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Tanras

Have to grind or able to purchase a Fletcher (noob question)

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Hi,

So, I’ve just started playing (late to the party) and I have a potentially dumb question. Ok, I know it’s dumb, but please forgive a newbie :)

I want to get a Fetcher and was wondering how to do this without having to grind. If I wanted to purchase it, do I need to buy each ship beforehand, or is it possible to jump straight to the Fletcher?

Again, sorry for the noob question.

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You are too new. Do not attempt this. 

Start low. Learn. Grind.

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6 minutes ago, Tanras said:

Hi,

So, I’ve just started playing (late to the party) and I have a potentially dumb question. Ok, I know it’s dumb, but please forgive a newbie :)

I want to get a Fetcher and was wondering how to do this without having to grind. If I wanted to purchase it, do I need to buy each ship beforehand, or is it possible to jump straight to the Fletcher?

Again, sorry for the noob question.

While your excitement for a ship is great, you will be bitterly disappointed in how you play it if you automatically jumped to it, you need to learn how to play, and not just DD's.

With that being said, you only have 33 battles and the XP you have earn't is not enough to to be able to convert it to free xp, you also need to have an elite ship, which you may or may not have, but you need to play that so you can convert that xp, and the one your grinding cannot be converted.

If you did have enough it would cost you a lot of money to convert your xp to free xp all the way up to the fletcher.

If you want to spend money and want to play a DD, buy a premium low tier DD, and learn.

Edited by CriMiNaL__

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You have to grind the Fletcher via normal means, but you can buy a Fletcher-class Kidd from the premium store.

Please don't do that until you have more experience though.

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2 hours ago, CriMiNaL__ said:

While your excitement for a ship is great, you will be bitterly disappointed in how you play it if you automatically jumped to it, you need to learn how to play, and not just DD's.

I really want to second this.

I see a lot of people throw out the "please don't skip up lines" advice and emphasize the fact that you'll be condemning your team to an uphill battle and potentially upsetting your teammates.  Which is true.  But I feel that misses the most important part.  Skipping up tiers is the fastest way to stop having fun.  When it comes down to it, WoWS is a game, and you play games to have fun.  Having a ship you've always liked is one aspect of it, but so is actually being able to blow up things and win.  Go up a line too fast and you'll be the only thing blowing up!
 

That being said, it looks like OP got the message already, so I wish him the best of luck on his journey!

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You could buy the Kidd which is a powerful Fletcher class destroyer. Having a tier 8 premium is very good for captain training and credit gain which speeds grinding up quite a bit, but it will probably be faster if you spend those doubloons on premium time instead unless you want to grind more ships. You will run into the problem of not having enough credits and being forced to play lower tier ships that you've already researched to get more, and the only way to counteract that is by having premium ships to play.

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you dont have to buy the ships before, just need to research them.  I would recommend you spend a lot of time in the low to mid tiers before going to high tiers to learn all the basic ins and outs.  just because you can buy the next ship doesn't always mean you should. 

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3 hours ago, grumpymunky said:

You have to grind the Fletcher via normal means, but you can buy a Fletcher-class Kidd from the premium store.

Please don't do that until you have more experience though.

Pretty much; because of my own bitter experience rushing up too quickly because I wanted a Des Moines; I STRONGLY advise against rushing up the tech tree.

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4 hours ago, Tanras said:

Hi,

So, I’ve just started playing (late to the party) and I have a potentially dumb question. Ok, I know it’s dumb, but please forgive a newbie :)

I want to get a Fetcher and was wondering how to do this without having to grind. If I wanted to purchase it, do I need to buy each ship beforehand, or is it possible to jump straight to the Fletcher?

Again, sorry for the noob question.

I wish you the best of luck bud. 

Just take it slow, learn the USA Destroyers, have fun and remember you are the eyes of the fleet :)

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If you are new, you have to grind. If you don't have a lot of money, you also have to grind since you won't have the doubloons to do free experience conversions.

As others have said, rushing up the tech tree isn't recommended anyways because you won't know how to play your ship if you do that.

Take it slow and save your free experience. Advice I was given in the past that I will pass on is that you should save your free experience for modules, not new ships. Because new modules can be vital for ships to make them playable, with hull upgrades usually being the priority.

The Fletcher is generally considered the highlight of the US DD line.

