25 [-N-] Action_Hero_John_Cusak Members 32 posts 5,887 battles Report post #1 Posted January 5, 2016 I cant seem to find consistent information on this DD. Which hull to use and which torps to use. The advice of videos out there is that you lose range when you upgrade the torps, but in game it says you gain range. Anyone have good experience with this ship and the upgrade path? Share this post Link to post Share on other sites
1,626 The_GoDDfather Beta Testers 4,982 posts 6,249 battles Report post #2 Posted January 5, 2016 Look up 10T0nHammer. Share this post Link to post Share on other sites
100 DeMatt Beta Testers 365 posts 12,391 battles Report post #3 Posted January 5, 2016 As of patch 0.5.1 (or October 2015, if you want to go by date), the torpedoes for USN destroyers from tier 5 to tier 9 were all rearranged. Before then, there was a terrible grind from tier 6 to tier 8, where the Farragut's upgraded torpedoes and the Mahan's stock torpedoes only traveled 4.5km. After that patch, the aforementioned torpedoes were replaced with longer-ranged ones. Because of the change, there is a lot of outdated commentary on the forums. Currently, the Farragut's hulls work like this: A: five 5" guns, useless AA, stock 5.5km torpedoes only B: four 5" guns, poor AA, choice of stock or upgraded 6.4km torpedoes C: four 5" guns, mediocre AA, choice of stock or upgraded torpedoes, can replace "Engine Boost" consumable with "Defensive Fire" consumable If you like guns on your Farragut, you'll want to stick with the A hull. The other two choices offer nothing of interest to the cannon-[shoot]ers. If you want a more general-purpose Farragut, then you want the C hull. Longer-ranged torpedoes, much better AA (even without DF), minor buffs to health and concealment and rudder shift... none of the changes are particularly significant, but they add up. It's worth noting that the Mahan and the Benson both also lose that midships 5" gun on their C hulls, but unlike the Farragut, their B hulls retain it. I have yet to play either for myself, but whether you choose B or C on them depends on whether you want DF, I think. 2 Share this post Link to post Share on other sites
594 sbcptnitro Members 2,709 posts 17,651 battles Report post #4 Posted January 5, 2016 (edited) It's worth noting that the Mahan and the Benson both also lose that midships 5" gun on their C hulls, but unlike the Farragut, their B hulls retain it. I have yet to play either for myself, but whether you choose B or C on them depends on whether you want DF, I think. You also gain maneuverability (specifically, a rudder shift speed increase) with the C hull on the Benson. While you may lose a gun, don't completely disregard the value of being more agile. Edited January 5, 2016 by sbcptnitro Share this post Link to post Share on other sites
2,211 10T0nHammer Members 7,307 posts 3,304 battles Report post #5 Posted January 5, 2016 Look up 10T0nHammer. You rang 1 Share this post Link to post Share on other sites
2,211 10T0nHammer Members 7,307 posts 3,304 battles Report post #6 Posted January 5, 2016 (edited) It's worth noting that the Mahan and the Benson both also lose that midships 5" gun on their C hulls, but unlike the Farragut, their B hulls retain it. I have yet to play either for myself, but whether you choose B or C on them depends on whether you want DF, I think. It boils down to this, every upgrade is worth it. B hull is a must for those torpedoes, 64 kts is awesome. Modules: Main Bat 1 Fire Control System Mod 1* Propulsion Mod 1 I went Propulsion mod 2 but Steering Mod 2 is also acceptable. Edited January 5, 2016 by 10T0nHammer Share this post Link to post Share on other sites
1,153 [ARGSY] centarina Members 10,326 posts 16,228 battles Report post #7 Posted January 5, 2016 I went cheap and did not buy 4th mod. just first 3. otherwise, B hull. faster torps is a must even though it is not stealth firing. you have to use farragut as Anti DD, long range gunship and use torp as situational weapon. Share this post Link to post Share on other sites
25 [-N-] Action_Hero_John_Cusak Members 32 posts 5,887 battles Report post #8 Posted January 12, 2016 Thanks for the clarifications. The info on tenton hammer's site was way out of date, though i <3 10 ton Share this post Link to post Share on other sites
