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SavingJ

Vigilance or Super Intendant?

Skill Tree Choice  

32 members have voted

  1. 1. Vigilance or Super Intendant?

    • Vigilance
      10
    • Super Intendant
      22
  2. 2. For Gearing T10 USN DD

    • Vigilance
      4
    • Super Intendant
      15
    • Torpedo Acceleration
      6

22 comments in this topic

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So what do you guys run on your american destroyers? Do you like the extra smoke? Or do you prefer to enable torpedo beats for those pesky enemy destroyers?

Edited by SavingJ

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I say superintendent, because more weed generator and speed boost. US DDs are nimble enough that a keen driver will be able to outmaneuver most torp drops.

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I run SI on DDs. Extra smoke and speed help, and I generally don't put myself in a position to eat torps anyway because I use WASD and try not to sit still in smoke (unless I'm being dumb that day)

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SI on DD's in general, the cooldowns are short. I only really use vigilance on cruisers.

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 I think Vigilance is usually more useful, especially if you're the type of person that likes to knife-fight. As for SI, you will never find an extra engine boost that useful, and if you want more smoke, you can always run prem consumables for 22,500 credits. 

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 I think Vigilance is usually more useful, especially if you're the type of person that likes to knife-fight. As for SI, you will never find an extra engine boost that useful, and if you want more smoke, you can always run prem consumables for 22,500 credits. 

 

Or you can have both for more weed generation and speed boosts. Torpedo attacks in knife fights are telegraphed quite hard, as the aim for torpedoes and guns is going to be vastly different unless they're moving exactly head on or exactly away from you. Also, and this is especially true for the USN DDs, since the fire rate is so high, they'll stop firing for a strangely long time to launch their torpedoes at you. 

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SI low tier, Vig high. Until you can get both that is (18pt Capt). There haven't been that many games high tier where a 4th smoke would have been useful, but low tier it is much easier to spam it.

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American DD's, SI.  Good rudder shift

 

Other DD's, Vigilance.  Meh rudder shift.

 

 

 

not really...

 

It's rudder shift + throttle response + turning radius that makes SOME USN DDs better, but that's not 100% the case.

 

Gearing suffers from bad turning radius

Benson suffers from slower rudder, unless you equip the inferior AA C-hull

 

Fletcher, Farragut, Mahan and Clemson is relatively good in this regard

Sims is insanely agile and fast

 

IJN DDs, maneuverability is good up until Hatsuharu.

Starting from Hatsuharu, they start to get worse throttle response and turning radius, but the rudders are insanely fast on them.

 

 

Soviet DDs... well they are mini cruisers with light cruiser like handling, that's all there is to be said about them.

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I run Vigilance since I tend to be the lead element going into caps/hunting enemy DDs, and would prefer not to have speeding torpedoes appear right in front of me while I'm cruising full speed.  I've found premium consumables are enough to get by, and honestly I don't even use smoke that often anymore since any destroyer worth a damn these days will shotgun torpedoes into it so the ol' smoke and shoot tactic is dead to me.  As for the Gearing, I don't have one yet but I do have a captain waiting for it with Torpedo Acceleration since I was told that is a pretty choice skill for that particular boat.

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I feel I should point out that Smoke can win games, especially if communicated to team and dropped to benefit CAs and BBs. Outside of ranked I have never lost a game where the DDs have reserved their smoke for our capital ships; in ranked that sort of behavior is normal for both teams, hence the caveat. 

 

Superintendant combined with Premium Smoke comes in very useful for me, as I am able to get all my smoke charges used in long games to protect my division mate who plays BB - I then spot outside the smoke for him, identify torps and snipe away at his targets where I can.

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I feel I should point out that Smoke can win games, especially if communicated to team and dropped to benefit CAs and BBs. Outside of ranked I have never lost a game where the DDs have reserved their smoke for our capital ships; in ranked that sort of behavior is normal for both teams, hence the caveat. 

 

Superintendant combined with Premium Smoke comes in very useful for me, as I am able to get all my smoke charges used in long games to protect my division mate who plays BB - I then spot outside the smoke for him, identify torps and snipe away at his targets where I can.

 

Agree, I am very liberal with my consumables so I have always ran Premium consumables + SI  .

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I use Vigilance and run premium consumables.

 

 

I do this as well. Vigilance is an absolute necessity in my eyes if you plan on knife fighting other DDs at all. If you play more stand off in smoke type of gunboat then SI will be more useful to you. 

 

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I personally run SI + premium consumable for both my USN DDs. I use smokes very often, both offensively to hide myself while shooting and defensively to cover other teammates. I feel that I rarely eat torps in my USN DDs. As long as you don't sit broadside in smoke, you can almost always dodge torps coming at you. When I'm knife fighting, I'm usually able to either predict the torps or notice a pause in shooting when they drop their fish and react accordingly. 

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I feel I should point out that Smoke can win games, especially if communicated to team and dropped to benefit CAs and BBs. Outside of ranked I have never lost a game where the DDs have reserved their smoke for our capital ships; in ranked that sort of behavior is normal for both teams, hence the caveat. 

 

Superintendant combined with Premium Smoke comes in very useful for me, as I am able to get all my smoke charges used in long games to protect my division mate who plays BB - I then spot outside the smoke for him, identify torps and snipe away at his targets where I can.

 

All good destroyer players use smoke to cover their capital ships when appropriate to do so.  If they don't, they simply aren't good destroyer players.

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People seem to forget that Vigilance helps out your teammates in addition to helping you. If you are positioned where you're supposed to be - screening the fleet - that added torp detection can be a big help to your friends behind you. 

 

I generally run Vigilance and buy premium smoke. Sometimes premium speed boosts too because being able to reposition fast also is part of what DDs do. If I survive an entire battle, I'm often left having used all smokes and sometimes speed boosts too. 

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SI on USN DDs in my opinion. You should always be moving to and fro in a USN DD to take best advantage of their amazing gun traverse, and their turning circle and rudder make it already very very easy to dodge torps unless you're sitting still.

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I train Superintendent on all my captains. I always want to be able to have that extra smoke or health pack around in case you need it.

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For USN DD line, Vigilance is better, by far.

 

Vigilance is permanent, it's effective from start to the last minute of the battle. OTOH, Super Intendant.. Hmmm, may be the pool should be "How often do you deplete all the charges and needed more"? If you normally end the game having 1 charge unused, then an extra charge doesn't give you anything but the number. If you seriously do, buy it with premium. Generally, you make/lose way more credit than the 50K credit price once you reach mid tiers.

 

Unless the captain is a weed addict that puffs smoke for fun, I am not convinced that you need FIVE charges of consumable. The number "5" gives peace of mind, but not actually useful.

 

For a BB captain, I can understand Super Intendant strategy because you would like heal whenever you have enough light green bar.

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