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  1. Now I know a lot of people who love the Fletcher as it is a great tier 9 DD and I even know some who would rather play the Fletcher over the Gearing. I love the Fletcher historically and my favorite naval story is the heroic action at Leyte Gulf by USS Johnston and USS Samuel B Roberts. I propose USS Johnston as a tier 10 USN Steel or Coal DD. Here are the Stats I would like to see Hp 19,000 - Slight increase from 17,100 Reload 2.8s buffed from 3.34s Range, Velocity, Dispersion - Same as Fletcher Speed 36.5 Knots Rudder shift 2.5s - Slight buff from 3s Surface detection 7.3km Turning circle - 550 M AA - Same as Standard Fletcher Torpedoes - Same as Standard Fletcher As you can see not a huge difference in stats from the Fletcher but where I would want the Johnson to accel is in utility. Consumables Main selling point: A damage con that last for 20 seconds as opposed to the standard 5 seconds of other destroyers. - This is due to her crews exceptional ability to repair her damaged guns and engine I personally feel it fits the ship. No Defensive AA: Johnston was not known for fighting aircraft and because of this I would not give the ship Defensive AA. Hydro: No American DD I'm aware of has access to Hydro and in exchange for Defensive AA Johnston would have Hydro. The historical reference would be Johnston's ability to avoid enemy crusier and destroyer torpedo attack. Short Duration smoke (30 seconds): Smoke and repair party with hydro could be a little too strong, due to this her smoke would only last 30 seconds. Repair Party: I want Johnston to have access to repair party to help her out with being a gunboat as at the battle of Leyte Gulf Johnston fired hundreds of shells at enemy cruisers. Conclusion: Johnston would play like the current Fletcher except you would keep your guns firing throughout the game instead of the standard gameplay of the fletcher which is more of a torpedo boat nowadays. I feel this would be a joy to play for lovers of the fletcher out there and would be usable in clan battles. This is just my idea and any suggestion are welcome. If the ship seems too powerful as is I was considering a torpedo reload nerf.
  2. Was wondering how the community feels about RL as a Captain's skill in T8-10 USN dds. I initially had my Benson, Fletcher, and Gearing captains with RL after watching some videos and reading some posts. I agree that it helps with situational awareness, but I am now questioning if it is worth the cost. 4 points is a LOT when you only have 17-19 to distribute. I recently dropped RL for TAE in my Gearing (plus a few other tweaks) making her a torp first, guns second dd. I am doing much better in Random these days. I'm thinking of dropping RL in my Fletcher to pick up DE and PM, making her a better guns first, torps second boat. My Benson still has RL, not sure what to do with her captain yet. My focus is on Random play first, with Clan second. I really appreciate having that Radio Locator info, but it hurts to give up so many points for information. Please let me know what you think.
  3. Ship Torpedo Tubes Layout Torpedo Reload (Base Value) Damage Tashkent 3 x 3 53-36 mod. 2 69s 15,100 Z-46 2 x 4 G7 Wolfsbarsch 90s 14,400 Chung Mu 2 x 5 Mk16 mod. 1 (DW) 106s 19,033 Fletcher 2 x 5 Mk16 mod. 1 106s 19,033 Yuugumo 2 x 4 Type93 mod. 3 114s 23,766 Jutland 2 x 5 533 mm Mk IX 120s 15,533 Udaloi 3 x 5 53-49M 129s 14,600 Kitakaze 1 x 6 Type93 mod. 3 171s 23,766 (The table uses the top torpedo upgrade, or the torpedo most commonly used in the case of the IJN DDs. The table only considers tech-tree DDs) The thing I've noticed with the Fletcher (and Chung Mu by extension, since Chung Mu is basically a Fletcher-class, and is almost identical to Fletcher in the game save for a couple of stat differences and deepwater variant of the torps) is that they defy WG's standard of torpedo reload. As one goes up the tech tree, it can be seen that there is a correlation