Jump to content

Search the Community

Showing results for tags 'destroyer'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunidad de habla española
    • Türkçe Topluluk
    • Comunità Italiana
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Outdated Mods
    • Archive
  • Developers' Section
    • Questions and Answers
  • Historical Section

Calendars

  • Community Calendar
  • Deutschsprachige Community
  • Polska Społeczność
  • Communauté francophone
  • Česká a slovenská komunita
  • Comunidad de habla española
  • Türkçe Topluluk

Found 198 results

  1. Moin Moin, nach meiner Idee des Splits für die deutschen Zerstörer möchte ich mich heute mal einer anderen durchaus für WoWs interessanten Nation widmen - Italien. Die Briten werden später genau wie die Franzosen auch noch etwas Aufmerksamkeit bekommen, wobei hier noch etwas Recherche ansteht. Im Gegensatz zum vorherigen Topic möchte ich hier wenn möglich die einzelnden Schiffe mit Rumpf- und Bewaffnungsoptionen detailiert darstellen. Premiumkreuzer und -schlachtschiffe haben die Italiener ja schon ingame, aber diese Schiffe waren nicht alles, was die italienische Marine im Mittelmeer zur Hand hatte. Bereits zu Zeiten des 1. Weltkrieges besaß Itallien eigene Zerstörer, deren Nachfolger in den 20er Jahren extrem moderne Schiffe darstellten und auch bis 1943 in den Seegefechten im Mittelmeer eine nicht unwichtige Rolle spielten. Für die Vollständigkeit werde ich hier auch meinen T1-Kandidaten der Italiener (ingame ein "Kreuzer") aufführen. Tatsächlich bin ich auf derart viele Schiffe gestoßen, dass es mir verlockend erschien, die italienischen DDs in zwei seperate Linien aufzuteilen... obs over the top ist oder nicht, auffühhren kann man es hier ja mal Doch genug soweit - jetzt was zu den Schiffen: *Es heißt C.M.d.O. ...mist :/ Wie hier zu sehen sind zwei seperate Linien von T2 an möglich und die Anzahl der Papierschiffe ist vergleichbar gering (zumindest bei den Nicht-Premiums). Die Esploratori-Linie ähnelt hier am ehesten den russischen DDs, hat jedoch erst ab T8 ein bemerkenswert hohes Kaliber von 135mm und sticht vorher ab T5 durch 120mm-Doppeltürme hervor. Relativ hohe Geschwindigkeit und starke Geschützfeuerkraft sollten hier den Spielstil prägen. Tatsächlich waren es diese Schiffe, die zur Entwicklung der russischen Tashkent führten. Die zweite Linie enthält relativ kleine Schiffe, die weder durch große Kaliber oder starke Torpedos herrausstechen, jedoch mit guter Maneuvrierbarkeit und Tarnwerten zu flexible Support-DDs werden könnten. Schnell nachladene 120mm-Doppeltürme und ein relativ lang lastender Rauch würden diese Identität sehr unterstützen. Um nun einen genaueren Eindruck zu bekommen, stelle ich hier die Schiffe der beiden Linien detailierter vor: Wie hoffentlich sichtbar habe ich versucht, "Papierschiffe" wenn möglich zu vermeiden, jedoch passten hin und wieder Entwürrfe und/oder Studien am besten, um die Linien sinnnvoll auszugestalten. Wenn historische Verbesserungen nicht gegeben oder für das gameplay nicht sinnvoll waren, wurde auch hier etwas "nachgebessert": Zusammengefasst charakterisieren sich die Linien folgenderweise: Esploratori Support-DDs - gute Bewafffnung - kleine Schiffe (-> Stealth, wenig HP?) - hohe Geschwindigkeit - konzentrierte Feuerkraft (Zwillingstürme) - große Asumaße - wenige Torpedos (wenig Alpha, schnelles nachladen?) Verbrauchsmaterialien wären für die Esploratori die Standard-Consumables (Rauch+Speed), für die Support-DDs wäre zusätzlich oder anstelle des Speedboosts eventuell noch der Torpedo-Reload-Booster interessant, so dass sie Japaner mit mehr Kanonen-DPM, weniger Alpha und schwachen Torpedos, aber gutem Rauch wären Über die Premiumschiffe und das Tier 1-Kanonenboot Eritrea werde ich noch einen Post nachliefern, damit alles komplett ist. Wenn ihr eine Meinung und/oder Anmerkungen habt, sind wie immer Kommentare willkommen MfG & Schiff ahoi! Tom
  2. Radar mehr Radar

    Radar Wargaming wir brauchen mehr Radar im Spiel damit es noch mehr abfucked!Macht absolut null sinn DD zu Spielen ab Tier 7 weil jeder edited !Bei sovielen Radar Schiffen brauch man auch keine Erkennbarkeit mehr bei den DDs es sieht einen sowieso jeder Stricher Dieser Beitrag wurde von dem Moderatorenteam aufgrund des folgenden Verstoßes bearbeitet: Verstoß gegen Regel 1
  3. [GUIDE] IJN GUNBOAT

