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Found 7 results

  1. Wobbegong1

    Shimakaze oder Yugumo?

    Hallo Zurzeit steht immernoch die Yugumo in meinem Hangar, und ich überlege mir, auf die Shimakaze umzusteigen. Da ich meine DD's aber gerne aggresiv spiele und damit sofort auf die Caps gehe, frage ich mich aber, ob die Shimakaze wirklich so viel besser auf meine Spielweise passt. Ich schiesse auch keine blinden Torpedos (jedenfalls nicht gleich zu Beginn). Auf der Yugumo nutze ich die 8km - Torps mit ihren epischen 76kts. Auch ist die Yugumo kleiner, hat einen besseren Wenderadius, aber eine etwas schwächere Ruderstellzeit. Die Artillerie ist bei beiden Schiffen gleich. Aber ich frage mich: Ist die Shima wirklich das bessere Schiff, um in die Caps zu gehen? Klar, die Japaner sind an sich schon schwach im dd- gegen dd Kampf, aber mit der Yugumo kommt man immerhin noch raus, wenn man nicht erobern kann. Auch muss man einen gegnerischen dd selten ganz alleine rausnehmen. Bei der Shima bin ich da nicht so sicher. Klar, sie hat einen Torpedowerfer mehr, aber wie nützlich ist der wirklich? Auf die long- range Torps pfeif' ich, da ich meist versuche, geziehlt, aber auch vorausschauend zu torpedieren. Ich werde keine 12-fach salven auf 15km versenden. Lieber schnelle Torps mit ausreichender Reichweite (8 bis 10km). Ist die Yugumo nicht besser im Kampf dd gegen dd? Wie gesagt, sie ist kleiner, wendiger und mit Torpedos trifft man dd's meist eh nur, wenn der Gegner pennt. Und im lategame brauch ich keine 12fach - Torpedo - Salven mehr. Mein einziges Argument für die Shimakaze ist eigentlich nur, abgesehen vom zusätzlichen Werfer, dass ich mit ihr bei entstprechendem Kapitänsskill 72kts-Torpedos auf 10km raushauen könnte, was mit der Yugumo nicht geht. Aber dafür grössere Probleme hätte, direkt auf die Caps zu gehen. Auch fällt mir auf, dass Shima- Spieler genau dies eben selten genug tun. Clanspiele sind für mich zurzeit nicht relevant.. Mit welchem Schiff seid ihr erfahrenen dd-Kapitäne erfolgreicher (also nützlicher fürs Team)? Oder muss die Shima einfach zurückhaltender gespielt werden? Was meint ihr so?
  2. Buenas, hace un tiempo que juego y me han surgido distintas preguntas. En primer lugar, he desarrollado hasta el yugumo y veo que cada vez cuesta más conseguir créditos, hasta el punto que con las malas partidas salgo negativo y últimamente con los radares son muchas. ¿Como podria conseguir creditos de forma efectiva sin Premium?(llevo banderas zulú y las que disminuyen coste de servicio). Por otro lado, estoy jugando rankeds (por primera vez) con el kagero y he conseguido llegar hasta nivel 11. Pero con los radares estoy sufriendo mucho (hoy ha sido un día horrible de entrar en captura y morir en segundos por los radares en un 90% de las partidas, por lo que he bajado a nivel 12 y aborrecido los radares e incluso el juego xD). Me gustaría saber si hay alguna guía con los barcos que pueden usarlos (no los conozco y es un problema), así como consejos para un jugador de dd sobre cómo actuar en esas partidas en las que llueven radares o intentar evadirlos, ya que si me meto a capturar me fulminan y si no capturo medio equipo se me echa encima.y ¿es cosa mía o los torpedos en rankeds hacen menos daño?. Por otro lado, volviendo al yugumo, ¿es mejor la mejora que reduce el tiempo de recarga de torpedos o la de giro de torreta y reducción de carga?
  3. kfa

    T10 downgrades

    Alright, so i pretty much stopped at the Fletcher like almost everybody else, because the Fletcher has better range on the guns, arguably better torps (in regards of reaction time), a lot better maneuverability, better camo and to top all of that it is Tier9, a bit softer matchmaking. To gain 1 more pewpew, you have to accept that the ship as a whole is worse. Okay lets accept it, i like my Fletcher, move on to the next line, lets try the Shimakaze. I am currently at the Yugumo, its an excellent boat but here comes my second shock: it is also superior in almost all ways to the Tier10. Yugumo has better guns (rof, dispersion and range), a better maneuverability, better camo and it can launch 16 torps with the booster instead of 15. After all this, i have only 1 question left:
  4. Hello fellow captains! I recently unlocked Kagero, and I love this amazing concealment and those hard-hitting torps. Since there recently was the smoke change, and because those ships have the better concealment ingame, I really wonder if it could be a viable option to mount torpedo reload instead of smoke on this ship (and Yugumo also because she also has an amazing concealment). What do you guys use?
  5. tmGrunty

