NikoPower

Help NikoPower play a solid Destroyer.

  • You need to play a total of 5 battles to post in this section.

115 posts in this topic

You're a dev right? Give yourself:

- 1km detection

- Gearing Smoke

- Shima Torps

- Khabarovsk guns and maneuverability

And you're set!


2

Share this post


Link to post
Share on other sites

Thanks for the feedback so far everyone.

 

  • A couple mentioned I was a bit timid in my battle. This is true. It's mostly because I'm still getting my confidence up in Destroyers. This will change over time.
  • Popping smoke was actually a mistake by my fumbling fingers. It wasn't intentional . I was rather annoyed with myself when I pressed it. I tend to hover my fingers over the R and T key in case I need to hit 1-3 or RTY.
  • I realized that I should have pushed up and around. I got a bit of the lookie loo mentality for a bit and it kept me getting dangerously close to being destroyed.
  • That destroyer.... yeah. I should have see it but I was too busy focusing on two other ships. I was lucky. No more, no less.
  • As for spread and narrow, I tend to go back and forth depending on the situation. I'm not always right, clearly. Lol.

 

Thank you all though. I will get another game in here pretty soon and take your feedback into account. We will see how it turns out.

 

Assign torpedoes to one of the auxiliary buttons most mice have on them. When you need torps your thumb clicks and you are in torps. You need only click 1 for your normal HE. You could also assign the guns with HE to another mouse button. This makes it mucho easier.

 

Keep your eyes on the minimap - practice in coop (its a great place for this type of training) to train your eyes/mind/hands/fingers to move while looking at the map. Depending on the situation things can change quite rapidly.

 

Torp ships coming at you when they are broadside then torp before after and on the torp centerline.

 

Oh... don't rely on smoke to hide you. The higher you go the more useless it becomes.  


0

Share this post


Link to post
Share on other sites

You know the most interesting thing in that replay is it seemed like no one knew who they were playing with. When I see forumerits or devs I like to call them out and hunt them down. Or say HI if they're on my own team. 

:trollface:


0

Share this post


Link to post
Share on other sites

You know the most interesting thing in that replay is it seemed like no one knew who they were playing with. When I see forumerits or devs I like to call them out and hunt them down. Or say HI if they're on my own team. 

:trollface:

 

Very true!  I was in a battle with Trevzor yesterday and said hello right away :)

0

Share this post


Link to post
Share on other sites

Such a minor forumite as myself even gets called out... just before they focus fire on me ;-) 


0

Share this post


Link to post
Share on other sites

I think the two most important things you need to work on right now are:

Map Awareness

-An extremely important skill, and will often get you dead or useless if you don't have it. This skill will also help with knowing when to push and other such comments that others have made.

 

Not Hitting the Wrong Key

-This is also important, and very hard to learn; I can't even tell you just how many times I have messed this up, particularly in RN CLs, and BBs with torps.

Edited by Matthewl419

0

Share this post


Link to post
Share on other sites

You know the most interesting thing in that replay is it seemed like no one knew who they were playing with. When I see forumerits or devs I like to call them out and hunt them down. Or say HI if they're on my own team. 

:trollface:

 

This USUALLY happens. It's rare that no one says anything. As you could tell from that one though, no one was talking.

0

Share this post


Link to post
Share on other sites

 

This USUALLY happens. It's rare that no one says anything. As you could tell from that one though, no one was talking.

 

had a rip roaring battle against the chieftain last night made sure I said hello early and often.. :)

0

Share this post


Link to post
Share on other sites

Since the Kamikaze and its variant's aren't for sale anymore.

I think playing a T5 DD isn't best to show case DD play and the wonky MM at T5, where as T7 you have -2/+2

 

Each DD represents to the core philosophy of play, without being too high or too low on the tech tree or MM... for the most part.  

Hopefully you have some 10 points captains and can utilize CE.  

 

  1. Farragut B Hull with 5 guns, you can substitute the Sims if you wish, both of these have 2 center-line torp racks. (Don't use the Mahan) 
  2. Fubuki or Akatsuki, or sub in a Shinonome if you have. Guns that are 2x2 or 3x2 and torp racks that are 3x3. 
  3. Leningrad (the tech tree will become the Minsk (Leningrad class ship) l prefer not a Kiev since it will be a T9 ship soon) you can substitute the Anshan. 