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1 hour ago, Zaydin said:

If you are new, you have to grind. If you don't have a lot of money, you also have to grind since you won't have the doubloons to do free experience conversions.

As others have said, rushing up the tech tree isn't recommended anyways because you won't know how to play your ship if you do that.

Take it slow and save your free experience. Advice I was given in the past that I will pass on is that you should save your free experience for modules, not new ships. Because new modules can be vital for ships to make them playable, with hull upgrades usually being the priority.

The Fletcher is generally considered the highlight of the US DD line.

+1

 

 

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6 hours ago, Tanras said:

Hi,

So, I’ve just started playing (late to the party) and I have a potentially dumb question. Ok, I know it’s dumb, but please forgive a newbie :)

I want to get a Fetcher and was wondering how to do this without having to grind. If I wanted to purchase it, do I need to buy each ship beforehand, or is it possible to jump straight to the Fletcher?

Again, sorry for the noob question.

Hi. Welcome to WoWS. 

As others have mentioned, you cannot directly buy a Fletcher. It’s a tech tree ship, which means you can earn it without paying money by playing the American Destroyer line, from the T3 Wickes, T4 Clemson, T5 Nicholas, T6 Farragut, T7 Mahan, T8 Benson and then the T9 Fletcher. Each ship needs to be researched with XP and bought with ‘credits’. 

Dont worry though, because as you play more you’ll learn new things about the game. And you’ll have a better experience when you get there.

WoWS is a deceptive simple game. But the ‘meta’ at low tier playing against bots is different to low tier chaos against humans, which is different again to mid tier battles where the ships get more capable and there are more consumables like sonar and radar, and high tier where the ships are extremely capable, mistakes are sternly punished and the game requires greater individual skill to survive and thrive. 

I als fully endorse what @Zaydin has said. 

 

Edited by UltimateNewbie

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6 hours ago, Tanras said:

Hi,

So, I’ve just started playing (late to the party) and I have a potentially dumb question. Ok, I know it’s dumb, but please forgive a newbie :)

I want to get a Fetcher and was wondering how to do this without having to grind. If I wanted to purchase it, do I need to buy each ship beforehand, or is it possible to jump straight to the Fletcher?

Again, sorry for the noob question.

By the way, as a new player you may benefit from the general advice I've pasted below.  Hopefully, you find it helpful!

Best,

 

For new players, I recommend the following as easy to learn and to play: 

  • Destroyers: American destroyers are the easiest to play - their fast firing guns, and torpedoes on both sides (at low tier) means that its a fast, fun run-and-gun style, with great smoke screens.  They are very forgiving - rush in, gun enemy destroyers, and if you win and live, then rush up to a battleship and shove him up with torps... once you get more experience, you can do all of those things better, faster, longer etc. 
    • This is the one you have already picked, so well done! The Clemson is strong for her tier, I enjoyed the Farragut and the Fletcher is an excellent tech tree ship (one of the strongest in the game).  Good choice!
  • Cruisers: French cruisers are probably the easiest to play at low-mid tiers. Load HE, shoot slow targets at near your max range to set them on fire - when they repair those fires, set more.  Dodge incoming shells (particularly from battleships) by slamming into full reverse and throwing the rudder over into a hard turn - then accelerate away again before the next salvo comes.  Use your long-range torpedos to shoot down narrow alleys where the enemy is coming from - sometimes you'll get a hit, and it'll be great. More fires!
    • DO NOT start on the British Cruiser line - these ships take detailed understanding and experience of the game mechanics in order to play; things like target selection, map positioning, map awareness, spotting mechanics, AP bounce and shatter mechanics, smoke screens, fire detection range in smoke, sonar and torpedo aim all to be functional. Experienced players even struggle with this line.  Steer clear.  
  • Battleships: 
    • British: These are sturdy battleships that have excellent HE direct damage and high fire chance - unlike most battleships, shooting HE at things will make them go boom. Because of that, and because they have decent armour protection generally, these battleships are easy to learn: aim well, and profit. 
    • German: Much stronger armour, but wonky/inaccurate main guns - you'll mostly be shooting AP shells at enemy battleships and cruisers.  However, your battleships have good to excellent secondary battery (particularly from Tier 7) and are a defining feature of the line.  Because they are meant to be played up close to the enemy, these ships are easier to aim, take solid damage, and encourage your team to push the capture point you're currently on, helping to win games. 
  • Aircraft carriers: Personally, I suggest avoiding them entirely for now - they are very different to play and hard to do well at.  They are currently undergoing a major re-work (moving from a 2D RTS style control interface into controlling only one squadron at a time in the 3D environment view you know from playing other ships).  Until the re-work settles down, and community contributors can make specialised content to help new players approach carrier play, I suggest learning the other ships first.  There will be plenty of time to come back to carriers later.  

