Jnobsir

Healthy Number of DD's in each match

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Preferable Number of DD's per match   40 members have voted

  1. 1. How many DD's should each team have?

    • 0 - Who needs DD's anyway? I hate torpedo's.
    • 1-2 - Pretty reasonable choice
    • 3-4 - Ditto above
    • 5-6 - You want half the ships in the match to all be the same class?
    • 6-7 - You either play an Atlanta or really love torpedo-beats.
      0
    • 8-9 - Doesn't this seem a bit excessive?
    • 9-10 - Guess you just really like DD's then?
      0
    • 10-11 - Shouldn't there be some other class's present too?
      0
    • 12 - WORLD OF DD's!!!!

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10 posts in this topic

Posted (edited) · Report post

Earlier today I came across an enemy BB who voiced the opinion that no match should ever have 5 DD's per team. That really got me thinking, what would the prefect number of DD's per team in a match be? Personally I'd say 3-4 is right in the sweet spot.

 

What do you think? Put your reasoning below.

Edited by Jnobsir

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2-3, more and they lose value, less and they become "OP."


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I would have to say 2-4 unless they're all Grem's or Kami R's.


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Posted (edited) · Report post

not even DD captains like 5 DDs on each side.

Primarily because you just never know when they are sailing in a pack and you have to wade through red DDs in order to kill those red BBs sitting in the back.

Edited by MrDeaf

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Posted (edited) · Report post

It doesn't matter how many there are.  What matters is whether there's a proportionate number of cruisers to deal with them.   You could have 6 DDs and 6 CAs and it would be fine - that happens all the time in low-tier, and I see no complaints about too many ships of one type there...

Edited by TenguBlade

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Four gives a good number. If we only had one destroyer line, I'd say three would suffice and two in a pinch, but we have 4–6 destroyer lines, depending on the tier we're looking at. With four, the impact of one team having an extra torpedo ninja or an extra cap brawler is no big deal, whereas with three the difference is more potent.

 

That and I'm just not really hot on the idea that capital ships should approach half the match's population: when battleships are in the minority, they are a valuable asset worth planning around; the same is true when cruisers and destroyers combined are a minority, and I just don't agree with a game that makes trading a battleship for an enemy destroyer worthwhile.


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Ideally: 2-3, 4 max. 

 

5 is excessive, except in low tiers where really only CL/A and DD are options with the occasional BB. 2-3 gives you some real scouting (they can spot ships sooner than planes and go completely undetected still) but not a bunch of invisible ships launching unrelenting waves of torps or literally burning everything to the ground. 4 gets into territory that's just a bit much, and that's from a guy that has no issues chasing a DD down to close range fights in a BB. It'd be like if we allowed 3 CV's again if we keep with the 5+.


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Voted 3-4.  This being a team game, I do feel that a single player, (unless they're just making some FANTASTIC plays) should not have a disproportionate impact on the entire team's fate.  When a team only has 1-2 DDs, (Let's say 1) and othat one DD goes charging out and potatoes within the first 5 minutes of the game, your whole team is then severely hampered in its ability to either spot the enemy effectively, screen with smoke, or contest caps.  

 

Having 3-4 DDs on each side, (with 3 seeming to be ideal for balance,) allows the team some leeway to absorb that one occasional potato and maintain effectiveness.  Once you move up into 4,5 or more-DD territory, then the game quickly devolves into a foggy, torpedo-soupy mess, where everyone's afraid to push and no one can see anyone else for the first half of the game.


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