Jump to content
You need to play a total of 20 battles to post in this section.
Skramjet

Fletcher T9/3 million equipment slot

15 comments in this topic

Recommended Posts

Members
733 posts
2,483 battles

Right. First game, and I'm in love with this ship.

 

Which means I plan to absolutely deck it out. So, I was wondering, what is the best piece of equipment to put in the (for lack of a better term) T9 equipment slot. I'm leaning towards the torp tube, but I'm worried about how that will affect the already extremely vulnerable torp tubes.

Thanks!

Share this post


Link to post
Share on other sites
565
[BUN]
Beta Testers, In AlfaTesters
2,594 posts
5,166 battles

I ran the turret traverse/faster reload mod for mine, personally. 

The nice thing about the Fletcher is that shes versatile, you can be a stealthy torpedoboat with good guns or a stealthy gunboat with good torpedoes. 

You're bound to get people from both schools of thought commenting here :P

Share this post


Link to post
Share on other sites
2,298
[A-D-F]
Members
7,879 posts
44,746 battles

I run my Fletcher as a torpedo boat with guns. Everything is geared towards torps first.

 

Upgrades I use:

Main  Armaments Mod 1

Aiming Systems Mod 1

Torpedo Tubes Mod 3

Propulsion Mod 1

Propulsion Mod 2

Concealment System 1

 

Works for me.

 

  • Cool 1

Share this post


Link to post
Share on other sites
10,399
[B2P]
Members
13,459 posts
44,054 battles

I run my Fletcher as a torpedo boat with guns. Everything is geared towards torps first.

 

Upgrades I use:

Main  Armaments Mod 1

Aiming Systems Mod 1

Torpedo Tubes Mod 3

Propulsion Mod 1

Propulsion Mod 2

Concealment System 1

 

Works for me.

 

 

Ditto. Then I play it as an area denial/stealth torper. That generates decent damage and good win rates. Concealment Expert gives you a 5.8 km detect radius. Nothing like waiting til the opposing DD gets into no-miss range before pouncing, torps already in the water...

 

Without CE your invisifiring range is the same as your torp range, 10.5 kms (I think with CE too). So you can safely torment BBs and cruisers past that range. This piles up massive damage -- I've had plenty of games over 100K damage but with only a half-dozen torp hits. The remainder comes from 150+ shell hits.

 

I love this ship too, probably my favorite of my DDs. I'd love Udaloi more, but it's nothing but potato teams for me in that one. 

 

Share this post


Link to post
Share on other sites
4,053
[SYN]
Members
16,027 posts
12,803 battles

If you like brawling on the caps, get the guns, as this is what will give you an edge over something like a Benson.

If you would rather torp larger ships, then get the torps.

Share this post


Link to post
Share on other sites
Members
733 posts
2,483 battles

If you like brawling on the caps, get the guns, as this is what will give you an edge over something like a Benson.

If you would rather torp larger ships, then get the torps.

 

​The thing is... It's so great at both. I rush into cap, scare/kill a DD, survive with 16,000-8,000 health, and either go for another cap or just torp.

Share this post


Link to post
Share on other sites
Beta Testers
212 posts
7,932 battles

I ran the turret traverse/faster reload mod for mine, personally. 

 

That's actually faster reload/slower traverse.

Share this post


Link to post
Share on other sites
3,999
[V_KNG]
Beta Testers
13,205 posts

That's actually faster reload/slower traverse.

 

I like how they give you something but take something as well... say, a novel idea... why not give us options for something half as fast on reload with no penalty or half the penalty too? 

Share this post


Link to post
Share on other sites
Banned
2,485 posts
977 battles

 

I like how they give you something but take something as well... say, a novel idea... why not give us options for something half as fast on reload with no penalty or half the penalty too? 

 

Get both :P

(IIRC there's a modification for slower reload/faster turret)

 

edit:

to be serious though, get the torp reload reduction. Their hitbox isn't the largest and you can afford the risk if that means more fish in the water to fight BBs.

Edited by Flametz

Share this post


Link to post
Share on other sites
2,366
[-K-]
Members, Beta Testers
3,105 posts
10,661 battles

Which means I plan to absolutely deck it out. So, I was wondering, what is the best piece of equipment to put in the (for lack of a better term) T9 equipment slot. I'm leaning towards the torp tube, but I'm worried about how that will affect the already extremely vulnerable torp tubes.

 

The torpedo tube vulnerability addition is negligible.  If you want to shoot torps more often, equip that item and don't think twice.  I personally used MBM3 for gun reload, as I can always find a way to use a faster gun rate of fire, while I rarely had a torpedo opportunity that I wouldn't have 10 seconds later.

Share this post


Link to post
Share on other sites
1,593
[CRMSN]
Beta Testers, In AlfaTesters
6,021 posts
4,739 battles

I normally go torps. I use SE  as the great equalizer for close range fights. SE allows me to punish equal or lower tier DD's in close range fights. And againts a non SE Tier 10 DD it usually allows me to stand my ground againts them. 

 

But those torps are just so good. Were the Gearing is equal balance between torps and guns. The Fletcher is more tilted towards having better torpedoes then guns. The guns are great dont get me wrong. But those torps are the boss. 

 

If you get a good enough captain on her. You get get torpedo reload at tier 2 + the module makes your torps reload very very fast. 

Share this post


Link to post
Share on other sites
Beta Testers
447 posts
6,131 battles

I run my Fletcher as a torpedo boat with guns. Everything is geared towards torps first.

 

Upgrades I use:

Main  Armaments Mod 1

Aiming Systems Mod 1

Torpedo Tubes Mod 3

Propulsion Mod 1

Propulsion Mod 2

Concealment System 1

 

Works for me.

 

 

What he said ^^^, except I still use AA Mod 2 in place of Aim Mod 1.  I just hate planes that camp me.

Share this post


Link to post
Share on other sites
1,850
[AXANR]
Members
3,650 posts
23,502 battles

I use the 15% faster torp reload one. I don't lose torps that often. I tend to play a  hybrid-style, closing to knife-range to contest caps and/or hunt DDs early game and as-needed but making a lot of torp runs mid to late game. Once I get my 17th point soon and get torp reload expert especially, my torps reload wicked fast for the tier. My damage per game has started climbing significantly since I started using the 3 mil torp reload upgrade, as I don't feel as constrained to save my torps for a perfect shot.

It's really a question of preference; I agonized over the choice as the 12% faster gun reload would help in those cap knifefights or when hunting DDs, but she has a high ROF anyway and the faster torp reload has proven itself to be solid for me. 

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×