Once you have a few more battles under your belt, I strongly encourage you to read the following: 

#StandardWords

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OP:

1) Don't rush up the tree.

2) Play all ship types, and in many nations.

3) Don't let your lust for a particular ship class drive you to the point where you burn yourself out and destroy your enjoyment of the game.

I will endorse everything @UltimateNewbie has said, with the exception that I think he's being a bit too cautious about carriers. As a new player, you don't have to worry about what's gone before; you only need to deal with the present.

4) Download and take part in  the public test server: https://worldofwarships.com/en/news/?category=public-test This is a second version of the game used for debugging and previewing incoming changes, active only intermittently (at least two weekends and sometimes three every month), but it lets you try out higher-tier ships before you grind for them in your live account. This will let you try out the Fletcher you want as a test-drive sort of thing as well as sampling the ships available for all the other nations. Highly recommended.

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As many others have already said, take your time and learn as you go. 

A few suggestions on my part would be to level several lines to the tier 5-6 range, then stay there a while in various ships as you learn the more in depth game mechanics.

The main reason I suggest tier 5 and 6 is the way missions are promoted in this game. You will get greater rewards from the directives and combat missions, which are generally limited to tier 5 and up.

Tier 6 and 7 are required to run operations, so that's something else to consider.

As far as destroyers go I'd play a couple different ones to start, as they teach different skills.

The IJN destroyers, especially the line that ends in Shimakaze both teaches and rewards stealth, map awareness, scouting, and torpedo tactics.

USN destroyers are more about knife fighting as they cannot stealth torpedo until Benson at tier 8 if I remember correctly. Simms can at tier 7, but shes a premium ship.

Edit: I remembered incorrectly, Mahan at tier 7 with the B hull and MK15 torpedo upgrade is able to torpedo from stealth. Benson at tier 8 is the first that can do with the stock modules.

Those scouting and map awareness skills will serve you well in any ship type you play. You will need to know both the gunboat skills and torpedo boat skills when you get to Fletcher, as she is good at both. (Shes arguably my favorite DD in the game, and I am glad that I didn't rush to get her.)

If you do choose to purchase a premium ship, though I  would recommend against it for a little while, Simms at tier 7 is a pretty fun boat. Shes not that expensive, can run operations when tier 7 is called for, and would function as a pretty good captain trainer for your USN destroyer captains.

I would also recommend playing cruiser and battleship lines of various nations up to that same tier 5-6 range. You may find you enjoy them as much or more than destroyers, and even if you don't you'll learn more about how to fight against them by playing them.

Welcome aboard and good hunting.

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8 minutes ago, dechion said:

USN destroyers are more about knife fighting as they cannot stealth torpedo until Benson at tier 8 if I remember correctly.

Mahan can do it with the B hull and torps. 

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3 minutes ago, Ensign_Cthulhu said:

Mahan can do it with the B hull and torps. 

Thanks. It's been a while since I played thru the line. 

Mahan also had the odd triple launcher configuration with one dorsal and one dedicated to each side. Good boat overall though.

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15 minutes ago, dechion said:

USN destroyers are more about knife fighting as they cannot stealth torpedo until Benson at tier 8 if I remember correctly. Simms can at tier 7, but shes a premium ship.

Technically yes, but not really. You’re often best off not using the guns on 5”/38 DDs unless you’ve specifically set yourself up to make it rain.

Since patch 6.3 it’s way too easy for a DD to smoke up and have you still be spotted by an even further enemy. At the start of a game you’re best off just disengaging. DD play is much more passive than it used to be because of game mechanic changes.

Just don’t fit the fire control upgrade to a 5”/38. You can’t use the extra range and the bloom screws you.

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OP, look what @UltimateNewbieand @Ensign_Cthulhuwrote. Those are fair advises.

