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Found 38 results

  1. What's the best T10 DD to grind for?

    A very seasoned clanmate of mine advised me not to set out to get a Gearing because it wouldn't be worth the time and effort. This person has told me "There are no bad ships, there are only ships you [using the editorial/colloquial you] haven't figured out the strengths and weakness of yet and learned ot exploit.".... This guy is not snide or condescending to fellow clanmates or a user of phrases like "git gud" (obnoxious possibly over people's heads alert) but the opposite.... On the other hand, I have it on fairly good authority from another user idk at all that various tiers do not give rise to various skill levels....this sounds patently ridiculous on the face of it to someone who plays like I do, but "seal-clubbing" aside (red alert on the cliche meter, enough with that people) I see an element of truth in such a view.... ....So why exactly am I a total, even given the limited data sample of how much I've played it, washout with a Shimakaze, post the older nerfing and even with the brand-new buffing of its concealment. ....Your thoughts?
  2. Happy birthday IJN Shimakaze!

    Happy birthday to everyone's favorite and notorious destroyer, IJN Shimakaze! IJN Shimakaze was laid down on 8/8/1941 and was commissioned into service on 5/10/1943. She participated in the following operations in the Pacific: - Aleutian Islands Campaign, withdrawal of Japanese forces - Battle of the Philippine Sea, destroyer screen duties - Battle of Leyte Gulf, rescue survivors from the IJN Mushashi During the Leyte Gulf campaign, she was spotted by strike aircraft from Task Force 38. Shimakaze was unable to fight off the attacking aircraft and took multiple hits before sinking. Her wreck was discovered in Ormoc Bay off the coast of Leyte Island by an expedition funded by American philanthropist Paul Allen. Happy birthday IJN Shimakaze, may you forever be on eternal patrol. #anchorsaweigh
  3. Shimakaze buff?

    Looks like detection drops, but so does torp range. Any other changes that are notable?
  4. Hi All, I opened the Shima a few days ago, and have a handful of games under my belt so far. I'm having some difficulty figuring her out. I thought I'd come here and see if anyone has any pearls of wisdom to bestow. I've tried all three types of torpedoes. The Type 93 just seem too slow and people drive around them too easily. The Type 93 Mod 3 are what I'm running right now, and I don't mind getting close enough to make them work. I ran the F3's for a game and was immediately reminded of the Storozhevoi; a floating shotgun that requires a healthy dose of recklessness to succeed. It's still early with only a dozen games under my belt, but the Shima, so far, seems even more situational than the Kagero and Yugumo, and I'd even have to say more situational than the Minotaur (the Mino is a great ship in some circumstances, utterly useless at times, and a downright liability occasionally). I suspect that there's something about the torps that I'm not thinking through correctly. The slow rate of fire maybe, or having to constantly try to avoid detection from other DDs or radar while reloading. I feel like I'm missing something but I can't figure out what. (I have to admit that I've yet to find a T10 DD that I really like. I have an almost 80% win rate with the Gearing, but I find it dull to play. The Z-52 was sold shortly after I got it - again, just dull to play and an even bigger and fatter target.) Any suggestions?
  5. Devblog ST. Balance changes

    In summary : Hipper ROF and turn buffs, Shimakaze concealement buff, Midway hangar nerf, Orion sigma nerf. edit : just noticed, somebody else has already posted this info (an hour ago).
  6. So a WG representative made this post: Upcoming buffs to Shimakaze, and upcoming nerfs to air plane spotting torpedoes. It'd be really nice if plane spotting is changed to planes only spotting the torps while within range. This adds an extra layer to CV playing as well as reducing some frustrations of DDs when they are being perma hovered by sky cancer cells.
  7. [0.7.2.2] HSF Cat Skin

    I saw someone made their HSF camo for shima, but I don't see the cat camo for it, so I just made a HSF Cat Skin for my Shimakaze. I use only Moded the Type93 12km trops, so I only moded that. To install, just drop it to the mod folder. I also have the premium type20 skin, I moded the camouflages.xml file so it works with it also. HSF Cat Skin.zip
  8. My first Tier X (and battle)!

