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Not liking gearing.

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I am playing pretty bad on her but seriously. I am doing bad on her because shes not maneuverable and she really needs to be. She can't make standard turns that every DD I've driven so far can make. Her engines are poor - getting into reverse feels like a crusier. 36 knt max speed.

 

I know I need to play better. I have learned now that you can't go into tight spaces and expect to be able to turn around. A destroyer that can't maneuver might as well be a cruiser IMO though - I'll give her a go but might just end up selling her if I can't get the hang of playing a destro that cant turn.

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You almost need to play the American DD line like very light cruisers.  If you watch me play my Mahan I am always out of sight and only shoot when there are other DD's near that I can kill or I am with a group of friendly players.  Also, use the smoke to your advantage.  You can pop smoke and shoot out of it without being detected, for the most part.  Get in a nice spot, pop your smoke, then unload on the enemies with your guns.  That reload rate is amazing!

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any new ship takes time to learn but once you work out her quirks you'll soon start making kills and begin to enjoy the ship a little more each game

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I am playing pretty bad on her but seriously. I am doing bad on her because shes not maneuverable and she really needs to be. She can't make standard turns that every DD I've driven so far can make. Her engines are poor - getting into reverse feels like a crusier. 36 knt max speed.

 

I know I need to play better. I have learned now that you can't go into tight spaces and expect to be able to turn around. A destroyer that can't maneuver might as well be a cruiser IMO though - I'll give her a go but might just end up selling her if I can't get the hang of playing a destro that cant turn.

 

I finally got enough silver / free xp for my fletcher last night. Played 8 games in her and went 8-1. Love it!

 

With the RU DD's basically doing everything the gearing does but better. I might just shelve the USN DD line at the Fletcher for the time being and focus on getting my murmansk captain up to a t5 skill before the 19th.

 

The difference between Gearing turning circle and Tier X RU DD is only like 100m. At Least this way you can actually play her like a light cruiser while maintaining 40 knots in a turn. Unlike the Gearing that is really just a poor man's cruiser past 8-9 km. The only advantage the Gearing has over the Khabarovsk is  torpedoes / smoke / defensive fire.

 

 

 

Edited by Cobraclutch
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Just got my stock fletcher 2 days ago. Stock is soon painful. I feel like a cruiser with potato guns at the moment. Almost rather have my t5 in these matches at least until I can unlock the hull and torps.

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Just got my stock fletcher 2 days ago. Stock is soon painful. I feel like a cruiser with potato guns at the moment. Almost rather have my t5 in these matches at least until I can unlock the hull and torps.

 

Honestly I never even tried it...

 

I basically just ran my Murmansk for a week to get the coin and then converted about 70k free xp to get the torps and hull. After the upgrades its a great ship.

 

But this was a win win for me, as I am preparing my Murmansk captain for the RU DD line.

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The range of the guns and the torps, m8. Make use of range. 

 

Like Kitty says, use 'dat range. The Gearing is the closest thing to a IJN DD on the US line. 16.5km torps let you work from distance in the early to mid game, remaining undetected. Save your guns and HP for late game when you can swoop in an DPM the wounded ducks. 
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Just got my stock fletcher 2 days ago. Stock is soon painful. I feel like a cruiser with potato guns at the moment. Almost rather have my t5 in these matches at least until I can unlock the hull and torps.

Never run the Fletcher stock or without all the upgrade. I ran mine 40 games stock and 150 games before i have all the money to buy all the modules and upgrade and the first 40 games was painful.

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Tonight when I get home from work I am really gonna figure this ship out. We are going to try the early game support gearing with late game solo hero. Happy hunting if I see you guys out there!

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Tonight when I get home from work I am really gonna figure this ship out. We are going to try the early game support gearing with late game solo hero. Happy hunting if I see you guys out there!

GL, it could just be a bad day when u play your Gear, like me 2 days ago, played 10 games and 9 games have CV in it, 5 games even have 4 CVs in it, you can already imagine how bad it was. Not kidding, i double checked.

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I am playing pretty bad on her but seriously. I am doing bad on her because shes not maneuverable and she really needs to be. She can't make standard turns that every DD I've driven so far can make. Her engines are poor - getting into reverse feels like a crusier. 36 knt max speed.