    Bonjour tout le monde, Bon, je suis un peu fan de cette ligne, vous l'auriez compris. Avec la sortie prochaine du Kitakaze et de l'Harugumo : Et bien je me suis dit qu'il serait bon de faire un petit guide sur les gunboat japonais, au nombre de 3 (sans compter l'HSF Harekaze). Bon, je vais pas vous mentir, j'ai totalement pompé ingénieusement réutiliser ce guide ci : https://www.reddit.com/r/WorldOfWarships/comments/6ygfsl/akizuki_a_brief_guide/ Fin bref, le voici tout traduit, tout beau et même enrichi!!! Bonne lecture, et désolé pour les potentiels fautes (si quelqu'un veux les corriger, qu'il m'écrive en mp) [STATISTIQUES DE CERTAINS NAVIRES POUVANT CHANGER] [GUIDE EN COURS-non fini] I - PRESENTATION II- DEBUT DE PARTIE : III- SE BATTRE CONTRE UN DESTROYER IV : MILIEU DE PARTIE : [Suite prochainement]
  4. Moin zusammen Ich stelle Videos auf YouTube online um zu unterhalten und ein wenig Zerstörer Aktion zu präsentieren, bzw. zeige ich auch andere Klassen in Bezug auf das Auskontern durch Zerstörer. Auf meinem Kanal sind Videos zu sehen welche live kommentiert sind. Es sind keine ausgewählten Spiele sondern auch mal unterhaltsame oder erkenntnisreiche Runden. Mein Ziel ist es, dass auch andere aus meinen Fehlern lernen und Spieler der anderen Klassen sehen was sich ein Durchschnitts DD-Spieler so bei bestimmten Aktionen denkt. Für Kritik oder Anmerkungen bin ich dankbar, auch gern unter meinen Videos als Kommentar. Gruß euer Defle
  5. Suite et fin du Split des DD japonais

