ir capturar a bandeira. Mas fez isso de forma agressiva demais e sem pensar nas rotas de fuga. E sem querer limitou suas chances de sair vivo. Uma coisa importante que irei colocar aqui e quero que você reflita: Trocar uma bandeira por sua vida NÃO é uma troca válida. Bandeiras podem ser tomadas a qualquer momento, mas se você morrer são pontos para equipe adversária e um navio a menos para a sua. Nada de bom. Com radares, você precisa esperar pelo pior, sabendo que um cruzador de radar está sedento por usar seu consumível premium. Então deixe ele usar, mas faça que seja um desperdício. Vou apresentar uma alternativa de posicionamento, e quero que você pense nela por um momento. Esta posição parece mais segura. Nela você tem uma ilha gigante para correr caso você comece a ser focado e rapidamente irá sair da linha de fogo da equipe adversária. Você irá em partes ceder temporariamente a cap, mas como disse antes, você pode tentar retomar ela, caso tenha sido capturada pelo oponente assim que o radar acabar. Nessa posição, você negou o dano e a kill do radar. Como disse, este é um exemplo de posicionamento mais defensivo. A experiência nos mapas irá dizer onde isso é ou não possível (mapas como Okinawa, por exemplo, tem pouca cobertura, o que torna mais complicado abusar do terreno). Outro ponto importante que vale aqui explicar é: para virar uma cap você não precisa navegar até o meio da mesma, só deixar ao menos metade do seu navio do lado de dentro já basta ;). Assim, uma técnica válida (e usada por jogadores mais experientes) é estacionar ou mesmo se mover vagarosamente na borda da cap, com o navio apontando para fora, assim você estará pronto para abandonar a cap assim que precisar, minimizando o tempo dentro do alcance do radar. (edit) Divisões: Aqui gostaria de dividir em duas breves explicações de como se portar quando estiver em divisão com cruzadores/BBs e com outros DDs. Com outros DDs, ao estiverem numa partida modo dominação com mais de um radar, tentem dividir esforços em ao menos duas bases. O motivo disso é simples: dividir riscos, pois na base que vocês optarem por ir estiver uma equipe inimiga sedenta por kills, você e seu amigo de divisão estarão em alto risco e caso acabem por serem afundados irão causar um prejuízo maior ainda para sua equipe (sempre quando vocês dois não estejam em bandeiras separadas mas ambas dentro do alcance de radar, como no mapa Norte/Luzes do Norte (vulgo "Norte com neve"). Em divisão com Cruzadores e BBs: Primeiro ponto ao capitães de BBs e CAs: ouçam seus DDs. Lembre-se que são eles que irão tentar dar a vantagem inicial a sua equipe, então ajudar a tornar a vida deles mais fácil sempre é fundamental. Geralmente um DD consegue deduzir se o cruzador com radar tem ou não linha de tiro direta. Caso você seja detectado por radar ao iniciar a captura e não havia detectado nenhum navio, é muito provável que o cruzador tomou uma posição defensiva para minimizar dano sofrido. Neste caso, como explicado acima, a decisão sensata é abandonar a bandeira até o radar passar. Caso você esteja em divisão com um navio equipado com radar (altamente recomendado), peça que ele aguarde o radar passar, enquanto toma posição, e assim que a bandeira virar para a outra equipe, imediatamente chame pelo radar para expor o DD adversário. Também é importante chamar fogo ao cruzador adversário com radar assim que for detectado para forçar o mesmo para fora da posição ou (idealmente) tirar ele permanentemente da partida. Outro ponto importante é que BBs também deve focar esforços no DD e cruzador adversário, enquanto você como DD pode adentrar na cap para começar a contestar e tomar a base para sua equipe. Bem, estas foram algumas dicas para lidar com radar em seu DD, como sempre o debate é bem vindo, sendo a ideia tornar este um guia de referência atualizado na melhor forma possível (preciso fazer o mesmo com o guia para DDs). E queria sugerir, que outros tópicos desejam que eu aborde num futuro próximo? Obrigado e bons mares a todos!
  22. So, in my opinion after the american line update playing destroyers at t7-10 are unplayable i feel. there is now so much radar in one game smoke screens are now useless and same goes for British cruiser. there has to be a way to balance the game to a point where radar would still be effective but not ruin the game for people who play destroyers. this could be by limiting the amount of radar on a team or reducing its effectiveness but whatever it may be it has to happen soon.
