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The_GoDDfather

Unsatisfactory

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A TLDR summary should be.

 

Torps are weapons of opportunity, not the primary.

 

Operate at 9km+ ranges when using guns, preferebly 10km. But since they are your primary weapons, you should always lookto operate at this range. 

 

Goal is to sail 2km or so ahead of fleet you are escorting, to be a DD/torp/plane screen.

 

Zap everyone that moves with little pinprick guns. 

 

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A TLDR summary should be.

 

Torps are weapons of opportunity, not the primary.

 

Operate at 9km+ ranges when using guns, preferebly 10km. But since they are your primary weapons, you should always lookto operate at this range. 

 

Goal is to sail 2km or so ahead of fleet you are escorting, to be a DD/torp/plane screen.

 

Zap everyone that moves with little pinprick guns. 

 

Which is much more of an interesting game play design with more decisions to make compared to the run to cap, drop smoke, cap and torp anyone who comes near meta that was prevelent pre 4.0. I am very pleased they did that nerf. Surely you would agree Naughtius?

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Not a bad guide. Basically, US DD's are a defensive tool to be used sparingly in defense of BB's & CV's...or as advance scouts who are (should be) supported by the following ships (doesn't happen often as there is very little team play).

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Which is much more of an interesting game play design with more decisions to make compared to the run to cap, drop smoke, cap and torp anyone who comes near meta that was prevelent pre 4.0. I am very pleased they did that nerf. Surely you would agree Naughtius?

 

Not completely. That option should exist in order to force bad positioning off people who have made bad choices.

 

The previous description was simply typical USN DD play. The thing is there is no realistic way to force enemies into bad spots doing so, as you are primarily a plinker (horrendously low damage output) that is a defensive screen.

 

Cap circle is a way to force enemies to approach you, as they will need to get on it to stop it. It wasn't really a problem either, as you'd still be plinking away at them for craptastic damage, and "stealth" torps at those closer ranges are still not a problem until <4km range. Most cap circles are big enough that there's always a place over 4km away from smoke.

 

Usually what people are complaining about is their aversion at having to go places they shouldn't, when in reality

 

1) Unreturnable fire and torps. Read above. DD guns are plinkers. It'll take you 5 minutes or more to sink solely from DD guns. 10 for an IJN one. So long as you stay 4km from smoke, stealth torps can easily be dodged using standard stealth torp dodging tactics. Aka don't afk sail between reloads. Dying in 5 minutes is no excuse to not get on cap, particularly since cap circles are often big enough you can easily remain >4km from smoke. The five minutes you sacrificed your boat for in addition to his cap points are more than enough to get reinforcements there. Also if he is dumb enough to try torping outside of 3km range vs a smart player, you can then just run into his smoke and force him out.

 

2) They left it undefended for way too long. Very bad map positioning/awareness. This is WoWS. Actions need to be realized and planned out 5-10 minutes ahead of time. Something like "middle is unguarded," "my flank is collapsing = start a  fighting retreat to cap," "other side is collapsing faster = immediate retreat." Are stuff that will keep cap defended pretty much all the time.

 

3) Usually what happens is smoke gets popped and the "victims" can no longer get on cap to stop it, primarily because the DD has the rest of his fleet behind him. In which case even without smoke it would've been the same. Victim would've melted by getting on cap or tried to light a DD who at minimum gets lit at 8km (most caps are 10-12km in diameter.) Again refer to #2 on why this is player mistake, generally.

 

4) Smoke on cap was generally a **** carriers thing. Again, no point using it immediately as that 20 second downtime (smoke dissipating and your next smoke) was a very real weakness. No point popping it until you are actually detected, something carriers do exceedingly well just by planting a fighter over you.

 

In general DDs abused the fact that Pubs have basically zero map awareness. That's not something worth getting a nerf for when enemies literally sail 4 minutes away from their own cap and leave middle undefended, or don't sail back when their flank or other flank is melting faster than they/other flank can advance.

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I'd add don't use smoke prematurely.  I see this a lot.  If you're not detected yet and you smoke you just let everyone know there is a DD there.

 

It is frustrating when I have fish in the water, a friendly DD outside of detection range smokes and my target immediately changes course.  :angry:

Edited by CasualCat2001

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You can't really truly effectively play "gunship" in USN DDs until the tier 5 Nicholas; but that's okay because the lower tiers have lots of maps with lots of islands so you can play ambush torpedoes.  10km range on the guns and above is the magic number.