    Took her out in Co-op yesterday and had some fun, but the real test came today, when I decided to run my very first Tier X random battle. I know what you're probably thinking: he's been playing since open beta, what the heck has taken him so damn long? Well, mostly it's the fact that I suck at high-tier battles, but ever since the clan I'm in formed a team for Clan Battles, I've been getting a lot of tutelage in how to Shimakaze, courtesy of the rental ship. Now, I have the real thing... Tears of the Epicenter, but rather than being dismayed, I considered this the perfect chance to try out my map control skills, and damned if it didn't work! My team spawned in the south, with me on the left edge of the right flank blob. Instead of diving into the circle like a scrub, I skirted the flank, heading north around the east side of the circle, slinging walls of skill out at the enemy's left flank. Things started out slow, with me continuing to advance and keeping the enemy honest, occasionally scoring a torpedo hit before eventually sinking the enemy Des Memes. Now I'm behind the enemy advance, cruising along the north side of the map, and after putting some torpedoes into the Montana, I begin to open up on the enemy Bismarck with my main battery, with the intent to draw attention away from my teammates' advance into the middle zone. It worked, to a degree, drawing the two enemy Tier VIII BBs toward me, prompting me to pop smoke as I pulled a Notser. Even after getting off the beach and continuing west, I kept up the HE spam and walls of skill, and though I didn't get much more damage out of the match after that, it was still a definite contribution to victory. So yeah, playing Clan Battles can play a huge part in helping you to become a better player in Random Battles, especially if you have a clan-mate (many props to @Lyn_Wilke) who is happy to give you advice over voice comms.
  9. [0.7.3.0] Super Sonico Shimakaze

    I like Super Sonico. Super Sonico.zip
  10. I was taking a rather satisfying dump and post dump catharsis or just simply head's dizzy from breathing in all the methane gave me a light bulb moment. What if, Shimakaze is not 15 torps per 112 seconds, but rather 5 torps per 37 seconds? Even now, Shimakaze players would often save a salvo for backup or other reasons. Why not only fire 1 set of tubes at one time and treat the DD as having only 1 set of tubes, but with a reload time of only 37 seconds? Half a min per salvo of torps can continuously disrupt enemies, especially the ones that like to hug islands or do bow ons. Firing only 1 set probably won't kill anything per salvo, but continuously chipping the enemies down every 37 seconds can be very powerful, not to mention a damn nuisance to the enemies. Doing so would make Shimakaze a better "support" DD.
  11. According to sea group, they will change her 20km torps and add TRB. Important note: The new 20km only hit BBs and CVs! Sauce: https://sea-group.org/?p=3811&lang=en
  12. The current IJN DD lines can get a few additions to make them both reach T10. On Shimakaze's side, add a super shimakaze, remove one of the [edited] T8 or 9 DD. On Akizuki's side, add one in tier 7 or 8, then add Super Akizuki at tier 10 - basically a smaller Minotaur.
  13. Well I stuck with the ship for this long and I can still say it is not a fun boat, at least compare to what it used to be. Made a post not sure how long ago when I hit the 1000 mark so decided to make one when I hit the 2000 mark I done about 550~ games since the 0.2km torp detection buff on the Type93mod3, and I can say the it greatly increase the enjoy ability of the ship (1.9km to 1.7km) being able to hit aware player no longer requires me praying that the driver is too occupy to beware of the torpedo beats coming at him. Through I do wish they could move the detection down to 1.5km or 1.6km with how many scout planes are in the air due to the captain skill or if they do keep it at 1.7km to increase the 12km back to 15km for range After the torpedo buff I was able to Reach Top1 for Damage on NA for the Shimakaze and my average hit rate for torpedo in a match has gone up from 4 to 6 Here my WTR for the Shimakaze; I'm quite sad my torpedo hit rate didn't go to 7% And for those wondering what Captain skills I run now I do hope WG keeps tuning the IJN DD Torpedoes so they can be more enjoyable for the average player playing the line otherwise I still recommend those looking for decent long range torpedo's to go for the other lines or wait for the Pan Asia DD Line since its torpedo's are rumor to have 0.8km detection
  14. This is the next T10 clan battle beginner guide in a series of three created for WG. Should get you in the right direction if you’ve never played a T10 before. Again, it’s a method. Not the be all end all, and I encourage others to present vide there own tips to help t10 newcomers as well.
  15. With the upcoming rental ships for next patch, I'm excited to be able to play them in random battles as well to see how they fit. However... Shouldn't the rental ships and their tech tree versions be lumped together? I really don't think they should be considered separate ships to have to "retrain" your commander. This is going to be frustrating for quite a lot of players who tried the rentals in Random Battles, grind up to the ship & buy it, only to finally learn that after all that time, they still have to retrain the captain to said ship. Overall feedback: Mark the rental ships and their tech tree versions as interchangeable for Captains. (***Note: I'm not asking to make the rental ships "Premium" versions like with the Haifuri ships so as to be interchangeable with all commanders of the same nation***) Edit: nevermind. Missed out on a piece of the PT notes :P
  16. 180K Service Costs for Shima?