    Salut A tous! La fin du split des DD japonais enfin publié (donc un rang 9 et 10 après l'akizuki) niveau IX: Kitakaze : projet de 1943, annulé en 1944 Akizuki type B amélioré 6 lance-torpilles Meilleur AA Niveau X: Harugumo: paperships, un plus grand design de l'akizuki (bonjour la maniabilité dans ce cas... canons AA type 5, 40 mm (clone des bofors) et ... + une tourelle de la batterie principale! (donc du 100 mm, mais 10 canons) Imaginer moi un akizuki avec 2 secondes de reload à 50% de life, le tout avec 5 tourelles... Génial!!! Pour ceux que sa tente : J'ai calculé que avec yamamoto et Kraken, a 20% de life, vous avait 1.3 secondes de reload...
  6. There was a time where other classes pervaded the games in numbers that were simply too large to manage. Carriers and destroyers both have had their day of dominance. There are things that pervade the class, the developers, and the community at large that makes it so that battleships are such a problem where carriers and destroyers never were. The Battleship Class The problem with battleships has escalated to the point where event the most virulent defendants of the status quo can't even pretend that there isn't a problem anymore. Admittedly this was like waiting until we have to start rowing to work before we start cutting down on coal power plants, but progress is progress. Wargaming's slow and iterative changes to the class could most charitably be seen as a way to not cause the class collapse formerly seen in the carrier class and uncharitably seen as the development team having some perverse sexual attraction to battleships (glass houses, I know) but the change is welcome regardless. Carriers and battleships both can be played without employing different tactical considerations depending on targets and both essentially exist outside of the hard counter system that means that most cruisers are incredibly weak towards battleships and that destroyers are incredibly weak towards cruisers but that battleships aren't particularly weak towards destroyers. Even in the context of 'anti-battleship' cruiser lines like the French or Russians, the damage that the cruiser does to the battleship could be returned with interest with just a few lucky shots should the circumstances conspire towards it and the same could be said about carriers if the matchmaker was particularly vindictive that day. Many similar issues exists as, depending on the game circumstance, explicitly AA based cruisers could be ripped to pieces by carriers. There is a battleship plague problem however and not a carrier plague. Whilst this could simply be traced back to the fact that battleships are easy to play whilst carriers aren't, the problem is often more difficult than that and solving the issue by introducing artificial difficulty to the battleship class as an equivalent to the lags and UI errors of the CV class will fail to address the core of the issue. By making the interclass interaction more similar to that between carriers, destroyers and the other classes, battleships would be able to be brought in line. Whether or not this is desirable however is another matter. Currently, Wargaming's approach to re-balancing battleships is very much focused on how battleships interact with the other classes. The spotter plane nerf meant that they did not have the 5 minute resistance to torpedoes that the twin catapult fighters once offered. The changes to smoke mechanics meant that they would not be able to ambush cruisers and destroyers as easily. Among the changes closest to the top of the priority list was the ability of battleships to cause catastrophic damage to destroyers and their ability to use just one ammunition type for close to any circumstance. War Gaming has also stated that they objected to the excessive survivability of battleships. The issue has been raised multiple times and the changes that are being made are slow but there. This might be controversial but I do not see the ability for battleships to one-shot destroyers, never have to switch ammunition type, or even survive better than the other classes as the primary cause of the problem we see. I think the remaining issue with battleships can't be solved by changing the ways that battleships interact with other classes as much as it would likely need to come down to the options that other ships have in dealing with battleships. Whilst this may sound pedantic, it very much is and I don't know why you thought it was possible to read something written by me that doesn't collapse into pedantic arguments over terms that ultimately just ends with me declaring victory over whoever I was arguing with despite the fact that everyone who gets stuck in an internet argument has already lost. Anyways, on to the main topic. Carriers, destroyers & the Problem of Choice Wargaming largely depends on the classes to balance each other and this has led to endless grief for everyone involved. Apart from battleships. Obviously. Destroyers, battleships, and carriers all depart from the general template and have benefits that are essentially technically exclusive to them. At their worst, the game degraded into cheese tactics beyond comparison. The Shimakaze's wall of death is remembered to this day, the wall that dooms even the most agile of destroyers and covered the maps from border to border. Then of course there was the Hakuryuu with her quintuple Kamikaze attack, the name not coming from the fact that you could use her planes to commit suicide against enemy ships as much as from the fact that her torpedo bombers carried the payload of five Kamikaze class destroyers. There were various eventual nerfs to those ships, but even whilst it lasted they were not nearly as ubiquitous as battleships are as a class in the present day and that is largely due to the fact that conditional population control mechanics are built into the game to manage the numbers of carriers and destroyers in such a way that battleships simply aren't. The Lesson No One Learned Battleship players, more so than players of any other ship class, are fundamentally selfish and are encouraged to be selfish thanks to the game mechanics. This might not be a revelation to most, but the selfishness of the battleship and the way that game mechanics works makes it so that it promotes battleships. For those unfamiliar with game theory, it could be best simplified as a way to predict the actions of selfish and perfectly rational agents. Humans aren't perfectly rational, but over a large amount of time and with the smallest level of self awareness the actions of even an online game like World of Warships could be approximated as rational. Players can observe their own results and apply what they've learn, and so players will slowly move towards the state of maximum profit for minimum effort. Players without the imagination to do this could always just copy the tactic of players that do. When discussing the balance between battleships and other classes, the topic does often steer towards the things that other classes outdo battleship in. Destroyers are far stealthier than battleships, could go the entire game without being spotted, and could carry games on literally 1 point of HP. Cruisers have significantly better DPM, tools like radar, defensive fire, hydroacoustics, smoke screens, and a plethora of other things that could be employed for the team's benefit. Carriers have unparalleled reconnaissance abilities and the ability to herd the entire enemy fleet. Next to all of that, it may superficially seem like better armor and more health would be a small thing. This however is just an obfuscation of the issue. I would like to make one last note. When I look at battleships, I can't help but see the very worst parts of carrier gameplay back when full strike carriers were still a thing. Facing another full strike carrier is rare, but when it happens it was quite memorable. I grinded through the Lexington in full strike configuration back when she still had that. I faced another strike Lexington on Northern Lights one battle. We all but ignored each other, flying our bombers past each other to bomb the enemy into oblivion. It was a constant damage race and that game I won by a sliver. If I had lost that match, I would likely have blamed the team for their failings and posted a screenshot online so I could have a laugh about it. I managed 170k that match in a tier X game but I did essentially nothing to protect the team from the enemy. I didn't scout in order to maximize my cycle time and I didn't communicate with the allied team whatsoever. When writing this, I couldn't help but think back to what I did back then and how much it reminded me of the things I wrote here. Battleships reaped the benefits of cruisers, destroyers, and carriers. I reaped the benefit of my team staying in between the enemy and myself and used them as an expendable shield to farm damage. The game is ultimately selfish and comes down to how much players can personally get from the game and changing a few values on a few ships will not change that.
  7. When can we lay our Hands on the T-61 ????

    It is ready. It is perfect. It should be the first german premium dd. My wallet is ready for that ship. RELEASE IT !!! NOW !!!
  8. I am currently undecided on the build of z46 and z52 captain skill selection and would like to take some advice from DD captains here. From most of the guides I see on the KM DD have the builds of SE, TAE, SI, CE, PT, LS, AR, PM which makes sense totally. But as a DD hunter with 6.1km concealment, I really would like to take RPF in my build. If works really well with my Loyang. I am thinking of trading out SI + PT to get 4 points for RPF, because usually I find that 3 consumables are enough for randoms and if I ran out of them, I always have the option to transform into pure scout+torp boat in the late game. Most of the guides and builds on the Internet do not use RPF. Has anyone tried out similar DD hunting build with both RPF and SI+PT, and in the end preferred RPF instead of SI+PT? What build do you find the most effective on z46 and z52?
  9. WG Please stop torpedo missions.

