Jump to content
Sign in to follow this  
You need to play a total of 5 battles to post in this section.
Eugenie_101

My new Tashkent rule set

27 comments in this topic

Recommended Posts

203
[DANKY]
Members
734 posts
2,066 battles

Learning the Tashkent was rough, until I got my captain out of the doghouse and let the boat tell me how it wants to be played.  It could be random chance, but my results have gotten much better since I changed my perspective. 

* Imagine that potential damage is doubloons.  A dodging Tash at flank speed is maddeningly hard to hit at 13 km, and every miss gives your team a chance to rack up unanswered damage.  I can think of recent games where I annoyed the red team enough to focus on me instead of, for example, a low-HP Hindenburg who could heal and score some important late-game kills.  I don't know what qualifies as a 'great' potential damage number, but I feel pretty good about hitting 2.8 million the other day. 

* Island chains and closed in spaces are lava.  Don't step on lava!  The Tash's turning circle blows and you'll get killed when you run aground.  Find an unpopulated open space to create a cross fire on the enemy or suppress flanking pushes.  Getting surprised by a cruiser playing peekaboo is un-fun. 

* Adrenaline rush, Demo Expert, AFT.  Forget concealment and smoke.  I die too much in smoke (everyone torps smoke and the Tashkent is a long boat that turns slow).  Smoking for teammates ties you to the pack when you want to be away from the crowd and drawing aggro.  Plus how often do teammates use smoke you drop, even if you place it well? A third of the time?  Heals complement yr role as a dakkadakka aggro magnet. 

* Use aggro magnetism to scout!  When the game starts, rush to a cap like a regular DD, turn away so that you just graze the cap circle, activate engine boost, and shoot in the air.  Anyone in range will start shooting at you.  This is great because they probably won't hit and the rest of your team has targets.  Half the time their capping DD also opens fire, which is really dumb.  If you take damage, that's ok!  You don't have a citadel.  You get faster dakka from Adrenaline Rush, and you can disengage and heal whenever.  At the start BBs and cruisers are still safely back from the cap, and they'll often turn back from sustained harassing fire. 

* Find Zao and Moskva, so you can be somewhere else.  Those boats are bad and people who drive them should feel bad.  Rail gun + cruiser = nope.  MAYBE engage if they're focused on something else, then run when they turn their guns.  On the other hand traditional DD hunters like Des Moines  are tasty morsels IF they step out in the open.  Those ships will rarely hit you at 12+ km...but remember WASD and don't get closer than that. 

This whole approach counts on a certain lack of coordination/skill on the other team, so I doubt it works as well in competitive play. At least in random games though it has made me enjoy the boat an awful lot more. 

Edited by Eugenie_101
  • Cool 3

Share this post


Link to post
Share on other sites
248
[BBP]
Members
341 posts
7,528 battles

You could have put this on the Russian DD forum but ya, Tashkent is a learning curve.  You play Khaba in a similar way.  There's a big change in philosophy going from Minsk --> Kiev --> Tashkent.  

Share this post


Link to post
Share on other sites
2,371
[HINON]
[HINON]
Beta Testers
5,913 posts
5,528 battles
18 minutes ago, _MiDKnighTx_ said:

There's a big change in philosophy going from Minsk --> Kiev --> Tashkent.  

There is?  Granted I've basically never played Minsk since I already had Kiev when she came out, but thisis very similar to how I try touse Kiev (I don't play my Sov DDs much).

Share this post


Link to post
Share on other sites
1,653
[DDMAF]
Members
2,557 posts
15,296 battles
5 minutes ago, Big_Tidday_Goth_GF said:

The problem is it just sounds like a boring ship to play.

Soviet DDs are the most exciting to play. You never stop shooting things, never stop dodging, and you get to hunt down and utterly annihilate other DDs. 

  • Cool 3

Share this post


Link to post
Share on other sites
248
[BBP]
Members
341 posts
7,528 battles
18 minutes ago, Captain_Dorja said:

There is?  Granted I've basically never played Minsk since I already had Kiev when she came out, but thisis very similar to how I try touse Kiev (I don't play my Sov DDs much).