 

I noticed you didn't really mention Incoming Fire Alert.  Have you tried it out yet?  If you haven't, try it.  It's my conclusion that Incoming Fire Alert is basically Situation Awareness for the USN DD captain.  I generally find that Basic Firing Training is a far more useful skill for a USN DD captain for tier 1; USN DDs have greater visibility so the IJN DDs are going to see you first anyway.  For tier 2 captain skills, Aiming Expert isn't totally necessary for USN DDs because of their fast turret traverse, the other skills aren't so useful so I think it's not much of a sacrifice to get Incoming Fire Alert instead.

 

Conversely, as you're a USN DD and you're firing your guns constantly, you're going to be seen a lot, so Situation Awareness isn't that handy.  Incoming Fire Alert however is worth its weight in gold as it tells you that you've annoyed someone enough that they've switched targets to you and that you need to start dodging.  I find it's very useful for this -- it's no problem to be in the middle of a furball with mulitiple ships on both sides, shooting my guns with this skill; I know I'm safe until that warning flashes.  Even then, I often like to play "broken wing mama bird" around allied ships; dodge within the enemy gun range; don't pop smoke or run out of gun range -- if their cruisers are shooting at me, they're not burning down a friendly battleship or cruiser with their HE and at 10km, they're not really hitting me (plus, popping smoke often causes issues for allies who get their LOS to their targets broken -- they're doing a lot more damage than me).

 

I actually also take exception to that whole "LOL WG SMOKE NERF NO SMOKE FOR FRIENDS" thing.  It's ... well honestly, it was a nerf, sure.  But really, get over it and move on to the new world.  I really don't get into sufficient sticky situations playing as a USN DD to require me to reserve my smoke that often, at 10km or so, it's trivial to dodge a single ship.  Even two ships are do-able.  Three, okay, I'm going to take damage and it's time to leave very quickly.  But that means I don't really use my smoke often; I can still use it to cover my teammates.  Unless I'm Lone Wolf'ing it (which I believe USN DDs shouldn't do anyway), usually some other destroyer will pop smoke in situations where I need to be static and use it so I can just use their smoke.

 

At higher tiers, if you're escorting other ships and adding your fire ... your allies become your islands, so to speak.  If you're hammering away at 10km and nobody shoots at you, nobody even seems to notice you're around (this happens quite a bit), you can try creeping in to about 7km or so and see if anyone notices you doing it.  It doesn't take much after that to blatantly slip in and loose a bunch of fish and dash back out again.

 

And yes, it might take 5 minutes or something to kill a full health ship ... but often ships are no longer full health by the time they're edging around smoke.  Often there's quite a few ships which are in various states of damage; it takes far less time than 5 minutes "poking" away with DD guns to kill ships like these. 

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As said before, this thread will be updated daily, and WILL have a daily update report. Ex. Today I edited (insert section here). Or made a new addition to the guide (Such as a IJN, RN, or KM section.)

 

I have not yet tried the incoming fire perk, as I did not think that I'd need it. If I already can visually see shells coming at me, why would I waste a commander skill point in it. However if I'm going to make this a complete guide, I guess I'll have to give my opinion of how it affects the way I play.

 

I'm always looking for help with new additions, if you had/have over 500 battles in a particular DD class, and feel you know almost everything about the class. Just give me a shout in my PMs. I'll almost definitely respond within 24 hours, and I'll say whether I'll put it in the guide. Of course all that help make this a complete guide will be credited at the bottom.

 

My goals for this thread is to create a complete highly-detailed guide to the playstyles of all the nations DDs. I hope that this thread will become a thread that is permanently put at the top of the list. 

 

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Make sure to include all aspects of the DD class if you are going to call it a quintessential guide.

IJN DD's are vastly different to USN DD's.

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Make sure to include all aspects of the DD class if you are going to call it a quintessential guide.

IJN DD's are vastly different to USN DD's.

 

Oh I know. However, this guide is a work in progress, the end product will live up to title. Adding and editing at least once a day, just keep in mind it takes me 2 hours to create the original using my mobile. Progress will be slow.

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...Just don't stick around long enough for them to get a bead on you. You can keep firing after you've gotten outside your detectability range, but when they really do start aiming your way, stop firing. Since you're outside your detectability range you can just disappear as long as you don't fire, and no other enemies are spotting you.

 

I would explain that you remain spotted for several seconds after firing; it's not enough to cease fire when their guns are pointing at you, you want to identify that they're aiming at you before they're ready to fire.

 

You may also want to point out somewhere that travelling in a straight line with your broadside exposed is suicide; if you're visible and being targeted, the next best thing to dodging successfully is sailing on a 0° or 180° bearing (though the latter can get you hit in the screws or rudder). When you want to launch torpedoes, it's safer to plan the spread and launch as you turn: I can practically sense the tongues sticking out in contemplation when I see destroyers remain parallel for several seconds before launching torpedoes, and I've sent most of those to the bottom.

