13 SavingJ Members 71 posts 10,768 battles Report post #1 Posted July 30, 2016 (edited) 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 July 30, 2016 by SavingJ Share this post Link to post Share on other sites
223 Destroyer_HatsuzukiKai Members 528 posts 5,835 battles Report post #2 Posted July 30, 2016 SI in general. Torpedo Acceleration for the gearing. Share this post Link to post Share on other sites
964 [PLPT] SergeantHop Members 4,435 posts 6,599 battles Report post #3 Posted July 30, 2016 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. Share this post Link to post Share on other sites
1,849 [AXANR] poeticmotion Members 3,650 posts 23,502 battles Report post #4 Posted July 30, 2016 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) Share this post Link to post Share on other sites
644 [APOC] DasBootcamp Members 1,982 posts 8,035 battles Report post #5 Posted July 30, 2016 SI on DD's in general, the cooldowns are short. I only really use vigilance on cruisers. Share this post Link to post Share on other sites
2,848 Wulfgarn Members 5,597 posts 7,121 battles Report post #6 Posted July 30, 2016 I use Vigilance and run premium consumables. 3 Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #7 Posted July 30, 2016 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. 1 Share this post Link to post Share on other sites
964 [PLPT] SergeantHop Members 4,435 posts 6,599 battles Report post #8 Posted July 30, 2016 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. Share this post Link to post Share on other sites
128 [SOTA] Sir_Apocolypse Members 852 posts 14,400 battles Report post #9 Posted July 30, 2016 American DD's, SI. Good rudder shiftOther DD's, Vigilance. Meh rudder shift. Share this post Link to post Share on other sites
56 [CAFE] Neltak Members 394 posts 11,074 battles Report post #10 Posted August 1, 2016 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. Share this post Link to post Share on other sites
4,053 [SYN] MrDeaf Members 16,027 posts 12,803 battles Report post #11 Posted August 2, 2016 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. Share this post Link to post Share on other sites
128 [SOTA] Sir_Apocolypse Members 852 posts 14,400 battles Report post #12 Posted August 2, 2016 Was keeping it simple and base on the line in it's entirety, as he asked about the lines and not a specific ship. Share this post Link to post Share on other sites
110 DedPan ∞ Beta Testers 514 posts 5,264 battles Report post #13 Posted August 2, 2016 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. Share this post Link to post Share on other sites
71 [ANZ4C] Crucias Alpha Tester 325 posts 9,703 battles Report post #14 Posted August 4, 2016 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. Share this post Link to post Share on other sites
1,593 [CRMSN] Cobraclutch Beta Testers, In AlfaTesters 6,021 posts 4,739 battles Report post #15 Posted August 4, 2016 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 . Share this post Link to post Share on other sites
296 Falls_USMC ∞ Members 990 posts 9,588 battles Report post #16 Posted August 8, 2016 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. Share this post Link to post Share on other sites
3 Quazzaz Members 75 posts 4,519 battles Report post #17 Posted August 9, 2016 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. Share this post Link to post Share on other sites
391 Venom81 Members 1,840 posts 2,716 battles Report post #18 Posted August 9, 2016 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. Share this post Link to post Share on other sites
619 [-GPS-] Landing_Skipper Members 2,955 posts 46,757 battles Report post #19 Posted August 11, 2016 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. 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 August 15, 2016 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. Share this post Link to post Share on other sites
2,080 1Sherman Alpha Tester 6,683 posts 3,338 battles Report post #21 Posted August 15, 2016 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. Share this post Link to post Share on other sites
47 [-RTS-] Simuo Beta Testers 226 posts 8,486 battles Report post #22 Posted August 30, 2016 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. Share this post Link to post Share on other sites