273 [KRAK] Ericson38 Members 1,952 posts 19,444 battles Report post #9 Posted January 16, 2016 Thanks for the clarifications. The info on tenton hammer's site was way out of date, though i <3 10 ton I have the A hull now and love the gunship role it plays. Going to Hull B is going to make it a different ship for sure, sounds like. 64 knots is close to 20% better than 56 kts, and range improves about 20% too, so yes, detection range is now close to torp range, so use of smoke can be put off. With the same rate of reload, there is a 20% reduction in pounding a ship 10 km out with a 7 km detection range, going from A to B. Loading AP, the A hull rains down on almost anyone, and you can use it to help a cruiser that is getting toasted by a BB or another foe. This happens all the time. The disorientation factor alone and morale boost is worth it, and the fire rate is so good, you just steer the shells in gradually like a Phalanx (not really, but not too far from it. Hope this does not change the characteristics of the A hull if the developers read this post. Best, have an A and B hull !! Share this post Link to post Share on other sites
11 HerrGaijer Members 134 posts 3,972 battles Report post #10 Posted March 2, 2016 Why is the Farragut's torp reload time so slow. 1 min 10 secs with -10% reload time boust. My Farragut is an utter failure and I hate playing it. I'd rather DD with my Konigsberg Share this post Link to post Share on other sites
1,153 [ARGSY] centarina Members 10,326 posts 16,228 battles Report post #11 Posted March 2, 2016 why you bothering with torps on farragut? they are great at pew pew pew. torps are purely situational. I get 40k dmg just with guns now. I had 4 losses yesterday averaging over 40k dmg. Share this post Link to post Share on other sites
8 [BGBND] Delicious_Bait Members 86 posts 2,288 battles Report post #12 Posted March 2, 2016 Farragut is a prime DD hunter, use those torps to force other DDs into bad positions so you can unload your guns on em. Share this post Link to post Share on other sites
106 sargentmki Members 383 posts 4,341 battles Report post #13 Posted March 2, 2016 Why is the Farragut's torp reload time so slow. 1 min 10 secs with -10% reload time boust. My Farragut is an utter failure and I hate playing it. I'd rather DD with my Konigsberg Cuse it would become OP if if tired torps fast as hell. Same goes for any DD at "higher" tiers. Bensons torps reload at ~1:50 seconds, and yet the Bensons is easily the best DD of tier 8. (VERY all around) The Farragut torps even post-patch aren't very amazing. It is the best gun platform until the Fletcher. It has the range and camo to do invis firing which might not seem like much but is a very useful tool. Share this post Link to post Share on other sites
1,849 [AXANR] poeticmotion Members 3,650 posts 23,502 battles Report post #14 Posted March 3, 2016 As of patch 0.5.1 (or October 2015, if you want to go by date), the torpedoes for USN destroyers from tier 5 to tier 9 were all rearranged. Before then, there was a terrible grind from tier 6 to tier 8, where the Farragut's upgraded torpedoes and the Mahan's stock torpedoes only traveled 4.5km. After that patch, the aforementioned torpedoes were replaced with longer-ranged ones. Because of the change, there is a lot of outdated commentary on the forums. Currently, the Farragut's hulls work like this: A: five 5" guns, useless AA, stock 5.5km torpedoes only B: four 5" guns, poor AA, choice of stock or upgraded 6.4km torpedoes C: four 5" guns, mediocre AA, choice of stock or upgraded torpedoes, can replace "Engine Boost" consumable with "Defensive Fire" consumable If you like guns on your Farragut, you'll want to stick with the A hull. The other two choices offer nothing of interest to the cannon-[shoot]ers. If you want a more general-purpose Farragut, then you want the C hull. Longer-ranged torpedoes, much better AA (even without DF), minor buffs to health and concealment and rudder shift... none of the changes are particularly significant, but they add up. It's worth noting that the Mahan and the Benson both also lose that midships 5" gun on their C hulls, but unlike the Farragut, their B hulls retain it. I have yet to play either for myself, but whether you choose B or C on them depends on whether you want DF, I think. I'm not sure where you're getting this info, because Farragut still has five 5" guns on her B hull and loses the midships gun on her C hull, just like the others. I'm driving a Farragut with a B hull and it definitely has five guns. 1 Share this post Link to post Share on other sites
97 hiroshi_tea Members 426 posts 2,869 battles Report post #15 Posted March 3, 2016 Patch 5.3 made the B hull changes to 5 gun with upgraded torp capability. Very recent change Share this post Link to post Share on other sites
1,849 [AXANR] poeticmotion Members 3,650 posts 23,502 battles Report post #16 Posted March 3, 2016 Patch 5.3 made the B hull changes to 5 gun with upgraded torp capability. Very recent change Ah. I just bought her three days ago. This makes far more sense now. Share this post Link to post Share on other sites
