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Destroyers Bag of Tricks - You Can Contribute - A Community Wisdom ... Basket

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Destroyers (the "DD") being the most influential class of ships, second to only the current OP and badly designed CVs, are vital to any team in any match, be it pro or random pubs.

But the fragile nature of the ship makes them hard to perform in the hands of less experienced players.

Just like any profession, DDs have their own bag of tricks, many of you would have learned through endless trial and error. Being humans with a written language, it provides us with the ability to pass down our hard earned experiences.

Now what do you think contribute to player DDs better?

 

Start with a simple one:

Know your opponents camo ratings, especially of the destroyers on the enemy team.

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Your primary job is to collect information on the red team's movements and screen against red ships.

This is accomplished by flanking around islands and this also happens to be a good position to throw torps from.

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Understand when your enemy is distracted or alert, and thus choose between trying to sink her in one salvo or spread your torpedoes around for area denial.

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-Don't park broadside in smoke inside a cap

-Don't smoke unless you're in a dangerous situation

-Smoke block line of sight. If you smoke make sure you're not the one spotting the ennemi

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A DDs primary job is to not die in the first 5 minutes, anything after that is a bonus.

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If a cap is contested, back into it. It's much faster to run forward.

Always have an escape plan.  

Don't sit in smoke unless you're absolutely sure there is no radar near.  If you're sitting still and get radared you asked for it.

If you're sitting in smoke don't sit still. Always be moving.

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Stay within 6km of the nearest friendly ship, when there are no enemy CVs. 

If there are CVs, stay within 4km, especially at high tiers. 

Focus on killing enemy DDs first. 

Turn off the damage counter when playing DDs - damage is not an important metric to gauge how a DD is performing. 

Always be thinking: If I were the enemy DD, what would I be doing? 

Now watch your DD win rate increase. 

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Don't lock onto an enemy with guns, then switch to torpedoes, launch, and then back to guns. A savvy player can watch the Priority Target indicator to see when someone has launched torpedoes in this manner. If you are going to (stealth) torp someone, switch to your torpedo tubes before you lock on. ("X" in the default settings will lock and unlock a target you are aiming at.) 

You can also abuse this to make someone maneuver unnecissarily by switching between armaments while target locked. Part of a DD game is the mindgame! Try to make the opponent overthink and make a mistake.

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DDs should do what every other ship type should do:

 

1. Have fun; if you're not, what's the point?

2. Pay no attention to other players who constantly try to tell you how you should play your ship. (Of course it doesn't really matter what I say next if you take this rule on board, as you won't be paying attention from now on :Smile_teethhappy:).

3. Know the strengths/weaknesses of your ship to help your team win the match.

4. Try to understand the strengths and weaknesses of enemy ships to help your team win the match.

5. Use the mini-map, it contains a wealth of information.

6. Don't be blinkered to objectives - They help win a match but can also get you killed if you do not use the above points 2-5. An objective helps the team win the match; so should be a 'team' objective, not a ship type objective.

7. Try not to blame others if things go wrong; on review you will find it was probably as much to do with your own choices as those made by the team.

8. Remember, the enemy may just end up being better than you - congratulate them and move on to the next game/back to no.1 :Smile_honoring:

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Don't launch all your torpedoes at once when a ship is rushing you and still has a chance to evade them...

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Smoke is a torpedo magnet.

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Know the ballistics of the main battery of the enemy DDs. You can have a bigger impact on an engagement if you can start it at a range which favors you and nullifies his advantages. 

The predictive line measures the targets CURRENT  course IF he kept it. Don't always trust it.

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There's an easy way to check the concealment value of enemy DDs (relative to yours) in the pre-game team lineup: hover over their ship icon and look at the concealment bar. If the enemy has better concealment than you, it will display your concealment bar plus a green bar displaying how much better. If the enemy has worse concealment, then it will display their concealment bar plus a red bar going up to the length of your concealment bar. Wait until the enemy has fully loaded in so the effects of any captain skills, modules, and camos are factored into the display.

Also check the relative concealment of friendly DDs in the same manner to get a feel for what your team is capable of doing.