    I"ve had the Shima for a while, but never notice the 180K service cost until tonight. What is that? Why does WOW do that?
  17. Are you ready for some GODDAMN SCIENCE? Tashkent (I don't have Khabarovsk, but it serves for this test) 8% fire chance. 0 point commander (as my Tash commander has DE and would unfairly influence the results) Shimakaze 7% fire chance. I hardly use my guns on Shimakaze and specialized for torpedoes and stealth so a stock commander wasn't necessary for the test. Target ships: Yamato x12 Number of shell hits per test: 500~ (The times I went over didn't add to the fire count anyway) Methodology: Shoot at specific "fire positions" on a target Yamato. When a section catches fire, ignore it and continue shooting at parts that are not burning. If the entire ship is ablaze, shift to a different Yamato until the fires run out. I tracked fires started in blocks of 100, for 500 shell hits over 2 tests-- a total number of shell hits of 1000 for Tashkent and 1000 for Shimakaze. Missed shells were not counted at all. As Lert so generously already proved, HE shells can and will start fires regardless of if they penetrate or shatter, so the exact placement of shells did not matter for the course of the test. Only that I avoided shooting sections that already had a fire burning on it. Tashkent Test 1: Tashkent Test 2: Okay. So what about Shimakaze? Surely only 1% lower fire chance couldn't be that big of a difference. Same exact methodology... Shimakaze Test 1: Shimakaze Test 2: Tables! Conclusion Replays
  18. Need advice for next tier X

    (mods please move this discussion if it's i the wrong location) hey guys, I had a nagging question on my mind, it's which tier X dd should I go after next, what has a good amount of fun and strategy to the ship, i just completed my gearing and I'm loving it, but as a dd player I need more variance and gameplay style so I'm after another tier X. so my question being this, i have the -Kiev, -akasuki and a tier II German dd, should i go for the dual Russian line of khab/grozovoi? or try and chip away at the shimakaze? id also like to ask for a little information as to what you guys think about the German did line, what will happen once I get to tier 6/7/8? How do they play? is hydro a game changer? Or just a tool to no end?
  19. I've recently unlocked the Yugumo in my grind to the Shimakaze, and have been confliced on the choices possible on the ship. In my experience thus far, I've found the F3 torpedoes to be the best, as for whatever reason I never seem to hit anything using the 12km type 93. I had great success using the TRB over the smoke with the latest patch in the Kagero, but on the Yugumo with F3s I found that the lack of smoke was getting me murdered a bit too easily. I'd be very interested in what other players' builds are, whether or not many people use the buffed TRB, and which torpedo to use (Type 93 Mod.3 or F3) on the Shimakaze when I eventually get there. My captain build (it's a pleb 10 point) atm is PM/LS/TAE/CE.
  20. Shimaka and F3 torps