    Nowadays, Torpedo missions are making too many selfish idiots. They are not interested in Winning battles, but torpedeing to Battleships. 10 Shimakaze on the one battle? That's not matter, if they just do their roles. I can't understand the purpose of this missions. If WG just want to make missions hard, Here is many other ways. (Get potential Damage, Get spot Damage, base defense... and so on) hopefully, I don't want to see this idiot situation next thursday. Thanks
  10. Best dd line?

    Hey flguys I usually only play bb line but now their service cost has started to sometimes exceed my battle income I play cruisers too but I tried out dds on the us line, they didnt satisfy me im only at the nicholas now and hate the torp range and I see it doesnt get better until mahan. So what is the best dd line, I dont really care about main guns as shooting them gets you spotted mostly. So which line is overall best in good torps, speed, concealment and avg guns Thanks alot for answering
  11. Which class determines victory? Answer the poll above - A really simple question which I find myself arguing over endlessly with clanmates. I find there is also a very big problem currently with the game because of my opinion on this. If equal numbers of ships on each team, which carries? Which class seriously and simply outright determines the outcome of a battle? We're talking random battles here and I've left carriers out of this poll on purpose.
  12. 1DF Rekrutuje

    Witam Zapraszam do klanu 1 Destroyer Flotilla. Zasady: nie wymagam TSa, nie wymagam określonych statów, nie wymagam określonych godzin grania, wymagam kultury i grania dla przyjemności
  13. A Cruiser's Wet Dream Come True

    Whilst falling asleep, you have an awkward dream. A dream about something you never expect to come true. You sit in a slick Royal Navy cruiser, when just in front of you pops up.... but watch for yourself.
  14. Une fois n'est pas coutume, me revoilà sur le marché des clans. Mon pseudo en jeu actuel est d_Lynn et je réside en France. Je suis actuellement étudiant en informatique. J'ai des cours de Web et de programmation (Hé WG, si vous recherchez des dévs...). J'aime les animés et les jeux vidéos, of course. Je suis également un joueur débutant de WoT, j'en suis à l'IS-3 actuellement ainsi qu'au Jag Panther et je m'intéresse au deux jeux. Je parle français (langue maternelle) et j'ai un anglais courant (utile pour la communication avec les clans anglophones et étrangers). Je recherche un clan fun avant tout ayant une bonne ambiance et une nonne entente. Je suis également un joueur compétitif et j'aime former les nouveaux joueurs. Je passe mon temps à décortiquer les stats et les donnés théoriques des navires pour en faire des déductions sur leurs gameplays et en tirer des avantages en jeu. Lien direct : https://wows-numbers.com/player/534973001,d_Lynn/ Je suis un joueur polyvalent. Je touche à toutes les classes et tout les gameplays avec une certaine aisance. J'ai une préférence pour les croiseurs et les portes-avions avec Des Moines et Midway. Je détiens pour le moment le record de DMG avec Roma -242k (Je sais, c'est inutile mais je trouve ça gratifiant ! x)). Je possède tout les tier X déblocable à l'heure actuelle. N'hésitez pas à poster des questions si vous en avez, Merci d'avoir lu.
  15. 8. seviye Amerikan uçak gemisi aldım. Eşleştirmelerde durmadan 9 ve 10. seviye gemilere denk geliyorum. Sadece bir 9. seviye battleship zırhlı gemi 48 uçağımı ben atış yapamadan düşürdü. 9. seviye destroyer muhrip aynı anda baskın yapan 12 adet bombardıman uçağını düşürdü. 7. seviye uçak gemisiyle 100.000 hasar verirken 8. seviyede sadece 30.000 hasar verebiliyorum. Bunu tecrübe eden başkası var mı? Bu seviyelerde uçak gemisinin bir değeri kalmıyor mu?
  16. radar and hidro change

    hi, I have an idea that might make the game a bit more interesting for DD's. What id suggest is that u change radar detection based on the ammount of reflective surface on a ship. so big ships = further detection ship moving bow in = more stealthy. it might make for some interesting gameplay and teamplay (using radar together to sniff out a DD). also new skills "radar and or sonar detection" that show u where the sonar or radar is coming from (same way as with radio location) so for example: A DD is saling broadside to a cruiser outside of detection range. 7.2 km The cruiser pops radar and the DD gets detected from 11km by the radar when at a 90% angle (broadside) The DD gets a warning the radar is coming from the cruiser and he nouw has to make a choise. Turn towards the cruser or turn away from the cruser. Both will reduce the effective range of the radar but one is alot more dangerous than the other. also if the DD is saling straigt to the cruiser he might not get detected at all and get the drop on whatever he is escorting. also on hydro. maybe variate the range by the speed the enemy/torpedo is going? hirdo ususally works on listening to the cavitation of the propeller or the sound of the engine noise.
  17. carrier balance suggestion.