 

I know I need to play better. I have learned now that you can't go into tight spaces and expect to be able to turn around. A destroyer that can't maneuver might as well be a cruiser IMO though - I'll give her a go but might just end up selling her if I can't get the hang of playing a destro that cant turn.

 

Gearing is alot more maneuverable than the T10 Ru DD :)

 

 

 

 

At least i'll have Mahan tonight :P almost went from T4-7 in 2 days haha.

Edited by Spyde

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Gearing is alot more maneuverable than the T10 Ru DD :)

 

 

 

 

At least i'll have Mahan tonight :P almost went from T4-7 in 2 days haha.

 

Gl with the Mahan, I really did not enjoy her. 

 

Farragut was much better IMO!  I always stated i would rather just continue driving the Farragut at tier 7 instead of the Mahan haha..

 

Sushi though is a weird one :P He actually prefers the Mahan over the Benson..

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Like Kitty says, use 'dat range. The Gearing is the closest thing to a IJN DD on the US line. 16.5km torps let you work from distance in the early to mid game, remaining undetected. Save your guns and HP for late game when you can swoop in an DPM the wounded ducks. 

 

Solid advice. Gonna try this now. Struggling the first couple games with it. 

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Okay - Doing much better now. Playing gearing as an escort instead of a hunter does great. I removed accuracy mod and replaced with AA range and used it to great effect. Saved some Iowas from massive damage. Also with the prevalence of midways...being anywhere else is just far to dangerous. 

 

Always seems to be the case too. Mid/late game enemy DD's start to come out of hiding and this is where you profit. BB's typically snipe the kill at the last minute but...eh...I don't know why but usually when you get on a shimakaze they just seem to give up - it must just seem hopeless to them when they are taking 6 rounds every 2.7 seconds :P.

 

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I played the Shima alot in CBT.. running into a gearing was about instant death if they were good.

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I played the Shima alot in CBT.. running into a gearing was about instant death if they were good.

 

That seems to be the case.

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Okay - Doing much better now. Playing gearing as an escort instead of a hunter does great. I removed accuracy mod and replaced with AA range and used it to great effect. Saved some Iowas from massive damage. Also with the prevalence of midways...being anywhere else is just far to dangerous. 

 

Always seems to be the case too. Mid/late game enemy DD's start to come out of hiding and this is where you profit. BB's typically snipe the kill at the last minute but...eh...I don't know why but usually when you get on a shimakaze they just seem to give up - it must just seem hopeless to them when they are taking 6 rounds every 2.7 seconds :P.

 

 

Playing escort you don't find yourself being focused whenever you're spotted? I tend to stay away from friendly BBs. They attract flies. 

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Playing escort you don't find yourself being focused whenever you're spotted? I tend to stay away from friendly BBs. They attract flies. 

 

People pick a target and tunnel vision i feel.

 

I know its only the T6 USN DD, but when i open fire on someone from a group of ally ships, i don't get much return fire.

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Playing escort you don't find yourself being focused whenever you're spotted? I tend to stay away from friendly BBs. They attract flies. 

 

They are totally shooting at me! I am used to it though I am honestly not at home if I don't have 8 inch shells flying over my bow. Seriously though - I feel pretty safe next to an Iowa. We work together - I scatter the torps - he kills the planes that would easily find and kill me if I was out solo. It also gives me an excuse to fire my guns :P.

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I see what ya mean on the shell arc now............. in the Farragut, have 15k range in it...  kinda harsh..with the 17.5 sec air time

 

But first game i still pulled 345 hits and broke 150k dmg with the ship.

Edited by Spyde

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Ok, I don't want to make a new thread, but I'm having trouble in this ship as well. I almost want to sell it and just go back to the Fletcher. What (looking at you Xeno and Sushi) do you guys do in this ship? 

