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Hayashio

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Everything posted by Hayashio

  1. Forum Work: For the Past 2 years, I have created Previews, or early reviews of upcoming premium ships. I've also started a series called "a quick recap", looking at upcoming ship lines shortly before release. You can also expect the odd article on things like the CCT Summit, WG-Fest or other stuff, we'll see what the future brings! So I am a Forum Contributor, but I do also create other content. I occasionally upload videos onto youtube (sometimes boat related, sometimes not) and I stream semi-regularly. Rest assured, if it's WoWs related, you'll find it here. Youtube: Twitch Streaming : I try to stream regularly on Monday! feel free to pop in around 8pm CET! That's all for now. See you guys on the seas!
  2. Hayate has 6mm of turret armour. Hello forum goers! It has been some time. Finally I get around to writing again! Initially I wanted to talk about Yuudachi’s newest version, but as it happens we didn’t receive the Poi-bugger this test cycle, so instead we’ll be talking about a ship very close to my heart – Hayate. She is in her first testing iteration for contributors, so everything is subject to change! Work in Progress from bow to stern. Now, you may ask how a ship that didn’t even exist until a few months back could possibly be close to my heart. I exaggerate, of course. What I really mean is that I was very excited about this ship’s arrival to the game. Hayate is a new addition to the Japanese Gunboat destroyers, but she is quite unique. Hayate, unlike the Akizukis with their 10cm Type89 quick firing DP guns, boasts the not too well known 12,7cm 3rd Year Type – well, not exactly. Hayate is actually armed with something WG refers to as Type 5. A prototype 5” gun that was being tested by the Japanese at the end of the war. In short, she is a 5” Japanese Gunboat. Which is amazing. You see, ever since Yuugumo was added to the game, I’ve been increasingly drawn to Japanese Gunboating. Something that really wasn’t very popular, and still isn’t. Sure, there had been outliers like the Fubuki back in the day, certainly after the HE nerf, however, they had been all but forgotten. Which is a huge shame if you ask me, since IJN DD guns are perhaps one of the strongest in the game. They punch hard, and have fast, flat trajectories. Their drawbacks… small things, turn rate and, ahem, reload. Anyway, to cut a long story short, in comes Hayate to alleviate all the minor problems, the reload is now 4s and slow turn time is gone, in addition, she throws an extra 3k health into the pool. This not being an ideal world and Hayate being a test ship that will probably go through changes, some more drastic than others, it was a bit optimistic of me to think that the ship would be as I had hoped out of the box. The rudder shift turned out worse than I hoped for, but is workable. She still handles very much like a Japanese destroyer. I am also aware of the inevitable longer reload of the quintuple torpedo tubes, meaning a miss hurts more than on a quad set. Personally I'd have preferred quadruples, since the reload outweighs the extra potential torpedo hit (which is almost never a hit anyway). But even so I think this can be overlooked with a decent set of guns to pass the time in between reloads. In addition to the fact, of course, that Hayate seems to be loosely based on Shimakaze, making quintuple tubes the obvious choice (despite like I said before: more not always equaling to better). What really baffled me was the sheer lack of armour on the guns, as well as the terrible concealment. To the former, you may say that it matters very little. Considering the size of the ship, I cannot stress enough how MASSIVE these gun turrets are compared to normal 3rd Year Types. Getting overmatched by anything firing over 85mm is quite annoying (and it does, and will happen). In comparison, Akizukis (13mm) will stand up against anything up to heavy cruiser AP. If you have ever fired at a Japanese destroyer, you’ll feel this. They may not have a lot of health, but boy do they tank when kiting away. Most of this can be attributed to saturation, to the clutter on their decks, as well as their guns just eating up the HE. Hayate does not do this. She has a lot more health, but she also takes a lot more damage. To the latter, I just simply don’t understand it. Her reload may be 1.5s faster than contemporary Japanese models, yet she doesn’t significantly out-reload ANY of the high tier destroyers, and many of them are a lot stealthier. Her health isn’t that much higher either! And many of those vessels are not only on par, but receive extra perks, like consumables in separate slots, heals, a longer smoke duration, the list goes on. So what is the argument for the bad concealment? She has good alpha on both guns and torpedoes. The torpedoes load for a very long time however, and good guns can only go so far when you can’t compete in the pool of picking your own fights. Which is something Japanese destroyers are very good at. What bothers me the most with this however, is the fact that she just doesn’t play like a Japanese 5” gunboat. She’s clumsy, is easily spotted, and does spam over precision. I’ve spent around 15 matches in her on the first day, and after the hype had worn of, I slowly started seeing her for what she truly was. I didn’t like it. If you’re one of those players, like me, that takes pride in sneaking up to 5.6km range with guns prepped on one side to plaster a 3.5-4k salvo on an enemy DD. Then just kite away as their health takes chunks from your “non-existent guns”, while they retaliate with their “DPS”. And they fire and fire, but your hitpoint pool, salvo after salvo, just doesn’t seem to deplete... whether through misses or hits in the wrong part of your ship, they begin to wonder what kind of RNG magic is at work here. I mean you are an inferior torpedo boat! How could you possibly win this fight. That's the kind of gameplay a Japanese 5" gunboat offers, and that type of gameplay you are not going to find in Hayate. What Hayate really is, isn’t a 5” IJN Gunboat. She is a Harugumo in a Shimakaze’s pelt. An inverse gearing with worse torpedoes but better guns. A destroyer, that tries so hard to be unique, that she overlooks something special that already is. So if you were looking for a true IJN gunboat like me, then I can tell you that Hayate right now, isn't. Feedback on what I would change Extend the reload by 0.5-1 second, give her 5.6-5.7km concealment, increase the turret armour to at LEAST 15mm, and you have yourself a true classical Japanese gunboat. Punchy torpedoes. Punchy guns. Not best in class reload, but dangerous as all hell, and fun to play. It may not be for everyone, but it sure is unique. And that's what these kinds of premiums are about, right? Have a nice start to the week, and I’ll see you guys on the Seas. Strefs
  3. Hayashio