between torpedo layout and torpedo reload i.e. the more torpedoes a launcher has, the longer the reload is. This trend is noticeable starting Tier 6, where DDs with three torps per launcher has a shorter cooldown (ex. Fubuki, 3x3 torp layout, 76s base cooldown) compared to DDs with five torps per launcher(ex. Icarus, 2x5 torp layout, 120s cooldown). The observed baseline for torpedo reload is that three torps per launcher has 76s cooldown, four torps per launcher has 90s cooldown, and 5 torps per launcher has 120s cooldown, with variations in cooldown depending on tier. This trend continues to be followed until Tier 10, with some exceptions. Fletcher's and Chung Mu's Mk16 mod1 torps reload too fast at 106s, considering both have five torpedoes per launcher setup. The reason why I picked these DDs is that their torpedoes are "too good". Fletcher and Chung Mu are DD platforms that has good speed, good rudder shift and turning cicles, and armed with the famous USN DD guns that has fast reload and rotation that are lethal anti-DD weapons. Both DDs also have utilities in the form of DFAA for Fletcher and Radar for Chung Mu, making them incredibly rounded DDs that will sometimes overshadow the Japanese DDs in the "torpedoboat" role, since they output more damage in a single salvo at 190,330 dmg from 10 torpedoes than the 190, 128 dmg from 8 torpedoes than the Yuugumo (Yuugumo could mount TRB and double its output, but TRB will cooldown after Yuugumo launches around two salvoes, giving the faster-reloading Fletcher and Chung Mu an edge in outputting torpedoes). There is actually one more DD that has a discrepancy, and that is Ognevoi with 2x5 torpedo layout that deals 15,100dmg and reloads at 92s, which is even faster than the Fletcher and Chung Mu. But this is balanced due to the fact that unlike all the other Russian DDs that emphasize on guns and speed, Ognevoi has few guns (only 2x2 layout compared to the 3x2 or 4x2 layout of the other Russian DDs) and slower speed (only 37knots compared to the usual base 40knot speed of the Russian DDs). In exchange, Ognevoi has the faster torpedo reload along with better stealth (7.74km base stealth compared to the usual 9km stealth of the other Russian tech-tree DDs). Considering that the American DDs (along with the Russian and Japanese DDs) are the first DD lines in the game, these values could have been the result of balancing between these three DD lines with regards to torps. But with the introduction of newer DD lines, and the line splits for the Japanese and Russian DD lines, WG has been adhering to its "torpedo reload standard". As a result, Fletcher and Chung Mu torpedo reload sticks out like sore thumb. So how do we bring these DDs in line with the "torpedo reload standard"? This is my idea: Change Fletcher's and Chung Mu's base torpedo reload from 106s to 116 seconds (or 112 seconds at most). The baseline for five-torps-per-launcher reload is 120 seconds starting Tier 6 with Icarus. Since Fletcher and Chung Mu mounts submarine torpedoes, cutting a few seconds off the baseline reload is considered. Also, the new reload is only plus-minus 2 seconds difference to the Japanese mainline DD Yuugumo's torpedo reload, giving the Japanese the edge in torpedoboating more while still making a torpedo-focused build viable. What are your thoughts on this?
  4. Having trouble getting hits on the Des Moines and Worcester in my T8-10 USN dds, especially when they are paired up with another radar cruiser. The 9.9 km radar range is beyond the 9.2 km Benson torps and just a little below the 10.5 km range of the Fletcher/Gearing torps. I throw out torps at max range, but they don't hit very often unless the cruiser driver gets cocky. I've tried baiting them into firing off their radar by firing my guns at about 9.5 km and kiting away, but that only works if they are by themselves. Other than spotting them and calling down fire, I don't seem to be able to hurt them much. Any ideas/tricks/suggestions?
