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GiveBackMyAccountSon

IJN destroyers are so bad...

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Except for Benson and Fletcher, IJN DDs are pretty balanced and perform better than USN DDs. You gotta learn your prime torpedo firing angles and don't fire at max range, stay just outside your spotting range to maximize potential.

 

Just my .02 from stealth torping in Benson and Mahan.

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One problem you might be having is that the Futsuharu is a train company and not a destroyer...

Or he Frankensteind Fubuki and Hatsuharu :ohmy:

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Alpha Tester
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currently on tier 7 futsuharu, no torpedo ever hits, guns are so bad that its impossible to get into dog fights.

 

is shimakaze this bad as well? i am thinking about just selling this worthless pos and end the line here.

 

One problem you might be having is that the Futsuharu is a train company and not a destroyer..

There, I fixed it.

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There is nothing, with the possible exceptions of the Yamato or the Midway, that strikes more fear into a tier X team than seeing a Shimakaze on the other team.

Edited by Fog_BattleshipWashington

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The other problem is he's trying to dogfight in a train playing as a destroyer instead of an airplane...

 

Sounds very similar to the way we describe our clan, lol.

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Sounds very similar to the way we describe our clan, lol.

 

Or the way my 3 dysfunctional sons try to play...(that includes you YubYub)

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IJN dds are amazing tier 5 and below. When I got to tier 6 and free xp'ed my way to the 10k torps, I felt ripped off and appalled at how bad it was. I sold it and stuck with Minekaze and I'm much happier.

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i did have my highest dmg game in the hatsu, so I can't say much.   avg dmg is still lower than mutsu for me though.   not doing much better with bucky.     too many not stupids at higher tier.    need more stupids.

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There is nothing, with the possible exceptions of the Yamato or the Midway, that strikes more fear into a tier X team then seeing a Shimakaze on the other team.

 

2-3 Shimakaze divisions are redonk-a-donk especially if you're a BB but they can still give my whale-boat Tashkent a hard time.

 

With that said, high-tier IJN DDs can be deadly and turn the tide of battle, but they require tremendous patience to play, more then what I have. I went as far as Mutsuki and stopped there and switched over to the USN DD line... then the VMF DD line.

Edited by Caucasian_Fury

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A few tips for the mid level IJN DDs

 

1. That white aiming marker? Don't rely on it. Think of it as a suggestion and use it to track enemy manoeuvres. 

 

2. I often see people throwing their torps in very concentrated cluster with one salvo after another. Do not do this unless you are guaranteed to be hitting the target. Go for a wider wall instead. You can't get the terror that is a shima wall but 6 torps in a row is harder to dodge than 3.

 

3. Do not rely on your guns to save you. If a USN or RU destroy gets the jump on you then escape and evasion is your goal. Use your smoke and any available islands to break contact and try to turn the tables.

 

4. Do not ignore your guns. Wait? Didn't I just say not to rely on them? Yes, but do not ignore them. Treat them like the torps of an IJN cruiser. They are not your primary weapon but they can be useful tools. IJN DD guns are hard hitting and have nice trajectories, use them. Pop smoke and fire at an enemy BB, you will probably start a few fires. If you spy an enemy DD on low health then go for the killing blow, pre aim your guns and blow him away. A well aimed salvo will do around 2k damage and with the advantage of surprise you should win the engagement easily.

 

5. Stealth is life. You are the sneakiest ship class in the game, use it. Dictate the terms of engagement, sneakily spot that USN DD capping, slip between gaps and launch torps from unexpected angles. Being unseen opens up a wealth of tactical options. Keep playing and you will begin to recognize them.

 

 

I recommend setting little challenges for yourself. Say "This battle I am going to hit 3 torps and not be seen once". Those kinds of little challenges will help teach you to play the class.

Edited by Argh_My_Liver
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There is nothing, with the possible exceptions of the Yamato or the Midway, that strikes more fear into a tier X team then seeing a Shimakaze on the other team.

 

Even then, the only reason the Shimakaze is feared at all, is because it can shotgun out so many torpedoes that dodging is all but impossible.  

 

The torpedoes are just as lousy as all the rest of the post-Minekaze torps, it's the sheer quantity that counts.

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OP if you are at tier7 you should know what to do by now, im at tier 8 and I have to admit the mid tiers are the most difficult due to more experienced enemies and slower torps. I found the hatsu quite enjoyable in the end.

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There is nothing, with the possible exceptions of the Yamato or the Midway, that strikes more fear into a tier X team then seeing a Shimakaze on the other team.

 

T10 CVs don't inspire fear, they inspire 'screw this'.

 

Zao strikes fear. Shimakaze strikes fear.

 

Yamato.....is big and dumb, and completely helpless  if there's anyone competent on your team.

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2. I often see people throwing their torps in very concentrated cluster with one salvo after another. Do not do this unless you are guaranteed to be hitting the target. Go for a wider wall instead. You can't get the terror that is a shima wall but 6 torps in a row is harder to dodge than 3.

In a lot of cases, it works out better to launch a single spread where you expect the red to be, and to hold off and fire the second spread where the target will be after he dodges the first strike.  Doing this also mitigates the longer reloads at the upper tiers.

 

Sometimes, if you approaching the target bow to bow,  at very long ranges, over 10km, you can launch a strike, or both, and then cut across and work in to7-8 km along a side, before the first torps are detected (and run out), and have reloaded in time to fire again.  I'm fairly certain no amount of timing will let you land 4 full strikes at the same time, but it can throw of players who expect a minute of safety while you reload, but really have 15 seconds or so before you hit them again.

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Sometimes, if you approaching the target bow to bow,  at very long ranges, over 10km, you can launch a strike, or both, and then cut across and work in to7-8 km along a side, before the first torps are detected (and run out), and have reloaded in time to fire again.  I'm fairly certain no amount of timing will let you land 4 full strikes at the same time, but it can throw of players who expect a minute of safety while you reload, but really have 15 seconds or so before you hit them again.

 

Personally I prefer launch all of my torps at once. I think generally a single launcher spread is too easily avoided while 2-3 launchers raises the odds of scoring hits and is more useful in area denial. Staggering launches does have merit, it's just not my preference.

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"How....Bad....Are....They?":trollface:

(My apologies to the OP, Ed McMahon, and Johnny Carson, sometimes I just can't help being an "intelligent donkey"):)


 

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IJN isn't bad, DD's as a whole are underperforming in damage and WR right now (with a coupla exceptions). I find them hard as I hate to stealth torp. I'm the kinda guy who would prefer to go full steam ahead and drop six torps from 1km, but that ensures a swift death.

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Personally I prefer launch all of my torps at once. I think generally a single launcher spread is too easily avoided while 2-3 launchers raises the odds of scoring hits and is more useful in area denial. Staggering launches does have merit, it's just not my preference.

 

Particularly with the Hatsuharu and it's 2x3 launchers, launching a full salvo just make more sense unless you're close enough to a target with low enough health that 3 or less torps will do. It's a lot easier to dodge 3 torps than 6, and you can place those 6 in a wider wall.

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Or the way my 3 dysfunctional sons try to play...(that includes you YubYub)

 

Rip. Mean father is mean! :( Though too be fair, I'd rather be called YubYub over some other names...

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