    Hayate has 6mm of turret armour [WiP]

    Oh but you don't. Hayate has a trade-off in comparison to Shima. She's losing out on 1 torpedo tube, which is 1/3 of Shima's torpedo power. She is less maneuvreable, and at the end of the day, you can still make her stealth arbitrarily higher than Shimakaze. And you can definitely put her in line with other ships, it would work. You just need to adjust the reload accordingly if she overperforms (that being said, she is exactly where the Yueyang is in terms of reload at 300m worse concealment and no quick firing smoke OR radar).
  4. Hayashio

    Hayate has 6mm of turret armour [WiP]

    You don't have to disengage from a fight you never have to take! I am not sure whether you could unequivocally say that you'd be able to sink a Hayate in any T9 DD, but you'll always have the advantage. Which very many people seem to completely disregard when discussing concealment.
  5. Hayashio

    Suggestion: Portsmouth Harbor with HMS Victory

    Because HMS Belfast, perhaps? The London port is right where she's moored.
  6. Hayashio

    Hayate has 6mm of turret armour [WiP]

    It'll outgun most of them if you play with your speed, rudder, etc. However! You will only be able to do so once. Due to the bad concealment a lot of enemy vessels can get the drop on the ship, so you will most likely find yourself in a disadvantageous position when you do have to fight. Those who don't, either have heals or superior speed, making it quite hard for you to hit them when they maneuver, in addition to things like reload booster (on kleber). The health is enough to deal with initial Destroyer engagements, but if the enemy knows what they're doing they'll chunk you down by quite a bit, making a second or third duel quite dangerous.
  7. Hayashio

    Hayate has 6mm of turret armour [WiP]

    That I will concede. Plus the AA is somewhat up to scratch, so there is potential for some torpedo inflicted mayhem, providing that the CV isn't the same tier as you!
  8. Hayashio