 

 


0

Share this post


Link to post
Share on other sites

+1 for showing how a dev type person involves with the playerbase, rather than sitting on high on a throne.

 

I'll be following this thread to improve my own tin can play. A match like in the OP I would've considered a very good one.

 

I agree, many developers, or high ranking officials have many times made the mistake of disconnecting themselves from the playerbase. I highly approve of anyone willing to involve themselves with the community as it promotes a active, and positive community. :great:

Niko, would you be OK if I narrated your replay with my own comments and posted it on YouTube?

 

I would love to see your videos, good luck~!

0

Share this post


Link to post
Share on other sites

Great idea Niko! :great: Im afraid that I cant be of much help since your playing IJN. That line just isn't my cup of tea. I think Slak had a good idea though. US DD's have kinda the same flavor as CL's in a way, may fit your background a little better, but who knows may be something to think about. Anyway, I think its great to see a Dev connecting to the player base this way and I will be checking this thread often. Good luck! :honoring:

 


0

Share this post


Link to post
Share on other sites

I hope you're OK with me doing this.  If there's a problem, let me know and I'll take it down right away.  It's a quick-and-dirty commentary but hopefully you'll get some good out of it.  I don't know if anyone commented on your flag choices.  Here are my thoughts:

 

 

Flag choices:
Free XP (Papa Papa)
Speed (Sierra Mike)
HP Recovery (India Delta)
Secondaries (Mike Yankee Soxisix)
AA (November Echo Setteseven)
Commander xp (Zulu Hotel)
Commander xp (Dragon)
Fire time (India Yankee)

 

Many of these flags are useless for destroyers.  Fire time reduction isn't important (best for battleships).  HP Recovery is useless (no Repair Party consumable).  Secondaries are useless (no secondaries).  AA isn't that helpful because it has very poor AA as it is.  

So there are four flags that are wasted on this ship.  Instead, I would recommend the following:
Anti-Det (Juliet Charlie)
Flooding (Juliet Whiskey)
Consumable time reduction (November Foxtrot)
Credit gain (Zulu)
XP (Equal Speed Charlie London)
Fire/flood chance (Victor Lima)
Fire chance (India X-Ray)

 

Any time I grind XP, I make sure to run ALL XP bonuses possible - adding ESCL means you have an extra 50% bonus to ship xp, commander xp, AND free xp.  That's just too good to pass up, especially coupled with the camo bonus.

 

Edited by Lord_Zath

2

Share this post


Link to post
Share on other sites

I just wanted to point out that he is running mods, which is ironic because he is a WG employee, and one would think that a WG employee would play the game stock.

 

Why? It's not like he's a programmer for WG.


0

Share this post


Link to post
Share on other sites

As a Kami R owner who adores the ship it is a perfectly fine choice... it gives one the experience of being up-tiered which could provide vital feedback through appropriate channels. 


0

Share this post


Link to post
Share on other sites

Since I don't think it's been commented on yet (I haven't watched the video), here are some things I noticed from your camera:

  • Use free look more often. Your guns are swiveling all over the place, and that's something you can't always afford on a ship with slow turrets (of which there are several in the IJN destroyer line).
  • You have a good idea of where to aim, and you can put the shells in the right places, but you tend to tunnel vision while scoped in. While we're all guilty of that sometimes, it would probably improve your situational awareness to pop out and look around more often (and mash that KeyPad+ to make the map huge).

 

On a related note, is there any chance we can get a permanent thread or sub-forum for "rate my play" threads? I think they can be very instructional to new players, or experienced players who are working to improve.


0

Share this post


Link to post
Share on other sites

 

  • Use free look more often. Your guns are swiveling all over the place, and that's something you can't always afford on a ship with slow turrets (of which there are several in the IJN destroyer line).