    Are the F3 tops worth buying? I'd be interested in hearing if they are appreciably better than the mid tier torps. And what is the range IF you use commander skill that adds speed 5knts but negates range. Would seem to put one on real close, but get 81knts on torps? Sound right? How does that work in application? Thanks!
  21. Hello all, When I got my T9 Japanese DD (Yugumo), I was expecting 10km torps, but what threw me off was the 76knot speed +dmg 8km torps; same thing for the shimakaze. Is it worth it to get the 8km torps on the Yugumo? What about the shimakaze? If you can keep a 6km detection range, thats roughly 1.5km of safety to launch. BUT I was excited to do awesome 20km torps -- I didn't know all the upgrades made it really 8km. I feel duped now. 8 or 10/20? Moderated by Volier_Zcit
  22. Since WG returned the cancer Khab to it's original state, can we also get an un-nerfed Shimakaze? Restore it to it's original state and even allow it to sacrifice smoke for Torp reload booster like Yugumo.
  23. I always find odd that the Shimakaze does not have her historical maximum speed of 40.9 knots, and that is where my focus is. With the removal of steath fire Shimakaze captains will hesitate more in using their guns, wich in fact are not that bad, now, let's compare her with the Udaloi, the Błyskawica and the Grozovoi wich are considered great gunboats. Shimakaze Udaloi Błyskawica Grozovoi Top Speed 39 knots 40 knots 39 knots 39.5 knots Turning Circle 690m 610m 610m 720m Rudder Shift 3 sec. 5.3sec. 5.8 sec. 4.6 sec. As you can see, she is not that different in terms of maneuverability, we all know that, she is very hard to hit at long range. If they give the Shimakaze her historical speed, she will be even harder to hit, similar to a soviet DD, she will be a bit better than the Udaloi in that. Now, their guns (I will use the 0.6.3 buffs to the Shimakaze and Grozovoi) Shimakaze Udaloi Błyskawica Grozovoi Number of Main guns 3 x 2 3 x 2 1 х 1/ 3 х 2 3 x 2 Reload time 6 sec. 5 sec. 6.5 sec. 4.2 sec. Turret Traverse time 25.71 sec. 9 sec. 18 sec. 10 sec. Max range 11.37 Km 12.13 Km 12.01 Km 10.97 Km Damage HE/AP 1.800/2,200 1,900/2,600 1.700/2,200 1,800/2,600 We can also see that the Shimakaze's guns are pretty good, aside from turret traverse, she even has better RoF and more HE damage than the Błyskawica, but lower fire chance. The Shimakaze will never see a Błyskawica normaly, this is just to compare them. With the removal of steath fire, and her new range using AFT she can have a range of 13.64 Km, combined with her good shell arcs and decent fire chance she can use her guns to get good damage while her torps reload without the need of smoke and using it to cover allies instead. Yes, the other ships will still be better gunboats, but the Shimakaze will still being a great torpedo boat. That is why I think the way to encourage the use of the Shimakaze guns is to buff her top speed to 40.9 knots to make her really hard to hit while firing, would make her more competitive and she would be a lot more fun to play. Of course, giving her the Yuugumo RoF would also help a bit What do you guys think? Do you think this would make the Shimakaze better?
  24. My first X tier ship Sad when the lower tier ships are better.