I think the biggest difference is concealment.  

Minsk and maybe Kiev you can go dark pretty easily and maybe compete for caps.  Tashkent can be seen from space like Khaba so is more of a long range run and gun gameplay.  I rarely jump into caps in Tashkent or Khaba until well into the game.  

  • Cool 1

Share this post


Link to post
Share on other sites
3,202
[-K-]
Members
7,901 posts
13,059 battles
1 hour ago, Big_Tidday_Goth_GF said:

The problem is it just sounds like a boring ship to play.

It's only boring if you enjoy the more tactical points of DD play, like scouting, capping, and stealth torping.  Those attributes don't apply to Tashkent or Khab typically.

Share this post


Link to post
Share on other sites
348
[5IN]
Supertester
2,106 posts
10,136 battles

Huh... I always thought that the basic Tashkent ruleset was to FXP past it to Khab.  Lol, just kidding.  Your ruleset is a good one.  

Russian DD play isn't for everyone... you certainly have to be on your game every single match to be successful.  I've got 450+ matches and counting in Khab, and it is just as fun to play now as it was on game #1.

Good luck with Tashkent... 

B

Share this post


Link to post
Share on other sites
Members
1,702 posts
10,524 battles

going to be honest, i think the Tash is nearly as good as the Khaba.  You get usable torps.  You get over 15km in range.(handy if you are near death)  Better stealth.  and less of a chance to be nuked by BB AP.  I found myself launching torps at any potential target pushing in.  With 3 launchers with a little over 1 min reload, you can just keep firing away with them.  I got way more torp hits than i ever thought i would. 

 

khaba is still better, but the tash is very very good.  i was tempted to keep it.    I apparently have the 3rd highest damage record in it on the NA server. (last i checked)

 

BC7B1EF2917D65C7228E0E309F72C040610BCEB9

Edited by Frederick_The_Great
  • Cool 1

Share this post


Link to post
Share on other sites
2,371
[HINON]
[HINON]
Beta Testers
5,913 posts
5,528 battles
13 minutes ago, Frederick_The_Great said:

~snip for space

Tashkent will likely never escape the reputation it has from the first few months on the server. Everyone knowsit is garbage, so anyone who disagrees is either wrong, a weirdo, a specialist, or just so good that every ship is goodin their hands. It doesn't actually matter if Tashkent is a great and very strong ship, or a garbage ship. It's known by everyone to suck (like the largely false mythos that the M4 was a good awful vehicle). 

Share this post


Link to post
Share on other sites
Members
1,702 posts
10,524 battles
9 minutes ago, Captain_Dorja said:

Tashkent will likely never escape the reputation it has from the first few months on the server. Everyone knowsit is garbage, so anyone who disagrees is either wrong, a weirdo, a specialist, or just so good that every ship is goodin their hands. It doesn't actually matter if Tashkent is a great and very strong ship, or a garbage ship. It's known by everyone to suck (like the largely false mythos that the M4 was a good awful vehicle). 

Yea, the trashcan is a lot better now.   its hard for any nickname to be removed after its well established into peoples mind.(like the opinion of the sherman)  you would need something drastic to have a new name replace the old.  lets use the Conq as an example.  people know it as the mega zao.  if they nerfed its HE into oblivion, that name wouldn't really stick anymore, and people would make a new one. 

 

tbh, i don't think there is really a weak tier 9 DD.  fletch is great.  Yug is solid.  Chung mu seems to be pretty good.(basically a fletcher)  z46 seems good.  tash is very good.  udaloi seems meh from what i seen.(tho i rarely see it, and when i do, people play it like the tash but without having a heal...)

 

looking forward to the working my way up the pan asian line after i finish the germans.(tier 7)  maybe work on getting the Aki as well. 