 

Actually, I'm pretty sure turrets moving about wherever you look is an artifact from the replay system. Much like how the scale in scope mode doesn't show in replays, I've always found that the guns track the crosshair in replays, regardless if you were using free look or not. Edited by GhostSwordsman

0

Share this post


Link to post
Share on other sites

Actually, I'm pretty sure turrets moving about wherever you look is an artifact from the replay system. Much like how the scale in scope mode doesn't show in replays, I've always found that the guns track the crosshair in replays, regardless if you were using free look or not.

 

Good to know. Is it just the reticles, or also the guns on the actual ship (so I might see them firing out the side of the turret if the player was shooting while free looking)?

0

Share this post


Link to post
Share on other sites

 

Good to know. Is it just the reticles, or also the guns on the actual ship (so I might see them firing out the side of the turret if the player was shooting while free looking)?

 

it's the guns as well. If you have a replay, for instance, where you fast forward and you were turning guns 180°, then fired on the opposite side of the ship, you'll see the guns go off, but not actually be aimed on target.

 

Though that's not the only time it happens, it can happen if you're looking in the right direction and then use free look in game for an extended period of time(enough to get your guns to rotate pretty far in the replay), then snap back and fire at a ship.

 

I've seen it enough to know because I use free look extensively while playing, especially at the beginning of a game. I'll pick a side to rotate my guns, then hold RMB to look around as I start moving forward. In the replays, my guns never lock to where I initially looked, they always try and follow the crosshair instead. I've actually had someone analyze a replay of mine and they thought I was doing the same thing, swinging my guns about needlessly even though I got into the habit of using free look very early on when I started playing this game.


0

Share this post


Link to post
Share on other sites

I'm sure others have said much of this, but my two cents anyway:

 

1. Push the outside of the cap, like at A in the beginning, especially on Two Brothers. If your enemy counterparts decide to push A, they're going to come out within detection range and you just might have your back to the island, limiting defensive movement. Essentially, don't flirt with potential fights when easy escape isn't possible.

2. Don't pop smoke unless your running or gunning. Mini-map information is the most valuable in the game, but free visual location data is even better.

3. Pushing the outside of the A cap would've done three things. A) Maintained spotting on the BB/CA combo up in the corner. B) Provided passive DD spotting for your aggressively pushing cruisers. C) Given you an opportunity to take out the Nagato sooner, allowing your teammates to roll up the flank and put pressure on the rear of the other enemy group to the east. You lost a lot of time your eastern group would probably have liked to have had in support.

4. Narrow spread. I rarely use wide spread because it's so... wide. Particularly beyond 5km, the gaps are wide enough to, well, drive a battleship through. If you like it, try narrow/wide/narrow or somesuch thing to maintain a tighter overall spread.

5. I'd suggest firing in salvo instead of singly or ripple fire. I find it easier to adjust aim, and it may well be worth your time testing to see which you prefer. It also plays handily to 6, just below.

6. I'd strongly suggest using free look or zooming out to look around after every salvo. It's a very good habit that will pay off handsomely in the other DD lines.

7. I'd have instantly opened up on that Fujin with guns. He had so little HP, he was hardly worth even sighting torpedoes.

8. Make a habit of reminding yourself to constantly check the mini-map. In fact, I'd use it to drive your ship when not directly engaged in combat (and even in combat once you get used to it). That Minekaze lit you pretty early, and had that Pensacola been paying attention, it might have hurt quite a bit. Being able to react near-instantly to that kind of situation will save your bacon more often than not in the future.

9. Addition to 8. Mini-map, mini-map, mini-map, and more mini-map. WoWs is almost more appropriately World of Mini-map Reading and Sometimes Warships.

10. Good job. You cleared the flank anyway and put in three times your own HP total in damage. If this is your "work in progress" DD play, you're going to be farming salt in time.


0

Share this post


Link to post
Share on other sites

1) You're using the New Years camo that doesn't provide a detection bonus. Big mistake on ships that rely so heavily on concealment such as DDs. Save them for ships like Moskva and BBs that will be spotted anyways.

 

2) Not sure what level your captain is, but I would hope you have at least a 10 point IJN captain with CE since this is a premium ship. Also noticeably missing is SE.

 

3) Why are your torpedoes set to wide spread at the start of the match? Narrow spread is better 99% of the time.