  5. My tactics are mostly developed for IJN Destroyers but they may work for Destroyers with similar stats. A lot of what I say intertwine with each other. I don't believe I have much proof in my videos because battle conditions constantly change. I am using Asashio has my main video because all she has are her deep-water torpedoes and her stealth. She is weak so I have to be significantly more careful with her compared to my other ships. Concealment is all a Destroyer has, more so for a IJN Destroyer. You have to make full use of this while at the same time being effective in battle I will not discuss torpedoes (other than when to shoot) because everyone has their own way of aiming and launching torpedoes. Pre-game Learn what you will be facing so that you can plan on how far you are willing to go\ Learn the map Fear all Destroyers and Cruisers Communication Communicate and explain what you are doing Let your allies know: When your smoke will reload "Smoke, 60 seconds" or "55... 30... 10... smoking now" Do not stop in your smoke "DO NOT STOP IN MY SMOKE" If your Destroyer has super long range torpedoes (10+ km) and your allies are on the direct opposite end of where you are firing Let your allies know where you are launching and where they will be going, this way you have done everything in your power to not team kill Smoke Provide smoke walls to cover your allies when they are fired upon Be willing to scrap the side of an ally if you can provide them with smoke Do not provide smoke if the ally is in close proximity to the enemy, this will negate its usefulness Almost never stop in smoke, move slowly Use your smoke to runaway from difficult sitations Scouting After providing a smoke wall, stay outside of it if you can to provide targets for your allies Be near a cap but don't take it If you take it, it tells the enemy you are close You can always take a cap back when it is safe Before proceeding with anything, let the enemy get themselves exposed Be willing to get spotted Either facing towards the enemy or away from the enemy, shoot your gun once and see who and how many ships look at you If they shoot, they expose themselves If they shoot, don't shoot you have 20 seconds until your concealment comes back If they are able to get within your concealment, shoot because you are unlikely gonna make it back to safety unless you have smoke Speed Take your time when going towards a cap Sometimes slowing down when running away from the enemy can be beneficial in dodging shells Don't be afraid to beach yourself (bow on) on an island if it can make you stop faster as long as you are not in enemy firing view Main Guns Do not be afraid to fire your main guns at a Battleship with low health unless it has support Do not be afraid to distract the enemy with your guns while running away If you can prevent the enemy from shooting one salvo at an ally, it gives you ally an extra chance of surviving Use your gun as "radar", what I mean by this is that you intentionally make yourself so that the enemy fires upon you They will expose themselves if they fire This will tell you how many ships are on that side After an enemy used Repair Party, set them on fire again and switch to AP (dependent on where you are shooting) AP can do surprising damage on any ship when aimed right Do not be afraid fire your main guns at solo warships from range every twenty seconds By doing this, you can distract them from firing on your own allies They will typically not know what to do when this happens Torpedoes Confirm visual contact Look at what is around you Hold your fire because there will always be a better position to fire from Check what is around you again If you can, get within concealment range before launching (be as close as possible) Don't launch torpedoes when the enemy is moving in the opposite direction It is always easier to dodge torpedoes when they are "chasing" If your Destroyer has super long range torpedoes (10+ km) and your allies are on the direct opposite end of where you are firing Hold your fire as long as you can and communicate to your allies on where your torpedoes will be going Anti-Air AA should almost always stay off AA can stay off if AA Range is less than .5km Do not be afraid to turn on AA if an enemy CV constantly spots you and you have no smoke If you are gonna be constantly spotted, why not shoot? If you are gonna be attacked by bombers, why not shoot? Do not be afraid to turn on AA and turn around to support your allies if enemy bombers spotted you and bombs your ally instead If you can shoot down just one enemy plane, that will help your ally You have already been spotted, so the enemy already knows where to expect you Ways of dealing with radar "Wild Weasel" Entice the enemy by exposing yourself Be in a position to dodge and to run from radar range Fire a few shells By exposing yourself, the enemy is most likely to use radar Dodge enemy fire for twenty seconds Count to twenty while dodging enemy fire If you have Priority Target, count the amount of players looking at you to determine how many players are in that area If you have allies, hopefully they sink the radar ships Fubuki/Asashio Skills & Upgrades
  6. IM1OleSalt

    Taffee 3

    On October 25, 1944 off the island of Samur the 3 destroyers, 4 escort destroyers, and 6 escort carriers of Taffy 3 turned back the Japanese Southern Force which tried to enter Leyte Gulf through the Surigao Strait. In honor of the "Destroyers that fought like Battleships" nozoupforu recommended an email campaign to have WOW develop a camo for the USS Fletcher that would give her the name of the USS Johnston along with the Hull # 577. I totally agree with this idea and would also recommend the escort destroyer USS Simms have a camo developed honoring the USS Samual B. Roberts, DD 413. This would be far more expeditious than developing a new premium ship and would still pay homage to the brave destroyers of Taffy 3. - Reb - IM1OleSalt