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Found 5 results

  1. I'm going to try and make this not sound like a rant even though that's what it really is. . . Kitikaze and Harugumo the newest addition to the Japanese destroyer split branch, I was curious as to just how strong these things are so when I was certain that my team was going to lose I brawled a Kitikaze no torps just guns I was in my Worcester with a 19 point commander and IFHE and I closed to within 1.8 kms of the Kitikaze I was on full HP so was he, and managed to get off about 4 salvo's and in that time he got away almost 10 salvo's I have 12 x 152mm guns with a 4.6 second reload, he has 8 x 100mm guns with a reload of roughly 2.4 second with upgrades and commander skills accounted for, now when you'd expect the light cruiser to win in a gun duel with a destroyer because at the end of the day a cruiser's purpose is to hunt destroyers the destroyer Kitikaze wiped me off the face of the planet. . . How is it fair that these ships have the ability to not only win a gunfight with the very thing that was designed and built to destroy them, but also have the range and DPM to be able to sink battleships of the same tier just using their guns? And if it doesn't wish to do that it can instead go silent and hunt you just like a regular destroyer would . . . Now I do claim very often that these ships are broken and need to be nerfed because literally nothing in the game other than themselves have the DPM required to deal with the threat they pose and anything that is not another Kitikaze or Harugumo that tries to get close will fall victim to the 32mm of penetration with 100mm guns. . . The Yamato for comparison has the biggest guns in the game 460mm it requires these guns to be able to not just penetrate the 32mm bow armor of some heavy cruisers and the majority of battleships at the same tier but also overmatch the citadel athwartship armor however ships like the Iowa class only have 406mm guns which cannot penetrate 32mm of bow armor, instead they can only penetrate 25mm bow armor so in a sense you are telling me that with IFHE a 100mm gun has the same penetration ability of a gun that is 360mm bigger than it. . . And it has this ability topped off with a rapid base rate of fire of 3.0 seconds which can be enhanced with commander skills and upgrades, now call me an optimist but personally I think that's overpowered and either the rate of fire needs to be nerfed to maybe 4.6 seconds just like the Worcester, or the penetration value with IFHE for these 100mm guns needs to be nerfed because although I do feel a bit of sympathy for the DD's in the past not being able to really do anything without IFHE I feel like giving them a base penetration of 25mm without IFHE is giving them a bit too much power, because now even with a tier X battleship like my Yamato I cannot avoid these destroyers scoring full penetration damage on my 32mm bow plating when I am bow on to them. And that brings me to another issue, these ships have a base fire chance of 5% not all that much but when you consider that these ships can fire a base of 20 salvo's per minute, that fire chance becomes 100% for 1 minute worth of bombardment and so even if they do not set a fire within 20 seconds or even 30 seconds, they will still have a 100% chance of setting a fire within 1 minute. And if I understand anything about this game that theoretically means these destroyers have a guaranteed chance of setting a fire if they can keep their guns on target for 1 minute, and by then the 32mm of penetration with IFHE will have probably killed the target and if it hasn't fires in this game burn the entire ship, not just the area where the fire is present I.E on the deck or around the superstructure which according to the How it Works video's are capable of being damage saturated without killing the ship making me think that these areas of the ship are separate areas of HP. So why is it that fires deal damage to the entire ship because from what I know a ship can theoretically be controlled from the inside even if the super structure is lost. And it's these things that I have listed that are making me angry that these ships were released even when CC's and supertesters were saying they're somewhat overpowered! Flamu was even witnessed as saying to his audience during a live stream "What do I know I only tested the crap out of these ships" which is making me wonder does Wargaming actually listen to their testers? Because if they're saying that I'm thinking more the opposite but I don't know you can decide for yourself.
  2. Fed up with the Harugumo and its over powered guns. Its rate of fire is too much for other destroyers to contend with.
  3. Ranked Game (level 12) My Harugumo squared off in Mtn Range vs 3 Bow on BBs on B side of C cap. Damage Score Harugumo 256,219 3 batleships = 13,671 187k gun damge Don't try to go bow on Vs harugumo in BB, you will lose.