 

18:00 Smoking as you enter A cap and spot one enemy BB is a mistake. How will you spot enemy ships for your team from inside smoke? It will be much riskier to make any aggressive plays for the next 3 minutes with smoke on cooldown as well. You have guns that are equal to or better than 3/4 of the enemy destroyers.

 

17:10 You cap A with no resistance, but instead of pushing up through your smoke, you decide to circle back around inside A again. From the minimap, it looks like the enemy team is focusing D, so you want to come in behind them ASAP to assist your team on that side.

 

16:20 Looks like you decided to switch sides and help your team on D. It will be harder to land torps from the front and your team has no way of pressuring B with you as the only DD abandoning the side.

 

15:50 Nope, you turned around again. At this point, you could have spent the last 80 seconds moving towards B and already be capping it by now, or torping the ships up north, but you drove in circles while changing your mind.

 

13:55 6 minutes into the game you launch your first torpedoes. Wide spread is unlikely to hit anything at max torpedo range and will be easiest to dodge. The only circumstance in which wide spread is useful is at point blank range when you only need one hit but want to cover as much area as possible. You are locked onto the Pensacola while firing your first two tubes at the Nagato, so you have to guess the lead here (I suspect it's behind the island at the time you choose to fire, but we'll never know). Then you fire your third tube of 7km torps at the Pensacola 8.6km away and receding. I predict the first two sets will be far behind the Nagato and the third set will time out before coming near the Pensacola. Around this time you could have also chosen to go for the beached Mutsuki with your guns instead. Mutsuki has extremely poor gun armament and you should be able to win that duel easily, removing a destroyer off the map instead of gambling that you'll hit torps on a Nagato who's engaged in battle and likely to make turns.

 

13:15 The Nagato does turn into one of your torpedoes that you placed way behind him, fortunately.

 

12:58 You give up stealth to fire 1 salvo of guns at the Nagato. Much better to either stay undetected (my recommendation) or keep firing because you've lost stealth anyways.

 

12:45 Again you're shooting 7km torps at a receding target 7.8km away. Also you appear not to have noticed the Mutsuki on your minimap approaching from the east.

 

12:18 The enemy Mutsuki gets within 1.1km of you before you turn to look at him. You should be 100% dead here if he was a competent player. Fortunately for you, he doesn't spread his salvos out when he only needed 1 torp hit to kill. Turning away from his torps worked out, although you should also have used engine boost to increase your speed here as well in order to outrun his torpedo spreads. Generally I prefer to turn in to torpedo spreads, but at this range it's risky as well, you might take one on the bow by turning in.

 

11:45 You waste a torpedo cooldown on a ship with 473 HP that's burning and that you will kill in 2 seconds with your next gun salvo.

 

11:27 The Nagato is looking at you, I would either try to weave dodge his salvo and then smoke or smoke immediately and hope he's still reloading while you disappear.

 

10:45 You took a lot of secondary hits for staying broadside to him while spotted. At least you survived and got the kill here, but you could have had 3k more HP remaining if you either turned sooner or smoked.

 

9:00 You smoke as soon as you get in the cap again. And then keep moving full speed so you're detected anyways. 

 

8:50 An enemy DD with 900 HP was spotted 5km from you for 10 seconds. He should be dead from your guns right now. Instead you're sitting in torpedo aiming mode, not entirely sure why. Also, you leave your smoke entirely.

 

8:10 Not entirely sure what you're trying to hit with these torps. The only possible hits you could land are if the Graf Spee has hydro off and also decides to charge into B against 2 BBs and 2 CAs.

 

7:20 Well done holding your torps here to avoid hitting the friendly BB, not everyone would have the discipline. I could tell you wanted to fire, but didn't.

 

6:00 Nothing to say here except that you've been cruising around in scope for several minutes now, which is a bad idea because it limits your FoV and situational awareness, and you're not actually shooting anything. You can scope in for a few seconds to shoot on a moment's notice. Don't sit in scope all game.

 

The game turned out okay for you, but there are many things you can improve on. You wasted two smoke charges in caps that were completely unnecessary. You wasted many torpedoes at the Pensacola who was out of range or about to die anyways. You let the Mutsuki sneak up on you and only his incompetence saved you. You spent a fair amount of time sailing in circles indecisively. You missed a kill on the Fujin when he was 5km away and would have died to one salvo.

