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Pan Asia OP

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Slap a camouflage on it and you get 5.7 KM detection range by sea. Those torpedo, 0.8 km detection range. That's a fletcher by the look of it, so 5x2 torpedo. Now rumor has it that they have Radar and "super" smoke? (The hell is super smoke?) I won't confirm the latest but... what the [edited] Wargaming. Yeah it's insanely good and people who are good at DD knows this right now.

How about you fix older lines at this point since they're getting Obsolete? Was not conqueror enough of a slap at the face to every other battleships already, hm? Or Speed Boost incoming French BB with 16 guns to poop on Cruisers?

I don't like to complain not I play destroyers much but what's the point to keep going for more high tier at this rate when all what I work upon gets power creep so hardcore? But yeah I forgot, this is Wargaming we're talking about. People who work hard for their ship and play when they can, you don't care about those. You rather milking the whales who spend non stop on your games. Like free exp'ing their way to cancer ship until you finally break out of the high cloud you drift on.

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3 minutes ago, Prinzy said:
 

Prinzy, your jumping the gun here. The Pan-Asian DDs don't get smoke and radar. They have to choose smoke or radar, and don't forget they are still in testing tweaks are to be expected, look at the Groznevoy.

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They also seem to be changing the smoke around still according to the dev blog.

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It's not a Fletcher. It's an Allen M. Sumner class. A short Gearing if you will.

Edited by chewonit
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There’s little doubt that Pan Asian DDs are going to be very strong. That said, they do have to choose between radar and smoke, so you can allay some of your fears.

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Andthat detection in the early stage of a game isn't that great when they can't sink enemy dd's with their deep water torps. They have to rely on their team to kill them for them.

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1 minute ago, SkaerKrow said:

There’s little doubt that Pan Asian DDs are going to be very strong. That said, they do have to choose between radar and smoke, so you can allay some of your fears.

Do they get to choose between standard and deep-water torpedoes, or is only the latter an option?

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Also, the detection was nerfed a couple blog posts ago. She isn't any stealthier than Gearing or Shima. She has 7.4km concealment base in the client right now. It was 7.0km before.

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1 minute ago, Ace_04 said:

Do they get to choose between standard and deep-water torpedoes, or is only the latter an option?

only DWT available

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Just now, Ace_04 said:

Do they get to choose between standard and deep-water torpedoes, or is only the latter an option?

They only have DWT. No option on that.

 

Ninja'd.

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I think the sumner might be the new CB dd since dd can’t really use smoke in cb.

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1. Smoke OR radar. 

2. Less HP and armor vs small HE than gearing. 

3. This will still pop to cruisers... no smoke mostly? 

 

Cruisers are kind of beside the point here. But cruisers could use a boost too. 

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45 minutes ago, Ducky_shot said:

Andthat detection in the early stage of a game isn't that great when they can't sink enemy dd's with their deep water torps. They have to rely on their team to kill them for them.

Uhhhh, I think you are mistaken. USN guns are insanely powerful at killing DDs early on (unless it is a khaba or something) and lose effectiveness against everything else.

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The smoke:

Emit for 30s (USN T10 style) last for 70s (~same as Z-23) and then with premium and November Foxtrot flag the cooldown is 76s, so you have 6s after one smoke ends until another begins.

For the Z-23 with November Foxtrot you have to wait 83s from the end of one smoke screen to the beginning of the next for comparison.

Also no stated change up and down the tiers so that's hilariously good smoke at T2 - where compared to IJN/VMF you get 10s more emission, 5s more duration on the puffs, and an 80s vs. 160s cooldown.

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1 hour ago, HereCreeepers said:

Uhhhh, I think you are mistaken. USN guns are insanely powerful at killing DDs early on (unless it is a khaba or something) and lose effectiveness against everything else.

Getting that close and letting loose with guns will lead to the PA dd getting focused. The enemy dd has no danger of getting torpedo so can smoke up and face any direction he pleases. It's going to be hard to contest caps when you can't top the other dds

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3 x 2 127 mm guns in an A - B - Z configuration, 20 rounds per minute ROF; definitely Gearing/Sumner class alright. And that is about as evil as an American made DD can get; everyone had better beware because something obviously is getting done to compensate for these ships not having standard torps.

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9 minutes ago, Ducky_shot said:

Getting that close and letting loose with guns will lead to the PA dd getting focused. The enemy dd has no danger of getting torpedo so can smoke up and face any direction he pleases. It's going to be hard to contest caps when you can't top the other dds

I don't think so; I think they will just get close and then rake you with those 20 rounds per minute dual 127 turrets. All three of them, which is a lot of pain.

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1 hour ago, mofton said:

 

Emit for 30s (USN T10 style) last for 70s (~same as Z-23) and then with premium and November Foxtrot flag the cooldown is 76s, so you have 6s after one smoke ends until another begins.

 

 

I thought the cool down starts AFTER the smoke finishes deploying? So that will be 46 seconds before the next smoke is available.

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2 minutes ago, chewonit said:

 

I thought the cool down starts AFTER the smoke finishes deploying? So that will be 46 seconds before the next smoke is available.

You still have the smoke laying around for 70 seconds after is done dropping.   Thats when the Timer starts.   Smoke falls off and in 6 sec, you can drop again.

 

 

 

 

 

Posts like these are great.   New Line Over Reaction with tons of false information in Opening Post.

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3 minutes ago, chewonit said:

 

I thought the cool down starts AFTER the smoke finishes deploying? So that will be 46 seconds before the next smoke is available.

Yeah, deploys for 30. At the end of those 30 the last puff of smoke starts to fade, taking 70s, and the cooldown begins simultaneously taking 76s, so finishing 6s later.

There would be a 36s window from the first puff, but the last puff would be 6s.

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