    the carriers need more love and maybe become a little more forgiving so more people will play them. I got a suggestion that will make deleting a battleship nearly inpossible but still balance it out bey making the planes last longer. maybe instead of making AA more prominent make the planes harder to kill but still easyer to desperse. the battleships where actually very well protected from the smaller payload of of the carrier planes. so the carriers can do nearly no damage to the torpedo protection of a battleship but can still do alot of damage to a cruiser (that can dodge more easely). so carriers need to hit the nose or tail of the ship to do damage and cause a flood. so for example grober currywurst: 25% torpedo protection /78% airdropped torpedo protection (on the belt only and also variate the bulge so most protection in the center). and then balance it out by making planes harder to kill. carriers will be able to play a whole game with there squadrons + do alot of damage with floods/fires etc by making a hit on the nose or aft a near certain flood. then ofc the only problem will be the DD,s wont be able to kill the scout constantly lighting them up. u can solve this by making the planes more velnerable the longer they are near the same target. wy woudnt AA crews learn the habits of a pilot after staring at his acrobatics for an extended period of time :-D
  18. Bonjour à tous, N'ayant pas trouvé de sujet dédié aux petits nouveaux, je me permets d'ouvrir le topic. Ils ont la particularité d'utiliser des "torpilles en eaux profondes" leur rendant impossible le torpillage des autres destroyers ( https://worldofwarships.eu/fr/news/common/flash-in-the-pan/ ) Source WG: "Quelles sont les autres différences des destroyers asiatiques ? Torpilles La première chose qui différencie les navires asiatiques de ceux d'autres nations, c'est leurs torpilles qui filent à une profondeur plus élevée. Elles sont disponibles sur tous les navires de cette branche (sauf sur le croiseur de rang I, évidemment) et disposent des particularités suivantes : Elles peuvent toucher les navires de tous genres, sauf les destroyers ; Elles profitent d'une détectabilité plus faible ; Et elles ont plus de chances de causer une inondation lorsqu'elles touchent un navire ennemi. Ce type d'armement a de bons et de mauvais côtés : les navires asiatiques auront du mal à faire face à d'autres destroyers, mais ils constituent en même temps un grand danger contre d'autres navires plus imposants. Consommables La majorité des navires asiatiques profite d'une excellente valeur de dissimulation pouvant jouer en leur faveur : par exemple en lançant des attaques surprise à la torpille depuis des écrans de fumée. Adopter des tactiques de dissimulation en combat se révélera bénéfique, grâce aux caractéristiques spéciales du consommable Générateur de fumée, identiques pour tous les rangs : Durée d'action : 70 secondes Durée de déploiement de l'écran de fumée : 30 secondes Temps de rechargement : 120 secondes (80 secondes pour les consommables premium) Nombre de charges : 4 (5 pour les consommables premium). Deux charges supplémentaires conjuguées à un temps de rechargement plus court offre un avantage considérable. Il est possible de rester invisible aux yeux des navires ennemis pendant presque toute la bataille, tout en combattant efficacement pour les zones clefs et se mettre à couvert si la situation vient à dégénérer. Avec les navires du haut de cette branche, vous pouvez aussi utiliser des tactiques de « torpilles fantômes ». Les destroyers de rang VIII à X disposent du consommable Radar de surveillance à la place de Générateur de fumée : Portée d'acquisition assurée des navires ennemis : 7,5 km Durée d'action : 15, 17 et 20 secondes Temps de rechargement : 180 secondes (120 secondes pour les consommables premium) Nombre de charges : 2 (3 pour les consommables premium) Il est évident que partir en bataille sans Générateur de fumée est risqué. Pour autant, la capacité à repérer et couler des navires ennemis est un avantage précieux, surtout au sein d'une équipe bien coordonnée. Les destroyers asiatiques sont excellents en termes d'attaques fantômes à la torpille contre des navires plus imposants, et en termes de soutien. Mais il reste compliqué de fournir une classification commune aux navires de cette branche. Pour les amoureux du style de jeu des destroyers qui en ont déjà recherché plusieurs branches, les navires asiatiques ouvriront leur perception des tactiques classiques, les poussant à changer et à s'adapter. Pour ceux qui ne connaissent pas encore cette classe et qui ne savent pas où commencer, ces nouveaux navires offriront l'opportunité d'analyser les particularités principales des destroyers de plusieurs nations." A ceux qui sont déjà en train de les grind (et vous êtes beaucoup), si vous pouviez faire des retours d'expériences sur ceux-ci de manière à aider ceux qui galèrent un peu plus avec. Vos avis et conseils sur les différents tiers de ces DD seraient appréciés je penses (comp commandant, modules à installer, la routine quoi). Personnellement je les commence ce soir en rentrant pour me faire une idée. J'espère que ce topic restera un endroit convivial et de partage. Merci d'avance, PS: le lien du wiki, çà donne déjà une idée des bestiaux: http://wiki.wargaming.net/en/Ship:Destroyers PS2: j'éditerai au fur et à mesure et n'hésitez pas à me faire remarquer si je donne de mauvaises informations ou autre.
  19. [DD445] Recruitment: Member benefits!