    Hayate has 6mm of turret armour [WiP]

    Handling is fine, like I said above. As for concealment: It's a general IJN trait to have good concealment. All IJN Torpedoboats have good concealment, as well as the cruisers. Nobody said anything about not being able to use the ship. This ship is in testing. Some people voiced their opinions in the direction they'd like to see this ship go, I voiced mine. It is supposed to be a hybrid IJN Torpedo/Gunboat. Why not build on the existent basis? If the reload is at 5 seconds and the concealment goes sub 6km, that would still be balanced, would it not? Ships of equivalent concealment either have cruiser levels of dps, long range hydro or so many consumables you forget to use some. Hayate does not.
  9. Hayashio

    Hayate has 6mm of turret armour [WiP]

    That is very strange, I don't know why that's the case. I haven't changed anything on my profile settings. Perhaps it's the CCT group?
  10. Hayashio

    Hayate has 6mm of turret armour [WiP]

    Apologies, I will post the ST thread link with the stats of the ship. Her stats are esentially unchanged
  11. Hayashio

    Hayate has 6mm of turret armour [WiP]

    based on what?
  12. Hayashio

    Hayate has 6mm of turret armour [WiP]

    This isn't ST Feedback. It's a mid-ship test write-up. You know, like a Youtube video of a test ship? But in written form.
  13. Recruiting Station Initiative Hey everyone, today something a little different from the ship reviews. Upcoming is the new "Recruiting Station" system for World of Warships. I would like to give a quick run-down of what it is, how you can use it, and what kind of perks you and your friends can receive from it. Note: If you have used the referral program beforehand, your refer-ees now become shipmates and will also collect bonuses. The Recruiter and Shipmate Relationship If you invite a player to join World of Warships, you become a Recruiter. The only other requirement to become a Recruiter is that you have at least 5 battles, and have been active during the last 3 months. A person invited by a Recruiter is called a Shipmate. Now, from my understanding you can either recruit a completely new player, meaning that he has not got a registered WG account, or you can also recruit returning players, people who have less than 5 Battles and not played in the last 3 months. If these requirements are fulfilled, and they sign up through you, then you have successfully recruited a Shipmate! How to set it up: head over to https://friends.worldofwarships.eu/ Sign in with your account. Click the "send invitation" button. Send it to a friend and have them sign up/in over the website And you're done! You can navigate back to this website to check on both your Recruitment Points (RP) and your Shipmates! Rewards Recruiters gain goodies and points for different things: 400 RP (recruitment points) for their first invite. 1 Junior Recruiting Station container for the first 3 invites. Furthermore, Recruiters will receive 10 RP for battles played by Shipmates: 10 RP for each battle, providing they have earned at least 150XP from tier I-V, and 300XP from tier V onward. These can be random, coop, ranked, etc. 10 RP for each Recruiter with 1 Shipmate in a division, with a Victory bonus of 10 RP 22 RP for each Recruiter that plays with 2 Shipmates in a division, with a Victory bonus of 12 RP But it's not only the Recruiters that benefit, Shipmates also receive bonuses: Initial invite rewards: A Diana Lima, together with Captain and Port Slot Tier VI battle reward: Warspite + Port slot, 10pt captain 7 days of premium time 5m credits 25 flags of ALL type (special included) 5 "More Resources" containers Shipmates will receive 5 RP for battles played with Recruiters: 5 RP for each Recruiter with their Shipmate in a division, with a Victory bonus of 5 RP Returning Recruited players can earn following items for winning 25 battles: 14 days of premium time 2 Super Containers Together with the RP comes a new set of containers. Their contents range from credits, flags and doubloons over premium time and even premium ships. As always these can be viewed before you spend your RP. Cashback There's also a neat feature for Recruiters if their Shipmates decide to spend money on the Premium Shop. If you have at least 2 recruited Shipmates, you receive a doubloon kickback of 10% from any store purchase. Payout happens at the start of each month, and the time in between must be at least 30 days, so if your Shipmate purchases something on the 20th May, you will receive it in 2 months on the 1st July. This new system should allow recruited players a better start in World of Warships, as well as promoting playing together. I personally like the system and look forward to see it in effect. If there are any questions I would be happy to answer these/forward them to be answered.