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Gotta disagree on the gunboat first torpedoes second thing. 

 

USN DD's are quick and nimble and with a practiced hand can get into ambush spots.

 

In my opinion at the start of the battle you gotta pick whether to be a torpedo boat first gunboat second, or gunboat first torpedoboat second. 

 

US DD guns are amazing...for destroyer guns. They are still crap compared to real guns and if fire ever gets nerfed which it probably will they will get hit hard. 

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I would explain that you remain spotted for several seconds after firing; it's not enough to cease fire when their guns are pointing at you, you want to identify that they're aiming at you before they're ready to fire.

 

You may also want to point out somewhere that travelling in a straight line with your broadside exposed is suicide; if you're visible and being targeted, the next best thing to dodging successfully is sailing on a 0° or 180° bearing (though the latter can get you hit in the screws or rudder). When you want to launch torpedoes, it's safer to plan the spread and launch as you turn: I can practically sense the tongues sticking out in contemplation when I see destroyers remain parallel for several seconds before launching torpedoes, and I've sent most of those to the bottom.

 

Stop the presses! We forgot the "How to evade fire" section in a DD guide!

 

Wait, this applies to all DD. Just realized I need to make an overview section, damnit.

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Holy s***, I need to find my laptop. Doing this on mobile takes f***ing forever. Saddest part is it took me 20 hrs to get this far....

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If I could make a suggestion, could you include a guide on captain skills? Like illyrium_dawn said, Situational Awareness works better for IJN DDs than USN DDs. Therefore, it might be a good idea to let players know what skills are more useful for which ships. Thanks, and great work on the tutorial!

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If I could make a suggestion, could you include a guide on captain skills? Like illyrium_dawn said, Situational Awareness works better for IJN DDs than USN DDs. Therefore, it might be a good idea to let players know what skills are more useful for which ships. Thanks, and great work on the tutorial!

 

Good suggestion +1, but how would everyone like it implemented? I can put it into the "Overview" section as part of the basics, or I can put them into each of the nations personal area.

 

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I noticed you didn't really mention Incoming Fire Alert.  Have you tried it out yet?  If you haven't, try it.  It's my conclusion that Incoming Fire Alert is basically Situation Awareness for the USN DD captain.  I generally find that Basic Firing Training is a far more useful skill for a USN DD captain for tier 1; USN DDs have greater visibility so the IJN DDs are going to see you first anyway.  For tier 2 captain skills, Aiming Expert isn't totally necessary for USN DDs because of their fast turret traverse, the other skills aren't so useful so I think it's not much of a sacrifice to get Incoming Fire Alert instead.

 

Conversely, as you're a USN DD and you're firing your guns constantly, you're going to be seen a lot, so Situation Awareness isn't that handy.  Incoming Fire Alert however is worth its weight in gold as it tells you that you've annoyed someone enough that they've switched targets to you and that you need to start dodging.  I find it's very useful for this -- it's no problem to be in the middle of a furball with mulitiple ships on both sides, shooting my guns with this skill; I know I'm safe until that warning flashes.  

 

 

 

At higher tiers, if you're escorting other ships and adding your fire ... your allies become your islands, so to speak.  If you're hammering away at 10km and nobody shoots at you, nobody even seems to notice you're around (this happens quite a bit), you can try creeping in to about 7km or so and see if anyone notices you doing it.  It doesn't take much after that to blatantly slip in and loose a bunch of fish and dash back out again.

 

And yes, it might take 5 minutes or something to kill a full health ship ... but often ships are no longer full health by the time they're edging around smoke.  Often there's quite a few ships which are in various states of damage; it takes far less time than 5 minutes "poking" away with DD guns to kill ships like these. 

 

I can confirm the value of the incoming fire warning for US DDs and I'm also using it in my IJN CAs (low tier both cases) I think the incoming fire alert actually triggers when you are targeted and not when shells are in flight but I need to do more on that to verify.  

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Oh! It should be pointed out that the Low Tier US DDs have side mounted torpedoes rather than centerline mounted. Which mean a Low Tier US DD have two broadside salvoes available compared to one with centerline mounts. This mean if you keep turning to either side you can launch both broadsides in same direction and by the time you show your other broadside again that side mounts are almost finished reloading.

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If you could, it'd be helpful to post detection ranges. Where do you even get that information?

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If you could, it'd be helpful to post detection ranges. Where do you even get that information?

 

Select any ship in the tech tree or in your port, and expand the Concealment drop-down:

 

K0r8obA.png
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Select any ship in the tech tree or in your port, and expand the Concealment drop-down:

 

K0r8obA.png

 

Thanks for responding to the guy. I was watching a buddy of mine do his first live stream.

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