 

I don't really have anything to add that hasn't been said already, so....This here is a good summary of choices made where alternative courses of action were likely better and good alternatives provided. :medal: (+1)


1

Share this post


Link to post
Share on other sites

My notes, apologies if there are things repeated from others, seems we all saw the same thing:

 

Camo with no detection.  Use flags for more commander XP on an IJN DD.  You're losing .3km stealth range with that one.  That's crucial with short range torps.

Charging ahead, you hugged too close to the island at A, within your detection range.  Unless you're confident nothing will pop around that corner, stay at least your detect range away from it (6km)

No need for smoke but you know that already. Smoke just gives away your general location.  A ship with radar/hydro could spot you but you blocked your team's sight, they can't return fire.

Going in circles, why?  You can tell nothing is in cap, you could possibly have pursued the BB's north.  ~3 minutes wasted doing nothing between A and C

16:00 Keep an eye on the map.  2 of their DD have been spotted east, keep an eye out for the other 2 to be spotted.  DDs are your nemesis

14:30 too close to the Nagato, torps are in a wide spread.  Keep them narrow for anything less than 4 tubes.  Could also have smoked up and started firing HE for some fires, nothing is going to chase you into smoke

You saw the last enemy DD 2 minutes ago, but you went north and charged at him, as far as i can tell you didn't look at him until he was 1.5km away and got lucky with a dodge.  Always watch the minimap.  Use + to increase the size

12:00 Don't waste time launching torps at a cruiser with 500 HP.  Just shoot it again before it shoots you.

11:30 Nagato is targeting you.  Full stop and smoke up, use your teammate vision and launch torps in a spread and shoot AP at the superstructure at that range, save you some damage taken

9:30 Heading to B is good, but you waste a lot of time and bleed speed doing unnecessary maneuvers

9:15 Spotted by Fujin you can't see due to camo.  It has 500 health.  You smoked up, take a few shots while turning back west to put smoke between you and his friends.

8:00 Graf Spee is charging you and your friendly BB.  Stop in your own smoke and shoot it.  Torps won't get to him before he dies and you risk hitting your BB

Heading to D is the right call, game ends before you get there, but again you waste a lot of time maneuvering for nothing.

 

Let me know if you have any others, as you can tell a lot of us are willing to provide insight.


0

Share this post


Link to post
Share on other sites

Easy way to be right on torp spread - just use the tight spread 90% of the time. It's better at long range as they already spread out, and can be great at short range if your accurate for devastating strikes (reasons I'm pro nerfing torpedo damage for everything, including CV's as well as removing their manual drop). Wide spread is really only good for as said above, grouped ships. Or if you have say, 2-3 quintuple launchers and are trying to cover a very wide area smokescreen or a close range target that's maneuvering a lot. Or UK ships in general (may not be DD's but still). Also, IJN guns are terribad except I think maybe the new tier 8 "hybrid" line ship. Minekaze still has a great deal of stealth to use to take opponents by surprise with devastating torpedo attacks, really, even in the "hybrid" line it's still IJN's calling card.  Almost best to think of them a Ninja's. Pick your target, get as close as you feel safe (I tend to get right up on the spotting range limit to reduce the range as much as possible), fire a full salvo, first tube on the guide, and the others offset, so if the ship turns theirs still a chance at hitting them, fall back a bit to reload. RPF will make it a pain cause they'll know your general direction now and where to chase to even if you pop smoke after getting spotted, but still the most viable tactic in IJN. Some may say I'm wasting ammo and making it so I can't take out other ships but usually 50-100k damage games and BB's cursing me? I'll stick with it.


0

Share this post


Link to post
Share on other sites

So, I gave it a good watch.

Reading through, there is a lot of nit pick going on. I don't feel like that's something really helpful. Situations greatly vary in this game, and there is no one size fits all answer to them.

I've had people ask to division with me to learn, and they always ask me what to do in x situation. My best answer is to access the situation yourself and apply past experience. I try to impart general tools to people and let them adapt it into their play as a whole, instead of what to do in uncommon or rare situations alone.