  23. I've spent the last 4 months (since game install) working my way up the line of US Destroyers. Before the latest update, I've had to deal with intermittent radar detection by the CAs whos Commanders had acquired this radar skill and by air, (BBs equipped with planes and the CVs) I've learned to deal with each of these scenarios (or a combination thereof), my survival rate was acceptable as my engine boost and AA gave me a slim chance and just before the last update, I was managing about a 70% survival rate escaping with 10-50% of my ship's HP remaining and was ok with that. In fact, I was starting to get pretty good at it and it was fun. I want to throw in a little banter about inexperienced or novice players who find it necessary to hide or snipe the enemy BBs, CAs and DDs from the maximum firing range of their ships and as some of you might have figured out on your own, hitting a DD or possibly a CA from that range (12-15k out) is quite difficult. As a DD Captain, I'm required (or abliged) to spot, cap, harass and sink the enemy if possible.., giving those ships with the high caliber guns a target and opportunity to do something that my guns would take 30-40-50 hits (or more depending on HP of enemy ship) out of the 100 or so shots with my guns I'd have to take in order to survive a one on one battle with a CA or the DD who is slithering through the waters like a snake (that's me too!) My torpedoes are about 5-15% accurate with a max of 1-3 torpedos out of 10 hitting the intended target (15% is on a good day and a good team which is few and far between) as with all good Captains we should not sail in a straight line. I did hit a BB once with about 7 torps, got a "Devastating Strike" badge and just after that I got an "It's only a Flesh Wound" badge cause his/her guns took me out in one salvo at about 2.5k just before my torps hit her. Another time I was thrown in a T-6-7-8 match and managed a Kraken with 6 ships sunk, not bragging but like to shout out to all those CAs and BBs who were hitting those ships hard with shell fire just before my torps finished them off, in fact I'd give them at least 3 kills if I could and take away my Kraken... good job guys/gals... »Ò¿Ó«... GG that was, all working together. The CAs are hunting in packs of 2-5 and when 1 radar runs out, another will start up till the DD is sunk... approaching a flag area is a certain failure on the part of the DD, flanking doesn't work either. Trying to figure a new way to be competitive again and the answer is eluding me except to say WOW has stacked the deck against the DDs. I'm losing anywhere from 5-50k in credits 90% of the time and let's not mention the flags, camo that was wasted as well as my stats are tanking and are worse than the dismal threshold I've been able to muster. Smoke is rendered useless in this case and finding an island a 1/2 a click away is futile as there are about 20 guns on your back at any one time I thank WOW for the Super Container I received containing 7 days free Premium, without it, I wouldn't have come close to getting the Fletcher. I had to purchase another 3 days to get enough to buy the ship and cannibalized some of my other ships to get the upgrades. I could buy more (Premium, Dabloons...) but will not waste money to become super easy targets for the CAs. WOW needs to go back to the drawing board and figure out how they're going to fix this. Limit the number of radars in a match, put all the CAs in their own match and let them eat each other... I don't know but they need to do something... I'm working to obtain the Commander Skill that increases my HP from 17,100 to I think 21,000 but even that would not help and I'd be giving the RED CAs more HP to put into their coffers. Not having fun anymore, I'll have to start back at T-3 to mature a line of BBs or CAs... but they'll (WOW) will change something then too... I'm sure of it, making it more difficult in gameplay without having to buy something... Not afraid to spend a little money but not throwing it away either... One more concern, the Karma system is broken and needs to be evaluated again. I have given both compliments and reported bad behavior and though it takes only one person to give a compliment, it should take two or more Captains to take away a Karma Point, I actually had a Captain on the Red Team give me a bad report because I sank him as well as the taunting and verbal abuse I received in chat during the match, I blocked him altogether it got so bad. I like running DDs and not really wanting to change and if I did... it would be on my terms and of my choice... As you can see, I'm not killing it and don't use any illegal mods, but I was having fun. Now I'm whining and I'm done with WOW if they don't fix this soon...
  24. Best Torp Botes

    Hey Guys, I'm a relatively new DD player and i like being a torpedo boat, so naturally i tried IJN, im up to the Isokaze, and its great, I love it. I really like the line but i hear from every single person that the IJN dds are shiz after the nerfs to torp stealth and the guns, and tell me that ijn dds in general are crap, They say that shima is worst T10 dd in the game, and now i dont know if i really want to play through the IJN line anymore. I honestly dont care about guns, (i don't know how to use them without being nuked ;) because i dont use them that often, so what would you guys say?. Also how effective is the akizuki line at knife fighting and how is the manuevrability and concealment on them??
  25. The guide for torpedo mechanics is: Missing. (Edit) Torpedo Basics -Thanks Quaffer. Yes I have looked in this forum and there seems to be no specific game guide relating specifically to Torpedos. This might seem to be an unnecessary guide, however I just spent some time looking for an explanation of a game glitch relating to torps and no such advice exists, anywhere (if you have one please link it here). The game glitch was as follows. I launched two full torpedo spreads at a Texas battleship, at close range, and they disappeared. The torps didn't hit, didn't hit the island behind the bb and did not sail off into the sunset. Unfortunately i'm not up to speed with game replaying, I've looked into that as well but there seems to be no guide for that either. There IS a guide that starts at step 8, clearly I need to get hold of steps 1 - 7 first lol. Is there a delay window where the torps need to be in the water for 2 seconds or something, before they can detonate? This information is vital for all players who use torps a lot, plus those who merely wish to defend against them. Another useful item would be: There is an IJN dd with 3 sets of torp launchers. The first two launchers will align with the direction of the camera; is there a way to have all 3 launchers come around, as far as possible, at all times instead of having the delay while you wait for it to happen? I'm sure there will be other torp questions out there.
×