13 SavingJ Members 71 posts 10,768 battles Report post #17 Posted March 8, 2016 Base concealment is 7.6 km; I see the upgraded hull grants a +0.3 concealment, the gun fire control system grants an additional +0.3 concealment, and slap on the camouflage and you knock your concealment rating to 6.7 km. Is this correct? Or is something bugged on my tech tree? Share this post Link to post Share on other sites
1,153 [ARGSY] centarina Members 10,326 posts 16,228 battles Report post #18 Posted March 8, 2016 I don't think either hull upgrade or gfcs gives concealment bonus. i have both and it has 7.3km concealment with camo. Share this post Link to post Share on other sites
13 SavingJ Members 71 posts 10,768 battles Report post #19 Posted March 9, 2016 Thanks! Looks like the Saipan was throwing the stats off for my expanded tech tree mod. Share this post Link to post Share on other sites
1,544 [PSA] KaptainKaybe Members 5,118 posts 3,754 battles Report post #20 Posted March 10, 2016 One thing I've found with the Farragut is that due to her invisifire range, she actually makes for an excellent base defense ship. I'll start by rushing to cap the point. Once capped, I'll run out, stay at distance, and shell reds trying to cap it back. Just a single hit resets a big chunk of it. It's really low damage and you don't make much money, but the XP is actually pretty decent and you're helping your team quite a bit as they can focus on capping and holding the other points. Of course, if I see a battleship or destroyer sitting by itself, it becomes my target. Charging battleships is quite a rush ;) 1 Share this post Link to post Share on other sites
1,544 [PSA] KaptainKaybe Members 5,118 posts 3,754 battles Report post #21 Posted March 10, 2016 By the way, I got Demolition Expert to up my fire chance from 5 to 8 percent. Do you folks notice a difference? I haven't. I'm tempted to switch to AFT, although the rainbow arc is already kinda hard to hit with as is. Share this post Link to post Share on other sites
350 inktomi19d Members 1,744 posts 8,862 battles Report post #22 Posted March 11, 2016 By the way, I got Demolition Expert to up my fire chance from 5 to 8 percent. Do you folks notice a difference? I haven't. I'm tempted to switch to AFT, although the rainbow arc is already kinda hard to hit with as is. I use my DD captain on my Atlanta too, and ended up going with demolition expert because of that. Mostly I just don't like AFT because of the rainbows, and I do most of my gunfighting within about 7km anyway. The benefit of demolition expert is noticeable, but not great. I just wasn't using AFT even when I had it because of the rainbows. Share this post Link to post Share on other sites
1,544 [PSA] KaptainKaybe Members 5,118 posts 3,754 battles Report post #23 Posted March 12, 2016 In the end, I swapped for SE. I figured the added 2400 hp (2800 on the Atlanta) was something I would universally need, especially given how low the hp on both these ships is. Share this post Link to post Share on other sites
41 Lord_Adm_Nelson Members 381 posts 5,656 battles Report post #24 Posted March 15, 2016 I was struggling mightily with the F-Gut. A IJN Div partner suggested that I support him and use it to fast cap and hold until cruisers reinforce, he would spot I would provide gunfire. We would alternate smoke pops as needed. As a team boat that worked well. We went undefeated that night and I even detonated a Hat with my guns. My findings on Farragut.. Its a good team boat and thats where it shines. Caps and fighting off DD's especially IJN Screen ship for DD's again keeping the IJN's at bay from the capitol ships. I find Air power (Spotting)and T5/T6 Cruiser to be your biggest enemy (Killing You)....Clevelands, Aoba, Murmansk and Omaha can put dampers on your day. Fast rates of fire and fire can get you. I try to stay out of det range with them or a DD that has a CL backup I don't get a lot of kills, I do a lot of damage and get cap points often as the trade. You got no Ninja skills, Just bully DD's especially IJN and deny them opportunity. Torps in ambush, pushing off a dd to gun range or opportunity Share this post Link to post Share on other sites
1,153 [ARGSY] centarina Members 10,326 posts 16,228 battles Report post #25 Posted March 15, 2016 faragut is definitely team boat. any gunboat DD actually are that way. I actually have good dmg with it. with high DPM, you can do lot of dmg off smoke. solid DD for the tier. anshan is slightly better, but not hugely better. flatter shooting gun allow you to fight VFM DD a bit better. Share this post Link to post Share on other sites