 

From what I saw in how you played, you seem to struggle a bit with awareness.

There is no simple solution for awareness. It's a habit break from 'tunnel vision', and habits are nasty things sometimes.

Put a sticky note on your monitor that says "shoot, right click". holding right click will take you out of bino view temporarily & retain your gun position in that view while also giving you a visual reminder to look ahead & around you as well as your minimap. It took some practice, but it worked for me. If you choose to try it, I hope it will work for you as well. This should help you notice things like surprise ambushes, what your enemies & allies are doing on a larger scale (minimap) etc. Further practice will increase the amount of information you can get, and then you can apply this information into better courses of action.

Edited by Pulicat

0

Share this post


Link to post
Share on other sites

I hope you're OK with me doing this.  If there's a problem, let me know and I'll take it down right away.  It's a quick-and-dirty commentary but hopefully you'll get some good out of it.  I don't know if anyone commented on your flag choices.  Here are my thoughts:

 

 

Flag choices:
Free XP (Papa Papa)
Speed (Sierra Mike)
HP Recovery (India Delta)
Secondaries (Mike Yankee Soxisix)
AA (November Echo Setteseven)
Commander xp (Zulu Hotel)
Commander xp (Dragon)
Fire time (India Yankee)

 

Many of these flags are useless for destroyers.  Fire time reduction isn't important (best for battleships).  HP Recovery is useless (no Repair Party consumable).  Secondaries are useless (no secondaries).  AA isn't that helpful because it has very poor AA as it is.  

So there are four flags that are wasted on this ship.  Instead, I would recommend the following:
Anti-Det (Juliet Charlie)
Flooding (Juliet Whiskey)
Consumable time reduction (November Foxtrot)
Credit gain (Zulu)
XP (Equal Speed Charlie London)
Fire/flood chance (Victor Lima)
Fire chance (India X-Ray)

 

Any time I grind XP, I make sure to run ALL XP bonuses possible - adding ESCL means you have an extra 50% bonus to ship xp, commander xp, AND free xp.  That's just too good to pass up, especially coupled with the camo bonus.

 

 

That's it! Lord_Zath has been banned from the forums.

mAporFG.png

Really though, I don't have a problem with it.

 

Since I don't think it's been commented on yet (I haven't watched the video), here are some things I noticed from your camera:

  • Use free look more often. Your guns are swiveling all over the place, and that's something you can't always afford on a ship with slow turrets (of which there are several in the IJN destroyer line).
  • You have a good idea of where to aim, and you can put the shells in the right places, but you tend to tunnel vision while scoped in. While we're all guilty of that sometimes, it would probably improve your situational awareness to pop out and look around more often (and mash that KeyPad+ to make the map huge).

 

On a related note, is there any chance we can get a permanent thread or sub-forum for "rate my play" threads? I think they can be very instructional to new players, or experienced players who are working to improve.

 

I do use free look. Usually with right unless I am planning on moving my turrets in a certain direction anyways. Other times, I happen to forget. Not super often but occasionally I'll catch myself.

 

Great idea Niko! :great: Im afraid that I cant be of much help since your playing IJN. That line just isn't my cup of tea. I think Slak had a good idea though. US DD's have kinda the same flavor as CL's in a way, may fit your background a little better, but who knows may be something to think about. Anyway, I think its great to see a Dev connecting to the player base this way and I will be checking this thread often. Good luck! :honoring:

 

I won't only be playing IJN DDs. I do plan on giving them all a shot to find which is the right fit for me for now. Expect to see a variation.

 

I thought this would be fun and I know the Destroyer is second weakest only to CVs. So I thought, why not let the players help me out.

 

How did you get that nice 3d look to the ribbons? They look really nice BTW

 

It comes from our LEGAL modpack. I know someone previously mentioned I was using them. These mods have been vetted and cleared by our team, all the way up to the devs, for use. These DO NOT give unfair advantage.

http://dl-wows-gc.wargaming.net/projects/mods/mods_pack/WG_ModPack_EN_0.6.0.1.exe ,_ These are shared with just about every update.


1

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.