 

I find myself stuck in this weird place where I'm part DD and part cruiser, and can fill neither role very well. In the Fletch, being a pure torpedo boat worked very well. Great stealth, and with upgrades, reload on torps was down to 1:15. Even with everything maxed out, reload time on the Gearing is at 1:44. Less torps, less hits, less damage, more frowny faces. And then theres the guns. Yes their rate of fire is awesome, but I find opportunities to use them effectively are few and far between, outside of hunting DDs. So it seems like I spend the first ten minutes of the match firing off a whopping three salvoes of torpedoes, of which most if not all, miss and looking for enemy DDs. Sometimes this works and most of the time it doesn't. Enemy CVs always perma spot me, seemingly, and even going from tier 9 to 10 there is a massive jump in how well enemies evade torpedoes. Even though I didn't expect there to be. 

 

Now, my win rate is decent and my damage is north of 50k on average, but I still just feel impotent when I feel like I should feel empowered driving the tippy top of the USN DD line. Survival rate is crap as well, barely over 30%. But when I think 'ok I'll play more conservatively and safer and focus on torpedoes' I feel like I'm driving the Mutsuki and spend most of the match driving in circles watching my torp reload timer count down. 

 

You guys got anything? 

Edited by Falls_USMC

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Ok, I don't want to make a new thread, but I'm having trouble in this ship as well. I almost want to sell it and just go back to the Fletcher. What (looking at you Xeno and Sushi) do you guys do in this ship? 

 

I find myself stuck in this weird place where I'm part DD and part cruiser, and can fill neither role very well. In the Fletch, being a pure torpedo boat worked very well. Great stealth, and with upgrades, reload on torps was down to 1:15. Even with everything maxed out, reload time on the Gearing is at 1:44. Less torps, less hits, less damage, more frowny faces. And then theres the guns. Yes their rate of fire is awesome, but I find opportunities to use them effectively are few and far between, outside of hunting DDs. So it seems like I spend the first ten minutes of the match firing off a whopping three salvoes of torpedoes, of which most if not all, miss and looking for enemy DDs. Sometimes this works and most of the time it doesn't. Enemy CVs always perma spot me, seemingly, and even going from tier 9 to 10 there is a massive jump in how well enemies evade torpedoes. Even though I didn't expect there to be. 

 

Now, my win rate is decent and my damage is north of 50k on average, but I still just feel impotent when I feel like I should feel empowered driving the tippy top of the USN DD line. Survival rate is crap as well, barely over 30%. But when I think 'ok I'll play more conservatively and safer and focus on torpedoes' I feel like I'm driving the Mutsuki and spend most of the match driving in circles watching my torp reload timer count down. 

 

You guys got anything? 

Probably the hardest part to play the Gearing well is to know when and where to open fire with the gun, open fire too early in game will alert all ships that you're there in the proximity, thus reducing your torp hit chance, open too late and you didn't used the Gearing to it's full potential.  It's up to the user to figure it out but i usely follow some rules. 

1. Never shoot when torps are in the water.

2. DD trailing first, DD hunt second.

2.1 DD hunt only start when you both are at 6 kms of each other

3. Pop smoke and use guns while torps are on reload, being parked by aircraft while being too close to the enemy fleet or by making a bad turn and will be spot by enemies ships no matter what, 1 min30 secs of 5-6 kms gun fire will net you 20-30 k dmg easy.

4. Use gun when enemy team is on full retreat, when you have no way of getting ahead for a torp run. 

5. Use gun when the score is like 900-700 or 2 mins left.

6. Use gun when enemies are too busy fighting your other ship, must be atleast 1 v1 ratio, 1v2 and you will be focus down.

7. Know your smoke duration, stop firing 30 secs before it ran out.

8. Stop firing 30 seconds before your torp reloaded to get into a good torp firing position.

9.Shoot torps at 15 kms away, because by the time you get into possition, a new torp salvo will be reloaded. This is what will offset the Fletch faster reload time, because for 1 good torp run of the Fletch, you got 1 extra long range salvo+ 1 good torp run from the Gearing.

 

Again, this is not easy to perfectly judge when to use guns and when it will screw up your game, most of the time, it won't ,that is, if you don't randomly park in front of a whole fresh fleet at 6 kms and start firing, that will get you killed. (I did this before llol)

 

It's hard to find the balance of gun and torp in the Gearing but when you do, you will always find something to do in the Gearing.

 

 

Edited by sushimaster
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