  25. Isokaze Type 92 torpedo ​Speed reduced from 68 knots to 63 knots Minekaze 120mm/45 Type 3​ Rotation speed increased from 6 deg/sec to 8 deg/sec 180 degree turn time decreased from 30 seconds to 22.5 seconds Type 92 torpedo Speed reduced from 68 knots to 63 knots Mutsuki 120mm/45 Type 3 (stock version) Rate of fire increased from 5 rounds/min to 6 rounds/min Reload time decreased from 12 seconds to 10 seconds Rotation speed increased from 6 deg/sec to 8 deg/sec 180 degree turn time decreased from 30 seconds to 22.5 seconds 120mm/45 Type 3 (upgraded version) Rate of fire increased from 10.9 rounds/min to 12 rounds/min Reload time decreased from 5.5 seconds to 5 seconds Rotation speed increased from 10 deg/sec to 12 deg/sec 180 degree turn time decreased from 18 seconds to 15 seconds Type 8 torpedo (shared with Furutaka and Yuubari) Torpedo detection range decreased from 1.6 km to 1.5 km Type 8 mod. 2 torpedo (shared with Furutaka, Aoba, Myoukou, Hatsuharu, and Iwaki) Torpepdo detection range decreased from 1.5 km to 1.4 km Heavy Cruisers exempt from changes (will stay at 1.5 km detection range) Hatsuharu 127mm/50 3rd Year Type Rate of fire increased from 6.7 rounds/min to 8 rounds/min Reload time decreased from 8.96 seconds to 7.5 seconds Type 8 mod. 2 torpedo (shared with Furutaka, Aoba, Myoukou, Mutsuki, and Iwaki) Torpedo detection range decreased from 1.5 km to 1.4 km Heavy Cruisers exempt from changes (will stay at 1.5 km detection range) Type 90 mod. 1 torpedo (shared with Myoukou, Mogami, Atago, Ibuki, Fubuki, Kitakami) Torpedo detection range decreased from 1.6 km to 1.4 km Heavy Cruisers exempt from changes (will stay at 1.6 km detection range) Fubuki 127mm/50 3rd Year Type Rate of fire increased from 6.7 rounds/min to 9.23 rounds/min Reload time decreased from 8.96 seconds to 6.5 seconds ​Type 90 mod. 1 torpedo (shared with Myoukou, Mogami, Atago, Ibuki, Hatsuharu, Kitakami) Torpedo detection range decreased from 1.6 km to 1.4 km Heavy Cruisers exempt from changes (will stay at 1.6 km detection range) Type 90 mod.2 torpedo Torpedo detection range decreased from 1.4 km to 1.3 km Type 93 mod. 2 torpedo Removed from Fubuki Ship speed increased from 35 knots to 38 knots Turning circle decreased from 640m to 600m HP increase from C hull is given B hull B hull now gives 13,900 HP Removal of C hull Kagerou 127mm/50 3rd Year Type Rate of fire increased from 6.7 rounds/min to 10 rounds/min Reload time decreased from 8.96 seconds to 6 seconds Type 93 mod. 2 torpedo (shared with Ibuki) Torpedo detection range decreased from 1.7 km to 1.5 km Reload time decreased from 120 seconds to 95 seconds Type F3 torpedo (shared with Shimakaze and Zao) Torpedo detection range decreased from 1.9 km to 1.6 km Reload time decreased from 104 seconds to 86 seconds Type 93 (shared with Shimakaze) Removed from Kagerou Ship speed increased from 35 knots to 35.5 knots Turning circle decreased from 640m to 600m HP increase from C hull is now given to B hull B hull now gives 15,100 HP Removal of C hull Shimakaze 127mm/50 3rd Year Type Rate of fire increased from 8.6 rounds/min to 10 rounds/min Reload time decreased from 6.98 seconds to 6 seconds Type 93 torpedo Removed from Shimakaze Addition of Type 93 mod. 2 as stock torpedo Type F3 torpedo (shared with Kagerou and Zao) Torpedo detection range decreased from 1.9 km to 1.6 km Reload time decreased from 131 seconds to 120 seconds Type 93 mod. 3 torpedo Torpedo detection range decreased from 1.9 km to 1.6 km Reload time decreased from 153 seconds 140 seconds Type F3 and Type 93 mod. 3 torpedo swap places New torpedo progression: Type 93 mod. 2 --> Type 93 mod. 3 --> Type F3 Ship speed increased from 39 knots to 41 knots Turning circle decreased from 690m to 630m Yes, all of these changes are completely irrelevant as all of the IJN DDs will just be nerfed next patch. I just wanted to put my ideas out there. Some stuff is up for changes, such as Shimakaze's torpedo reload time and the Minekaze/Mutsuki turret rotation time. To clarify, and put in big letters: Either the IJN DD torpedoes get a detection range buff, or the USN AND VMF DD torpedoes get a detection range nerf. [EDIT 11:54 11/22/2016] - Added in explanation for torpedo detection range changes
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