    Hello all, The Destroyer Division 445 is open for business. Since we just got our Destroyer slip, there now is a significant bonus to any player joining our clan! (10% discount on destroyer maintenance). Currently we are mainly looking at expanding the clan, while later on we want to play CW as well, be it non-obligatory. What do we offer: - Clan buildings are built according to members wishes (more active members & members who've collected more oil have a more significant say in what it becomes); - The destroyer slip and tier 5 boathouse have already been built; - The clan command is available for divisioning & game advise when online, at tier 8+ battles; - Later on we'll establish teamspeak etc. What do we expect: - Personal win rate of 50%, exceptions possible - At least 1 tier 8 (prefferably regular tech tree) - Activity such that you collect at least 200 oil per month (20 days 1 container or less days with multiple containers). - Respect within the clan. For questions, contact me (Isoruku_Yamamoto) or madguy. If you think you'll fit right in, send an application and we'll treat it as soon as possible.
  20. My Deadly Shimakaze with extremal settings 81 knot Torpedoes , range is only 6.4 km! here is some videos https://www.youtube.com/watch?v=6ENVwFGtbjk&t=345s who want to fight it ? :) GL Captains
  21. I am sitting on top of almost one million free experience at the moment. Will there ever be a way to spend them for a cruiser/destroyer-main like me?
  22. My annoyances with Destroyer gameplay