  • Cool 1

Share this post


Link to post
Share on other sites
576
[KP]
Members
2,066 posts
22,561 battles
2 hours ago, legozer said:

Soviet DDs are the most exciting to play. You never stop shooting things, never stop dodging, and you get to hunt down and utterly annihilate other DDs. 

Truth!

Share this post


Link to post
Share on other sites
248
[BBP]
Members
341 posts
7,528 battles
8 minutes ago, Frederick_The_Great said:

looking forward to the working my way up the pan asian line after i finish the germans.(tier 7)  maybe work on getting the Aki as well. 

I'm all the way up the Russian main line and PA main line.  I love both for different reasons.

I considered doing the alternate Russian line up to Groz but changed my mind.  Working on a German DD line now.  

Share this post


Link to post
Share on other sites
Alpha Tester
937 posts
7,720 battles
1 hour ago, Ace_04 said:

It's only boring if you enjoy the more tactical points of DD play, like scouting, capping, and stealth torping.  Those attributes don't apply to Tashkent or Khab typically.

I don't like the idea of a ship what does only one thing particularly well.  I like Destroyers a lot, but I didn't get Asashio for the same reason.

Groznyboi looks interesting though.  I will get that one before long.

Share this post


Link to post
Share on other sites
203
[DANKY]
Members
734 posts
2,066 battles
19 minutes ago, Big_Tidday_Goth_GF said:

I don't like the idea of a ship what does only one thing particularly well.  I like Destroyers a lot, but I didn't get Asashio for the same reason.

Groznyboi looks interesting though.  I will get that one before long.

That seems like it confuses having one role with doing one thing well.  The Asashio is only useful in specific circumstances - specifically when the other team has a lot of BBs and no one's screening their line for torps.  Tashkent and Khaba are always useful.  In every single game there's a spot where a fast boat with long range can create a crossfire, or turn back a push on an exposed flank, or hunt down a pesky DD that's been harassing the back field, or quickly seize a cap that's being ignored. 

You could use the same logic argue that Japanese DDs also have one role where they're happiest.  Heck, IJN strengths are even more situational than the Soviets in the sense that torp victims have to come to you.  On the other hand a fast gunboat can set things on fire whether they're coming or going.  If you want a swiss army knife, the USN or maybe Kriegsmarine works better.  

Edited by Eugenie_101

Share this post


Link to post
Share on other sites
3,202
[-K-]
Members
7,901 posts
13,059 battles
1 hour ago, Big_Tidday_Goth_GF said:

I don't like the idea of a ship what does only one thing particularly well.  I like Destroyers a lot, but I didn't get Asashio for the same reason.

Groznyboi looks interesting though.  I will get that one before long.

Grozovoi is a pretty decent all around DD, at least for being Russian.  It has decent stealth to contest caps, decent torp range for slinging metal fish, while still keeping the trademark Soviet rail guns like Khab and Tash.  I find her pretty enjoyable, and definitely more engaging (to me) than pew-pew-pew Khab.

Share this post


Link to post
Share on other sites
Alpha Tester
937 posts
7,720 battles

I think I'm the same way.  I like versatility in this game just so I can adapt and react.  It is sometimes fun to play a ship like Leningrad or Kaga and to crapall over people who can do nothing about it, but it isn't as satisfying as working harder for the win in a more balanced ship.

Share this post


Link to post
Share on other sites
1,295
[VCRUZ]
Members
4,046 posts
9,180 battles
1 hour ago, Big_Tidday_Goth_GF said:

Groznyboi looks interesting though.  I will get that one before long.

Groz is a good hybrid gun/torp. Keeps the soviet railguns but with decent torps and concealment. It also has OP AA. 

Share this post


Link to post
Share on other sites
Alpha Tester
937 posts
7,720 battles

I know the AA is a meme.  It will be nice to have but that's never the reason I get a ship.  After recently getting the Z-39 I am looking to play a new, maybe challenging destroyer.  