  4. I just watched this Flamu review of the Harugumo, and was left aghast that WGing is getting ready to release this thing without a proper counter (or so it seems). For any that played and remember the original Khabarovsk; at least to me, seeing this thing is like a slap in the face to Khaba. ... this is a much higher level of 'dakka dakka' than the Khaba was ever EVER guilty of... I seriously don't know what to say about how hypocritical this is (even as an Akizuki fan). Simply put, un-nerf the Khabarovsk to make it the counter to the coming Harugumo and Kitakaze.
  5. Japanese Destroyers Kitakaze and Harugumo are due to arrive in 7.8. Source. The alternative branch of Japanese destroyers has been extended in Update 0.7.8, with two new ships now available to research and purchase in-game: Tier IX Kitakaze and Tier X Harugumo. You can locate these warships after Tier VIII destroyer Akizuki in the research tree. Equipped with powerful rapid-fire, dual-purpose guns, both ships are able to efficiently hold their own against enemy ships and aircraft. However, counter to their firepower advantage, they have pretty long hulls, resulting in limited maneuverability. Kitakaze, Tier IX Historical Reference In August 1941, Shimakaze, an experimental fast “cruiser destroyer” with powerful torpedo armament, was laid down in Maizuru. The ship was supposed to mark a new milestone in Japanese shipbuilding, with Japanese engineers and military officers expecting the ship to be exceptionally effective. The Fleet Command included sixteen Type C units (Project V6) to the 5th Naval Armaments Supplement Program. However, severe losses inflicted on the Imperial Navy by American aviation forces in 1942, led the Japanese to reconsider the Program and replace the Type C destroyers with Type B (Akizuki class). Seven modernized Type B ships (Project V7 or Akizuki-Kai), construction numbers 5077–5083, were ordered on October 27, 1943. However, the order was canceled on May 5, 1944 because the fleet required mass-produced cheap ships for escort duties, as opposed to expensive super destroyers that were time-consuming to construct. Consequently, the resources intended for the Type B vessels were used to build Tachibana-class escort ships and Kaibokan-class patrol ships instead. In-game Characteristics Overview This Tier IX destroyer, similar to her predecessor, is armed with four main turrets with two 100-mm guns each. One of the main peculiarities of these guns is their three-second reloading time, enabling them to deliver almost non-stop fire at targets. Despite their small caliber, the 100-mm high explosive shells of Japanese destroyers, starting from Tier VIII, have enhanced armor penetration. As a result, they can efficiently penetrate the plating of all destroyers, with the exception of the main armor belt of Tier X Soviet destroyer Khabarovsk. If Commanders on these ships master the Inertia Fuse for HE Shells skill, the shells will be able to penetrate armor of up to 32-mm thickness. This provides the Japanese destroyers with an additional advantage, enabling them to inflict damage to either end of battleships and cruisers. Besides rapid-fire main battery guns, the destroyer has one more peculiar feature—a sextuple torpedo launcher with the Torpedo Reload Booster consumable. Unleashing twelve torpedoes each five seconds—this provides a really nice chance to surprise an enemy heavy ship. However, this does come at the cost of reload speed: varying from 157 to 176 seconds on different torpedo tubes. Relatively big compared to ships of the same type, the destroyer suffers when it comes to speed and maneuverability. You should be careful when deciding on the direction of attack and pre-plan potential getaway routes in case of unfavorable skirmish outcomes. Ship detectability is average value for the tier, at 7.6 km without modifiers—the same as that of German destroyer Z-46. When fighting for key areas, it is essential to consider the enemy types you are confronting and, if possible, ensure the support of a cruiser with Surveillance Radar or allied aviation. Harugumo, Tier X Historical Reference Destroyer Harugumo was an attempt to direct Japanese shipbuilding towards the maximizing the combat capability of a ship based on Akizuki destroyer, whilst keeping the enhancement as efficient as possible and staying within a reasonable size. One of its predominant features sees the number of main armament turrets raised to five. To keep speed within acceptable limits, the main power plant of the