I would add, the skills you learn while grinding, AND (more important?) those you assign to your captains make a BIG difference on how you will be able to play your ships.

As a DD player you need at least a captain with 10 points invested in skills.

1 skill point - Priority target (PT) or Preventive Maintenance (PM)

2 skill points - Last Stand (LS) - THIS IS A MUST for DDs. A detected and unable to move DD is a dead DD.

3 skill points - Basic Firing Training (BFT) or Superintendent (SI)- Depends on the ship  or your play style

4 skill points- Concealment Expert (CE) - Almost mandatory on DDs (again it depends on your play style)

Those skill points are earned while grinding the line, that's why many people told you to grind.

 

Enjoy the game

 

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I'd reiterate what @Ensign_Cthulhu said. Once you've been playing a couple hundred games, definitely download the public test server through the Wargaming client. That's a version for public testing that has the grinds accelerated, i.e. you start with a lot of all forms of currency and the XP required to advance down tech tree lines is very low. That way you have an opportunity to test ships you don't own yet. 

As others have mentioned, though, gameplay changes dramatically between Tiers. Tier I is its own thing. Tier II-III, Tier III-IV, Tier IV-V, Tier V-VII, Tier VI-VIII, Tier VII-IX, and Tier VIII-X all play very differently. You would not enjoy playing Fletcher at Tier IX until you've worked through Benson at Tier VIII. My personal opinion is that while U.S. destroyers are strong throughout the line, the learning curve goes up sharply at Tier V-VIII. Take your time. Additionally, maintenance costs in credits per game go up dramatically around Tier VIII, and it's often not possible to earn credits past that point in tech tree ships unless you have some combination of permanent camo, signals, or skill enough to be in the top half of players on the winning team with consistency. Most free players do most of their earning at Tier VI-VII.

I've been playing for eight months and am just now unlocking Tier IX tech tree ships.

I started thinking I'd focus on U.S. destroyers, but I found rapidly that playing all the ship types makes you better at any particular ship type, and having multiple different lines of ships both builds your skills overall and also is rewarded by the game's event structure, which often has tasks and rewards that are locked behind different ship types or nations. So if I did nothing but U.S. destroyers and had them from Tier III to Tier X, I'd have locked myself out from completing tasks (and thereby earning rewards) for missions and events that require you to use cruiser, battleships, or carriers, as well as being locked out from event grinding in Japanese, German, British, Russian, French, Italian, Pan-Asian, Pan-European, Pan-American, or Commonwealth ships.

For example, an event typically has four 'directives' comprised of 8-12 individual tasks. Typically about a third of them are tasks that are basically "earn XXX credits" or "earn XXX XP/FXP/CXP" in a particular ship type or nation. Not diversifying really limits your ability to complete these directives. In this last one, there were directives to grind 2.5M credits in all of the major lines (U.S., German, British, Russian, French) ... but the equivalent directives for the minor lines that don't have a large number of ships in them or only have one or two premiums (Italian, Pan-Asian, Pan-European, Pan-American, Commonwealth) were only 750k credits, which is much easier to accomplish. If I only had U.S. destroyers, I'd have only been able to complete the U.S. credit directive, which would have forced me to grind all of the more difficult tasks instead of the easy ones.

Diversification is the key to success there. Your quality of life and earned rewards go up dramatically once you hit Tier VI and Tier VII. I now have at least one ship from every nation at those tiers so I can complete directive and mission tasks most efficiently in operations, which are a PvE mode with generally high rewards in credits/XP and high win rates.

Which brings me to game types. Typically, the harder the game type is, the greater the rewards.

1. Co-op games (PvE) have the least rewards. A co-op win might give a player less XP than a random battle loss. Tech tree ships above Tier VIII may have trouble making positive cash flow here. But you'll win 97% or more of the co-op games you play. Still, co-op games can be good for grinding specific achievements based around earning ribbons or sinking ships, since the game mode is easy. The structure is basically a random game only with all bot opponents. Same maps and setup.

2. Random battles (PvP) have rewards that are double or triple what co-op games give. However, the win rate even for good players is <60%, and losses give about half or less of what a win does. On the other hand, random battles are eligible for the most achievements and game event tasks. Sometimes a particular event task will not allow you to complete it in Co-op or Operations.