Share this post


Link to post
Share on other sites
240
[SFOR]
Members
996 posts
7,846 battles
4 hours ago, Eugenie_101 said:

Learning the Tashkent was rough, until I got my captain out of the doghouse and let the boat tell me how it wants to be played.  It could be random chance, but my results have gotten much better since I changed my perspective. 

* Imagine that potential damage is doubloons.  A dodging Tash at flank speed is maddeningly hard to hit at 13 km, and every miss gives your team a chance to rack up unanswered damage.  I can think of recent games where I annoyed the red team enough to focus on me instead of, for example, a low-HP Hindenburg who could heal and score some important late-game kills.  I don't know what qualifies as a 'great' potential damage number, but I feel pretty good about hitting 2.8 million the other day. 

* Island chains and closed in spaces are lava.  Don't step on lava!  The Tash's turning circle blows and you'll get killed when you run aground.  Find an unpopulated open space to create a cross fire on the enemy or suppress flanking pushes.  Getting surprised by a cruiser playing peekaboo is un-fun. 

* Adrenaline rush, Demo Expert, AFT.  Forget concealment and smoke.  I die too much in smoke (everyone torps smoke and the Tashkent is a long boat that turns slow).  Smoking for teammates ties you to the pack when you want to be away from the crowd and drawing aggro.  Plus how often do teammates use smoke you drop, even if you place it well? A third of the time?  Heals complement yr role as a dakkadakka aggro magnet. 

* Use aggro magnetism to scout!  When the game starts, rush to a cap like a regular DD, turn away so that you just graze the cap circle, activate engine boost, and shoot in the air.  Anyone in range will start shooting at you.  This is great because they probably won't hit and the rest of your team has targets.  Half the time their capping DD also opens fire, which is really dumb.  If you take damage, that's ok!  You don't have a citadel.  You get faster dakka from Adrenaline Rush, and you can disengage and heal whenever.  At the start BBs and cruisers are still safely back from the cap, and they'll often turn back from sustained harassing fire. 

* Find Zao and Moskva, so you can be somewhere else.  Those boats are bad and people who drive them should feel bad.  Rail gun + cruiser = nope.  MAYBE engage if they're focused on something else, then run when they turn their guns.  On the other hand traditional DD hunters like Des Moines  are tasty morsels IF they step out in the open.  Those ships will rarely hit you at 12+ km...but remember WASD and don't get closer than that. 

This whole approach counts on a certain lack of coordination/skill on the other team, so I doubt it works as well in competitive play. At least in random games though it has made me enjoy the boat an awful lot more. 

I don't understand. It was supposed to be something new? Or you only now understand how it plays?

Share this post


Link to post
Share on other sites
379
[SEOP]
Members
1,555 posts
8,233 battles

Its kind of a behemoth.  Good speed and such -- good guns -- but damn its big and sticks way up out of the water like an American Cruiser.    

Share this post


Link to post
Share on other sites
203
[DANKY]
Members
734 posts
2,066 battles
4 minutes ago, _no_one_ said:

I don't understand. It was supposed to be something new? Or you only now understand how it plays?

The latter.  I was just writing up what I learned.  It's a bog standard I got gud (relatively speaking), here's how type of story. 

That said I don't know whether a lot of people try the trick where you 'scout' by intentionally drawing fire.  I graze the cap and pop off a round, and in ten seconds I know where most of the other team is.  If so I haven't heard about it.  

Also potential damage should be worth more XP.  Just saying.  

Share this post


Link to post
Share on other sites
240
[SFOR]
Members
996 posts
7,846 battles
2 minutes ago, Eugenie_101 said:

The latter.  I was just writing up what I learned.  It's a bog standard I got gud (relatively speaking), here's how type of story. 

That said I don't know whether a lot of people try the trick where you 'scout' by intentionally drawing fire.  I graze the cap and pop off a round, and in ten seconds I know where most of the other team is.  If so I haven't heard about it.  

Also potential damage should be worth more XP.  Just saying.  

Well it is strange because Kiev a tier lower it is the same thing. You can watch Flamu videos to learn how it plays. Just saying

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×