    Hello all who takes the time to read this. I normally wouldn't post whine threads. But there have been some minor and major annoyances. And I bet other people might have these as well. The opening post will be quite a bit long. It is also written from the point of view of someone who plays destroyers for the majority of the game. I enjoy these little buggers and dislike the slow and lumbering game play of the battleships and cruisers feel more like victims more than anything else. Now, if you look at my stats (they are public) you'll see that I 'only' have +/- 900 matches in a DD and 'only' 1800 matches in total. This does leave me open to the 'git gud' and 'get more experience' argument. While this is not as much as an argument in and of itself, I do believe that I have taken a fair bit of time to learn the game mechanics in details. That said, even if I lack experience, my performance is consistently slightly above average. It is my intention and hope to play/get a game that is as balanced as possible. It is not my intention to promote making 1 class overpowered compared to the other classes. However, I cannot be entirely without bias. The post is split up in several 'subjects' as per below. Concealment and Stealth firing RADAR/hydro Torpedoes Damage from battleships Maps Closing 1. Concealment and Stealth firing The general mechanics to concealment are actually quite well thought out in my opinion. With the exception of a few ships (Shimakaze and Conqueror spring to mind). However, lately it seems like concealment is not nearly as valuable as it used to be. Concealment is being countered in a number of ways. Soon there will be another change in the form of the smoke changes. What these changes entail is not really set in stone right now (to the best of my knowledge). So I will skip over them. As for smoke counters it is not just the usual suspect of hydro/RADAR. But also simpler things like torpedoes, torpedo bomber planes, radio location and shoot 'blind' with a spotter plane. In the old days the concealment had another option. The ability to shoot ships in the open without being seen or shot at yourself. This used to be the base concealment +4km for destroyers. However, ships like the Fletcher could get a range of up to 15km. This means that it had a maximum detection of 5.8km+4km=9.8km. Meaning that everything after 9.8km it could shoot at without it being seen itself. Now the Fletcher was a bad ship to do that with, since it had incredibly slow shells. But there were other Destroyers that were quite good at doing that. While I understand and agree that you should be able to see what is shooting you from the open or it creates frustration. It did damage destroyer game play amongst each other. The way it worked before the nerf was 2 Destoyers entered a cap together. They eventually detect each other and a short but severe firefight started between them and their supporting cruisers. Effectively starting the engagement. Torpedoes would be spammed if there was time. The loser was the Destroyer that got destroyed or smoked up. By smoking he was basically forced out of the cap. Staying in it and wait out your smoke gave the other DD oppertunity again later to scout you, kill you and smoke up himself. Since he did not have to use his lifesaving cooldown. The victor on the other hand did not have to do anything but dodge torps. The reason for this was that at this point, the DDs allies were all out of range to spot or in/behind smoke. This left the winning DD with the cap and still a remaining consumable. The problem with the current mechanics is that there is almost always a ship within 11,8km (stock Fletcher gun range as a reference). This means that when 2 DDs spot each other early game BOTH need to smoke up and play passive or they will both be taken down. Below is an example scenario of what I meant. I have taken full-stealth Fletchers with stock range module. This means 5.8km concealment and 11.8km gun range. The green Fletcher has the old system applied to him, the red one the new detection system. The removal of stealth firing did more than just remove the ability to fire from stealth in the open. It also ruined DD combat between the DDs. There is not really a way to outplay each other anymore. You both need to smoke up and hope for lucky torp hits or a detonation. I suggest to change it to a hybrid of both mechanics. Meaning that the direction you shoot at, you are detected for your maximum gun range (if not blocked by LoS blockers). But for all other directions you get the flat increase as per previous mechanics (4km for DDs, 6km for CLs and 10km(?) for BBs). This means that you can't shoot ships from the open without being detected, but you can still fight the fun fights like you used to be able to do. 2. RADAR and hydro RADAR and hydro are implemented as counters to smoke wielding ships. Be that either destroyers or cruisers. This is an ability that I applaud. Every game should have ways to balance and counter each other. The existance of RADAR and hydro itself is not a problem to me. The problem for me is the way it is working at the moment. RADAR and hydro are both complete i-win buttons. If a ship is in smoke, you just pop RADAR and he will be detected for the duration of the RADAR as long as the RADAR lives. The problem with this is that there is hardly a counter play to this. If you look at ships like the Des Moines or Belfast, their RADAR range is incredibly close to their concealment (not even talking about the Black which has RADAR range higher than its concealment). Which means that these ships can creep up to a smoke, RADAR and kill them without being seen (if they play it right). The only counter for this currently is staying at least 10km away from both or hide behind an island and using that as armour. Another problem is that RADAR is absolute spotting. With that I mean that it can spot everything and everyone within the range. This is a bit counter intuitive. This isn't a problem when there is just 1 or maybe 2 RADAR ships on a team. But when you get 3 or 4 or even 5 this leads to being perma spotted. It is incredibly difficult for a high tier DD to play when perma spotted. Especially if the team isn't pushing either. You are basically forced into supporting role only where smoke is actually a detriment to your own team more than anything else. The third problem is the fact that matchmaking doesn't take RADAR into account. RADAR is an extremely powerful tool that completely counters DDs. It is not rare to see a team consisting of Moskvas, Missouries and Des Moines's versus a team of regular BBs, Kutuzovs and RN CL's. This automatically means that 1 team completely counters the other team. One is smoke dependant, the other team counters smoke. The last problem is that RADAR is also able to look further than the view restrictions when encountering a cyclone. With this I point to stealth firing and why that is a problem. Furthermore, a cyclone is a complete counter to DDs as well. Since they can't see ships before they can RADAR and kill the destroyer. If a RADAR ship is spotted in a cyclone but can't spot himself, just activate the RADAR and kill the tresspasser. The DD in question is not able to counter it since it is possible he did not even know the cruiser/BB was there to begin with. For this I suggest that RADAR isn't able to look through solid rock. I also suggest that RADAR and smoke is taken into account in the matchmaking, RADAR function should be decreased in a cyclone as well (it is nearly useless irl in a cyclone as well). And since switching on a RADAR is like switching on a flash light, I suggest that a RADAR ship will also automatically reveal himself when switching it on. Effectively making it a double edged sword. But not for hydro, since hydro only means listening and not actively searching with a 'flashlight'. 3. Torpedoes In this instance I am not too fussed about torpedoes in general. My opinion that most torpedoes are all good and stuff. However, there is 1 glaring exception. In my opinion the IJN DD line has been nerfed too far. If you check the performance of the torpedoes, they are basically the worst of them all across the board. On top of that, they aren't the fastest, most armoured or best armed ships either. All they have is their superior concealment, with the exception of the Shimakaze. If you also take double spotter plane, radio location and/or hydro on nearly every ship into account it paints a picture of a line that has been surpassed in everything and by everything. Now I am not saying that we need to return to the 15x20km walls of skill. But even the 12km torpedoes on the Shima aren't great. And it seems to me it is near suicide to try to use the 8km torpedoes. I don't play the ships myself. Have never enjoyed them, not even before the nerf. But my prey has been affected too much and is on the verge of extinction. 4. Damage from battleships Now, if I am not mistaken. The game is build around some sort of a rock/scissors/paper system. The Battleships being the rock and the Destroyers being the paper. There are some nuances of course, since paper also counters and gets countered by paper depending on what paper you bring. However, there seems to be something off. Rock (battleships) seems to counter scissors (cruisers) a LOT harder than destroyers counter battleships. In some cases, rock even counters paper. A stray hit from a battleship AP can already cause thousands of hp of damage to a destroyer. Either completely wiping him from the map or crippling him in such a way that he is no longer combat worthy and delegated to either spotting or torpedo duty. WG has already stated that they are aware of the problem and are working to fix it. However, I still feel it is worth mentioning in order to keep it in the mind of everybody that this is still an issue. On top of that, WG has consistently released BBs that are increasingly more effective in countering DDs. The previous line (German BBs) do not only have incredibly strong secondaries of 11,8(?)km range that absolutely tear DDs to shreds, they also get a hydro consumable that they can use to charge DDs in smoke or counter their torpedoes. If you also take in account that some DDs only have a maximum gun range of 11.8km and a optimum gun range of 7-8km, there is nothing a DD can do to these ships but run away. They have had their hydro nerfed, so they don't get Hindenburg hydro anymore. However, their secondary range got buffed in the process. But the last line WG released is even worse, on multiple fronts. The RN BB line has received short fuse AP, meaning it will be even less likely to overpen a destroyer. They also get godmode napalm HE shells and great concealment and heal. It is increasingly more common to get hit from a RN BB. And to put some anecdotal evidence in the mix, I have been hit by a RN BB and this had taken out the following : 2x torp tubes, 2x guns, engine, rudder, multiple (all?) AA and double fire. This had to trigger a damage control. After which I received another hit, which took out my engine and rudder and put me on fire again. Ending my game in 2 salvoes. The worst of this is that these RN BBs have set a trend. RN BBs can just load HE and spam it on everything. But the other BB players have seen this. And while before they were flamed for not using AP, now they see that HE is more effective on this line. And they started using it on all other lines as well. As painful as BB AP overpens can be, HE completely wrecks. For this I suggest that RN BBs get nerfed back into line with the other BB lines. These ships counter their counters harder than anything can counter them. As for the KM BBs, I don't suggest anything, I don't know enough on the ships in order to make a good judgement. 5. Maps With the maps there are actually quite a bit of unfairness. I have picked a couple of high tier maps where it doesn't matter how well each player plays, they are disadvantaged through map design rather than anything else. I have put each map in a spoiler box to save on the space. I have already created quite a long wall of text. It might be considered nitpicky. But I still feel that it is worth mentioning. It might not matter that much for the average player, but the better will use the terrain to their advantage. And it is quite irritating if you or the opponent doesn't have that ability just through their spawn. Fault Line Islands of Ice New Dawn Sea of fortune Shards Shatter 6. Closing For the people that actually managed to read this far, thank you for reading my rant. I bet there is quite a bit in my post that you do or do not agree with. As for my expectation. It is basically nothing. I doubt that any changes will happen, especially on my behalf. I will do what I always have done and adapt. I will have to. But lately I have been extremely frustrated and needed to vent a bit.
  23. Favorite Tier X Destroyer?