3. Operations (PvE) have excellent rewards. These typically have a primary objective and four secondary objectives. Completing them all gives the highest rewards. Typically the player team, unlike in co-op, starts at a disadvantage. You play through a scenario and typically are heavily outnumbered as you try to complete a task (attack an enemy naval base, defend a friendly naval base, escort a friendly carrier, recover a friendly convoy, escort an amphibious assault force, that kind of thing). Currently operations are available only for Tier VI and Tier VII ships, which is why those are such good tiers to have ships in. Because the win rate on PvE is so very high, it's a lot safer to use expensive signals and camos to increase your credit and XP gain in operations than it is in PvP modes.

4. Ranked battles (PvP) have excellent rewards, but they are not always available and you can only participate in them until you rank out and achieve the top rewards. These are difficult and typically require high-tier ships, even in the abbreviated "Ranked Sprint" mode, which is shorter and easier. However, this is the best way to get steel, a premium currency.

5. Clan battles (PvP) give the best rewards, I think, but are harder than ranked because you have to do them with a clan division and can't enter the battle queue solo. So obviously you need both a clan and active players to organize divisions in order to even participate.

Edited by RainbowFartingUnicorn

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11 hours ago, Tanras said:

Hi,

So, I’ve just started playing (late to the party) and I have a potentially dumb question. Ok, I know it’s dumb, but please forgive a newbie :)

I want to get a Fetcher and was wondering how to do this without having to grind. If I wanted to purchase it, do I need to buy each ship beforehand, or is it possible to jump straight to the Fletcher?

Again, sorry for the noob question.

A few rules of thumb:

1. Do not play a Premium ship in Random battle that is more than one tier above the tech tree equivalent that you've already made the grind through.

2.  Do not Free XP through a ship tier.  Use XP to equip a new ship (reached via the grind) with upgrades (to make the grind easier as well as perform better).   Nothing worse then using Free XP to get a new tier ship that is not only handicapped due to one's learning curve, but also handicapped because it's stock!

3.  If you simply cannot resist the urge to buy and play a high tier ship, stick to Co-op until you can achieve rule 1 in Random.

Taking a ship to Random when you're not ready is not only frustrating for you, but it's also frustrating for your team.  And that's not fun...for anyone.  

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8 hours ago, NeoRussia said:

You could buy the Kidd which is a powerful Fletcher class destroyer. Having a tier 8 premium is very good for captain training and credit gain which speeds grinding up quite a bit, but it will probably be faster if you spend those doubloons on premium time instead unless you want to grind more ships. You will run into the problem of not having enough credits and being forced to play lower tier ships that you've already researched to get more, and the only way to counteract that is by having premium ships to play.

Great advice for a player with 33 games.....:Smile_facepalm:

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23 minutes ago, Soshi_Sone said:

A few rules of thumb:

All good, except that I wouldn't use FXP even to grab upgrades. Save it up for the Tier 7 Nelson if you go up the British BB line, an outstanding premium which will serve you well in many ways.

Yes, I have FXP'd past ships myself. But in all cases I had played other ships of that type to higher tiers already, with thousands of battles under my belt at most tiers and in all types, and I knew what I was letting myself in for. 

Edited by Ensign_Cthulhu

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1 hour ago, Ensign_Cthulhu said:

All good, except that I wouldn't use FXP even to grab upgrades.

I'm inclined to agree, though I do believe there a select few ships that are needlessly painful for new players when stock.  Since these are usually lower tier using FXP to upgrade past them won't slow you in the long run.

A good example would be Fubuki.  Her stock torps have 6km range, which means no stealth torping.  In a boat that has to contend with possible radar and stealthier gunboats it's an unpleasant experience even for veteran players.  It would a player new to the line absolutely nothing about how to properly play IJN DDs, and could even ingrain bad habits.

Iron Duke is another painful stock experience, with 15.3km range base, low HP,  and 21kt speed.  While she's not a weak ship by any means, those 3 factors make for a horrible combination. She can and will be kited by other tier 5 BBs, not to mention any higher tier cruisers - all without being able to fire back.  An experienced player can use smart positioning and island hopping to counteract that but newer players will suffer greatly.

Personally I think ships like that demand a too much skill when stock to be good learning experiences, so it's probably best for newer players to unload some of their FXP to ease the transition.

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