  14. If you're in the right ship, yes. If you're stuck in a DD, or a ship with no AA, the chances of it going to strongly undermine your success is pretty high.
  15. Did you read my response? At no point did I say that this is to promote teamplay. In fact, I even stated that the main reason is to get more people into the game. That in and of itself is desirable for a F2P multiplayer game, because without new players, the game will eventually die. I don't know why you made this about teamplay, because I certainly didn't. I mentioned playing together, as in playing together with new players, in divisions.
  16. yes. If they haven't played in 90 days.
  17. to be fair the bigger problem is that they drag an enemy CV into the match.
  18. Yes, as indicated from the added bonus of playing together with Shipmates. Unless you instigate your Shipmates to spend money to get a kickback, I don't see how that's the case. It's a free system with goodies for both parties. The missions for Shipmates allow them to have some extra bonuses when starting the game, and you as a Recruiter get something for inviting them to the game. This system was introduced to get more people into World of Warships, that's the main point. And I know, that with new players comes new potential revenue. But can't we look at the benefits of such system instead of instantly dismissing it as a cash grab? Sure, that's what companies do, they offer services, and earn from it. Here, however, we have a system that gives perks to players that don't spend, as well as a section on players that do. I take it that was not aimed at me, considering that I don't work at WG. Yes, this is a problem, and I agree. Educating players by playing together with a more seasoned captain is, however, a step in the right direction. Although I do believe mechanics that reward proper team-play to be a better overall solution.
  19. honestly this has been some time ago and I cannot even remember it exactly. As a different player, I don't have access to the information that you have access to. I don't think that you're solely to blame for the loss, I am sure that a loss is a series of unfortunate events. From my personal experience in IJN boats I would've capped in that situation, if you feel that was not going to be possible, then that's on you. No hard feelings, eh?
  20. Lenin – a good ship in a questionable meta? With carrier planes leering at your team, waiting for any unfortunate soul to drift off far enough from the blob so they can make it regret opening the game again in 4 weeks, and Battleships - sitting at maximum range so as not to scratch their paint job - lobbing shells that take 20+ seconds to arrive but still manage to citadel perfectly, the Lenin stares you straight in the eyes and asks: “Do you want the power to push?”, and you answer yes. It’s crazy, and definitely not the right time, but you agree nonetheless. Knowing full well that you will most likely not come out of it alive, only by the grace of your team will you perhaps survive - a fool’s errand. You still take to the helm of this steel behemoth and steer it into the fray. What Lenin offers: 63200 Hitpoints, 45mm of deck armour, 32mm front and aft with a 100mm belt. A flat citadel compared to Vladivostok, no turtleback. 3x3 406mm Main Batteries. All of them mounted in the bow. 2 are super-firing, one behind the 2 mounts, similar to Nelson. The elevated mount has a 360 degree turn radius, while the 3rd gun receives worse firing angles due to the obstruction toward the front. 180 degree turn time is 30 seconds. HE and AP alphas are 5850 and 13100 respectively. Her AA suite is made up of standard LR 5.8km mounts with 128 DPS and 5 flak bursts and MR 3.5km with 358dps and 9 flak bursts. No short range, so there’s a 1km window of no AA. Maneuverability is on the better side, with a top speed of 29.9kn (Sierra Mike). The rudder’s 180 time is clocked in at 13,5 seconds. A fully concealed Lenin has a surface detectability of 13,1km and an air detectability of 8.9km. Smoke concealment after firing guns is 16.1km. Captain Skills: Skill tier Tier 1 Tier 2 Tier 3 Tier 4 First Pick Priority Target Expert Marksman Superintendent Concealment Expert Second Pick Expert Loader Jack of All Trades Basics of Survivability Fire Prevention Third Pick Preventive Maintenance Full survivability to