experimental “cruiser destroyer” Shimakaze was used. Small-caliber AA artillery is based on Type 5 40-mm guns—clones of the Swedish Bofors gun, obtained by reverse engineering of captured Dutch and British army guns. Description of the In-game Model The model is a result of a thorough redesign of the Akizuki project, with a fifth main armament turret added to the aft turret group. To mount the fifth turret, the hull of the previous Kitakaze class was made 18 meters longer. The additional turret was mounted between the torpedo launcher and aft superstructure, with its centerline directed towards the bow. The small-caliber AA artillery, six Type 5 (Model 1945) 40-mm AA mounts are placed on each side of the bow superstructure near the smokestack, and near the AA director platform at the back of the smokestack. In addition to these, sixteen Type 96 (Model 1) 25-mm single guns are mounted on the same spots as the Kitakaze class, with the exception of the aft superstructure. In-game Characteristics Overview Harugumo, the pinnacle of the Japanese destroyer branch, differs from her closest neighbor, Shimakaze. She is a rapid-fire destroyer equipped with five main armament turrets, having two 100-mm guns each, and one sextuple torpedo launcher. By comparison, Shimakaze is a stealthy ninja with gameplay based mainly on her three quintuple torpedo launchers. The two destroyers differ not only in their armament, but also in their detectability and speed parameters. For Shimakaze, detectability from ships with all modifiers applied is 5.6 km and maximum speed is 39 knots. Harugumo's detectability is 600 meters less and she moves 1.5 knots slower than her sibling. Aside from this, due to her size, the basic combat capability of the new destroyer is 25,600 HP, this is 3,000 HP more than the previous record holder—Khabarovsk. However, this comes at the price of her turning circle radius—830 meters, which is the largest turning circle out of all Tier X destroyers. The most effective results of the ship in battle come from firing at enemy ships from behind cover or when using smoke screens. The efficiency of this tactic is not only due to the ship’s high fire rate, but also the benefit of increased armor penetration for high-explosive shells. HE shells can penetrate armor of up to 25-mm (instead of 17-mm) thickness. But if you'd like to be even more efficient and unleash shell showers on enemy cruisers and battleships, penetrating their front and rear ends, you should master the Inertia Fuse for HE Shells skill to enable armor penetration up to 32 mm thick. Taking the ship’s rapid-fire guns into account, fighting enemy ships of the same type is sure to be a pretty efficient tactic as well. Should one of them happen to get within 6–8 kilometers of Harugumo, her ten guns with their reload rate of three seconds will quickly deal with the poor interloper. However, do remember that evading enemy torpedoes will be challenging, so assess a situation properly and start maneuvering in good time. Two options of torpedo tubes are available for Harugumo: standard torpedoes with a range of 12 km and speed of 67 knots or "short" torpedoes with a range of 8 km and speed of 76 knots. Having only one torpedo launcher is compensated by the availability of the Torpedo Reload Booster consumable, enabling her to fire two spreads within five seconds, consisting of six torpedoes each. The flagship Harugumo is equipped with five main armament turrets having coaxial 100-mm guns with enhanced armor penetration. This combination makes the destroyer a threat not only to ships of the same type, but also to enemy cruisers and battleships. But you should be very cautious, because a single bad decision and lack of foresight can lose a battle quickly: remember that changing direction quickly is not always possible and you need to think ahead. Sextuple torpedo launchers accompanied by the Torpedo Reload Booster consumable give the opportunity to significantly wear down the enemy's combat capability. This pair of destroyers turned out to be quite unusual and special, with their unique characteristics pushing those who helm them towards numerous new tactics, as well as styles of cooperation with teammates. To summarize, it's safe to say that the alternative Japanese destroyer branch is finally complete. The gameplay of these ships is generally based on main battery guns, with torpedo tubes not being the primary armament, but still providing a viable threat to enemy ships.
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