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Avrien

Gearing loadout. Max speed. Torp or gun?!

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http://bit.ly/2M4yu5z

I jokingly put this in a montana thread because it was a max DPS gun build. Now I'm trying to see how it pans out vs other builds. What problems would this have if any. It can be changes for a similarly faster torp build by changing out the last mod to torp instead of main batter mod.

The point was to give the fastest guns in the game the biggest boost to gun speed. 1.91 second reload at 1% hull. It has lesser 6.6km conceal but it's designed around an even 13km ranged torp and guns.

should I change preventive measures for expert loader? http://bit.ly/2KBcn0M

Or should I go full torp speed instead? http://bit.ly/2M7sr01 or http://bit.ly/2KHMpIU

I like the fact, at least on paper, that it gets all of those AA bonuses. It makes me think it will be well rounded. Mind you I'm only on the nicholas and have a lot to learn about destroyers. So, this is my best guess.

And is inertia fuse useful on the gearing. I was thinking getting over 25pen was good. Or is it 32 pen? If inertia fuse isn't useful I can change it for concealment. http://bit.ly/2M5sGIO

Plus I saw this video and i think I agree. DD's need about a 1km stealth range to use their guns as opposed to completely max range. I didn't realize this was a recent change.

Edit: This may be my ideal setup: http://bit.ly/2Ma18C6

can you have more than one halsey captain if they are on different ships? I want him on my gearing and Montana.

Edited by Avrien

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On 8/8/2018 at 1:08 AM, Avrien said:

Edit: This may be my ideal setup: http://bit.ly/2Ma18C6

You are missing some captain skills here which are absolute necessities for high tier DD play (and highly recommended for any destroyer): Last Stand, Survivability Expert, and Concealment Expert.  Even at the Nicholas I'm sure you've noticed how often your engine and/or rudder get knocked out in the course of a battle...being dead in the water in a high tier destroyer is an unequivocable death sentence when you're dealing with (mostly) smarter opponents and ships equipped with radar & long range hydro.  Survivability Expert gives you the HP leeway to continue contributing even if you eat a torpedo early or get worn down in a gunfight.  And with capping & spotting forming the lion's share of what you'll be doing in a tier 10 boat, Concealment Expert is non-negotiable as well...particularly when you're talking about a ship (Gearing) which has excellent concealment.

Expert Loader is never going to be necessary in a destroyer.  You'll rarely need to switch from HE to AP anyway, and on those occasions when you do the time you'd save with EL just isn't going to matter.  The vast majority of players prefer to use either Priority Target or Preventative Maintenance for their 1 point skill (or both).

IFHE does make a difference on high tier DDs, but it is rarely useful enough to justify the 4 point cost.  You'll find yourself far less reliant on raw gun damage at higher tiers, as it's seldom possible to openly fire (or even smoke fire) for prolonged periods of time.  The majority of your gun usage will either be against other DDs (where IFHE will not make a difference), or in the mid- to late-game when the radar cruisers have been thinned out and you can afford to be spotted and/or stationary for any amount of time.  Since the latter instance comes up relatively rarely and, even when it does, setting fires is typically going to be your goal, it's generally better to allocate those 4 points toward something else.

Torpedo Acceleration is another skill that looks tempting, but isn't really worth using the points on for a ship like Gearing.  Your torps are already fairly quick & boast low visibility; if you're okay with using a shorter-range torpedo, you'd be better off just sticking to the stock (10.5km) torpedoes, which hit a little bit harder and reload much more quickly.

If you're looking to get more out of your AA defenses, Basic Firing Training for additional DPS is a much better option than Advanced Firing Training.  Also keep in mind that your AA guns will be turned off most of the time, and when you do have occasion to let 'em rip, it's your Defensive AA consumable that's going to make the difference.  As far as the additional main gun range you get with AFT, as floaty as the Gearing's shells are you won't be able to use it effectively.

 

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I run a full torpedo build on my Gearing, with the 16km torps. In a radar heavy meta right now, I seem to have far better success being able to stand off that far. I think quite a few players don't expect torps from that far out now that the Gearing can equip Fletcher torps, and a lot of players are running those instead. 

Current Gearing build

However, I have run full gun builds in the past with some success, but again, as radar ships have become more and more frequent, German DDs with their long range hydro, and PA DDs with radar have come into the mix, it's become a bit tougher to use, but still definitely viable in the right hands and on the right maps. 

Previous Gearing gunboat build

 

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