make the most out of a push with 2 points in EM for quick turret traverse. Modifications: Rudder shift and concealment for the ability to get close and maneuver more reliably when there. Gameplay and Analysis: Lenin is the first premium BB for the Russian tree. As such she is also the first tier 8 premium battleship to boast the new Soviet gimmick: accuracy increase below 12km, accuracy decrease above 12km. This, packaged with the front mounted guns, good side armour, decent maneuverability, and relatively small superstructure, make her ideal for situational pushes. This is what Lenin offers. Whether her captain makes use of this or not, is the main determining factor to the kind of performance the ship will have. Lenin likes to be close to her enemies, that’s where she works best and that’s where she should be. Sadly, however, being close to your enemies is not an ideal place for a battleship. For all the HE focus fire and the destroyer torpedoes, there is no place a battleship wouldn’t rather be. That’s not even taking carriers into account. Piloted competently, a player can make Lenin work most of the time. If one is selective, singling out ships to “push”, Lenin will provide the reliability to make it work. That is pretty much how she performed during the first few test iterations, and that’s the way she performs now. Absolutely atrocious at range, very good at close range – as long as you don’t get focused down. And that’s a bit of a problem right now. Perhaps she’d perform better a few months back, who knows? For me – a non BB player – Lenin is a ship with ups and downs. On good games you can easily go above 100k damage, on really bad ones you average around 50k. And let me tell you, I got more bad games than good ones, but it’s not entirely the ship that is to blame here. You see I am a very impatient player, BBs combine everything I dislike: slow and lumbersome gameplay, and inaccurate RNG based armament. Sure, there are games where you can do very little to prevent it from going bad, a full team blob rush on one flank for instance. You can’t single out a ship to focus, you cannot get close to the enemy because they’ll shred you to pieces. So you’re stuck there, kiting away for most of the game, knowing full well that it’ll eventually end with you running out of HP, heals, and team mates. But other times there really isn’t any reason other than getting bored. And I did do that quite a few times. Either that, or pushing a little too hard. Which happens… sometimes. The easiest work around to this is for me is to play in a division. This also enables you to take more risks when advancing in the right direction. Pros: Strong guns, good penetration Good armour layout and strong deck Frontal gun layout ideal for playing to the ship’s strength Decent maneuverability Cons: 3rd gun fire angles doesn’t allow it to fire most of the time terrible long range performance, lacking flexibility Large non-turtleback citadel, flat broadside Conclusion: So there she is in all her glory. Difficult to solo, fun when it works out. Sadly for me, the drawbacks, in combination with the fact that is a battleship, means that I will probably not take her out a lot. With the current meta in the game, I feel that it’ll cause me more grief than joy. Don’t let that be a deal breaker though. If you enjoy this type of gameplay or are looking for a new flavour of BB, and have a few clan mates or division mates to play with, this ship might be for you. If you’re still unsure, you can wait for the Vladivostok, which is essentially the same ship, but offers a more reliable citadel, a more usual gun layout, and a lot more hitpoints. GIVEAWAY CLOSED. WINNER: Shyrant ON EU Lenin giveaway
  21. congratulations to Shyrant. Your name was forwarded to WG and you will receive your ship soon!
  22. @__Helmut_Kohl__ and the NWP crew in CB, good game chaps.
  23. I think you will find that the Massa is a lot more different from the non-premium. She's a bit more inaccurate and has less range, but the biggest difference are those secondaries. If you build them identically, I don't think it'd make a huge difference though. Personally for me, the closest comparable pairing would be Gascogne and Richelieu, though Gascogne gets a reload booster, which makes her a lot stronger. Yes.
  24. True, but considering how different both Oktyabrskaya and Nikolai are, this one's the first true RUBB premium. Nikolai is no longer available and Okyabrskaya is technically a Freemium due to the fact that it was made available through a mission.
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