Engine boost not only affects acceleration and maximum speed, it also affects how fast you can decelerate. If you need to make some immediate low-speed maneuvers or need an edge in dodging metal fish, pop a boost. It could just save your ship.

It is almost always a good idea to turn off your AA guns. Even dedicated anti-air DDs will benefit from the reduced aerial concealment that lasts until they toggle the AA back on and shred any plane within range.

You can target enemies with your torpedo tubes as long as you can see them, even if they are outside of the maximum range of your torpedoes. Use this to judge the speed and heading of enemy ships, as well as any changes they make.

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Don't be afraid to disengage when you are at a disadvantage, you're much more useful alive 

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7 hours ago, MrDeaf said:

Your primary job is to collect information on the red team's movements and screen against red ships.

This is accomplished by flanking around islands and this also happens to be a good position to throw torps from.

It's also extremely dangerous if the enemy has a ship with radio location skill.

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1) Always have an escape plan when attempting to cap or push.

2) Know the value of your ship.  A DD's power exponentially increases the further a match goes on.

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After capping a point, leave it. It is up to the rest of your larger teams mates to defend it. Then go to the next cap point or do other destroyer priorities.

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Know which enemy ships have Radar, and know their range and duration, and be able to keep track Radar ships on the minimap. Also learn to track their cooldowns and durations. If a DM hits Radar at 17:00, its a safe assumption that it will expire at 16:20, or ~16:00 should they have the Radar mod. This varies from ship to ship and from nation to nation. Also Learn to track cooldowns and take advantage of possibile openings where the enemt is without Radar, and watch your engagement ranges when fighting Radar ships

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45 minutes ago, Crucis said:

It's also extremely dangerous if the enemy has a ship with radio location skill.

I know what I see when I'm rpf located...what does the person using it see?

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6 hours ago, MrSharkswith said:

Don't lock onto an enemy with guns, then switch to torpedoes, launch, and then back to guns. A savvy player can watch the Priority Target indicator to see when someone has launched torpedoes in this manner. If you are going to (stealth) torp someone, switch to your torpedo tubes before you lock on. ("X" in the default settings will lock and unlock a target you are aiming at.) 

You can also abuse this to make someone maneuver unnecissarily by switching between armaments while target locked. Part of a DD game is the mindgame! Try to make the opponent overthink and make a mistake.

I do not believe torpedo locks trigger warnings like the main batteries. In coop however torpedo locks are used by bots to know when they are potentially under torpedo attack. Lock them to determine where they are heading... wait a few ticks, noting where the aiming indicator is pointing... unlock them, add a smidge to the expected position, torp and move on. 

You can do what I do with main batteries... rotate through a cluster of targets all within range of your guns... each player will see they are targeted then not.... targeted then not... when you are ready to fire, lock them, immediately fire, then unlock them. If you target a ship and keep them targeted they will know you are either lazy or intending to fire on them. 

My biggest DD suggestion is USE THE MINIMAP. Know your concealment range, use it to your advantage. Switch off AA(AAA) as for almost all DDs, it's useless to you, unless you want to give away your position. 

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6 hours ago, MrSharkswith said:

A savvy player can watch the Priority Target indicator to see when someone has launched torpedoes in this manner.

:cap_wander: Nice advice! :cap_cool:

 

6 hours ago, _WaveRider_ said:

7. Try not to blame others if things go wrong; on review you will find it was probably as much to do with your own choices as those made by the team.

 

I find I struggled with this for a while. I often would leave my team to contest a cap alone because I knew we needed caps to win and would end up dying. Had I stayed with the team (even knowing that this was tactically the wrong choice at the time) I might have been able to escort them and keep them alive long enough to turn the tide. It is up to you to not make stupid decisions REGARDLESS of what your team is doing.

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If you launch torps from distance and your target starts turning into your pattern because he's WASD hacking right before he sees them but you know they're going to miss a lot of times if he doesn't see you you can shoot your guns at him so he does see you and a lot of times your target will want to bring all his guns to bear so he'll turn right back into your torpedo spread

I have killed many at Target by them getting tunnel vision

Edited by silverdahc

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As a DD...

You are the eyes of your team.

First thing is to take out the eyes of your opponents.

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