    Hi guys, Flamu uploaded a cool video a few days ago, you can check it out here. This inspired me to start a conversation on Tier X Destroyers, because why not? They're all awesome in their own way and I bet everyone has a favorite! Actually, I know, 'cause similar topics have also been started in the past - shhhh... Which one is your favorite (considering its play style) and why? Also, was it always like this or did your opinion change in time? Cheers, Kandly
  24. Ahoi - es ist soweit! Mein Grind der japanischen Zerstörerlinie ist mit der Shimakaze, dem TX - Zerstörer, beendet. Ich habe dazu unwesentlich mehr als 1000 Gefechte benötigt. Und bedenkt man, dass in diesen Gefechten auch der BB-Grind bis zur Gneisenau und der anfängliche Grind der amerikanischen Zerstörer bis zur T22 steckt, darf ich mir schon mal auf die Schulter klopfen. ^^ Zukünftig möchte ich bezüglich WoWs meine bisherigen Erfahrungen an dieser Stelle mit euch teilen. Meine Tipps und Hinweise zum Umgang und zur Handhabung mit Zerstörern für ein erfolgreiches Teamplay ebenso, wie das autonome Agieren - wenn das eigene Team keine Lust auf ein Zusammenspiel im Gefecht zeigt, was gar nicht mal so selten vorkommt. Auf meinem Kanal gibt es bereits unzählige Videos zur Reihe Destroyer Tactics, allerdings bestehend aus immer einem gesamten Gefechtsverlauf, was für einzelne Tipps zu langatmig ist. Deshalb wird es neben vollständigen Gefechten nun auch Kurzvideos geben, die jeweils nur ein Thema mit mehreren Beispielen beinhalten, und die ich dann in diesem Thread poste. (Wer ganze Gefechtsverläufe oder LiveStreams sehen möchte, ist herzlich auf meinem Kanal willkommen) Für all das gilt natürlich: Es sind meine Sichtweisen, keine Weisheiten. Jeder soll seine Zerstörer so spielen, wie er es möchte und für richtig hält. Da ich die japanischen Zerstörer aber mit einer sehr erfolgreichen Winrate spiele, hat der Eine oder Andere vielleicht ein Interesse daran. Bis die Tage :)
×