    A short guide for the Yūgumo

    Introduction First let me introduce myself. I'm tmGrunty on the EU server with over 2000 games and a solo win rate of over 61%. I only play destroyers and I consider myself to be quite good in them. I also occasionally stream on Twitch.tv and upload game replay videos to my YouTube channel. Since the IJN DD split I saw many Yūgumo players in my games or on streams and almost all of them performed very poorly. In fact, its recent stats on warships.today are worse than the old T9 ones even though the Yūgumo is a vastly improved Version of its predecessor the Kagero. It is a very versatile ship than can fulfil multiple roles in a battle depending on the situation and the setup. So, let me tell you more about my new favourite ship and show you how it should be played. The stats The base values provided in this section are just the ship stats on Hull B with the Type F3 torpedoes and the Type9 mod. 2 Gun Fire Control System mounted. The final values include the upgrades and flags I use and my choice of captain skills. Base values Final values Survivability Hit Points 15500 19100 Artillery Range 11.1 km 11.1km Traverse 25.7 sec 18.9 sec Reload 5.7 sec 5.1 sec Damage 1800 HE / 2200 AP 1800 HE / 2200 AP Fire Chance 7% 8% Torpedoes Range 8.0 km 8.0 km Speed 76 kts 76 kts Detectability Range 1.9 km 1.9 km Reload 104 sec 88.4 sec Damage 21369 21369 AA Defense Firing Range 3.1 km 3.1 km Combined DPS 58 64 Maneuverability Maximum Speed 35.5 kts 37.3 kts Turning Circle Radius 640 m 640 m Rudder Shift Time 3.6 sec 2.9 sec Concealment Sea 7.0 km 5.5 km Air 3.9 km 3.2 km Research and Consumables The Yūgumo only has three upgrades and the first one you should research is the B hull. It provides additional hit points and AA DPS and also reduces your rudder shift time. After that your next upgrade depends on your captain. If he already has the Concealment Expert perk you should spend your XP on the F3 torpedoes next as they are your main weapon. However, without that skill it is too dangerous to get in range to launch those and you should instead stick with the stock torpedoes and get the Gun Fire Control System first. I highly recommend using premium consumables as those not only provide an additional charge but also lower the cooldown drastically. Upgrades 1st slot: Main Armament Mod. 1 to increase the hit points on your guns and torpedo launchers. If you want to save detonation flags, then Magazine Mod. 1 is a viable alternative too but you will probably lose a torpedo launcher occasionally. 2nd slot: Aiming System Mod. 1 is set as there are just no good alternatives to it. 3rd slot: You have the choice to either improve your torpedo reload with Torpedo Tube Mod. 3 which is what I'm using or to increase your gun range with Gun Fire Control System Mod. 2. 4th slot: Propulsion Mod. 1 because not losing your engine at all is better than relying on Last Stand. 5th slot: I prefer Steering Gears Mod. 2 since you shouldn't be sitting broadside in a smoke screen anyway and dodging incoming shells by wiggling is better than changing your speed. 6th slot: Concealment System Mod. 1 to improve your stealth level. Flags You are not required to use any flags but there are certain ones that provide minor improvements and make your Yūgumo even more deadly. Charlie flag to prevent detonation of the ship Sierra Mike to increase your speed Juliet Whiskey Unaone for more flooding Victor Lima for more flooding and fire chance India X-Ray to increase the fire chance even more November Foxtrot to reduce the cooldown on the consumables Captain skillsEven though the F3 torpedoes are amazing the Yūgumo is a hybrid destroyer and that is reflected in my choice of captain skills. Basic Firing Training, Last Stand, Vigilance, Survivability Expert and Concealment Expert for the first 15 points are straight forward. You could take Superintendent instead of Vigilance if you play in divisions a lot and want to assist your allies with an additional smoke charge. However, the biggest threat for your ship are random torpedoes and Vigilance helps dodging those. In my opinion 11.1km range on guns is already enough and therefore I choose Survivability Expert over Advanced Firing Training. If you really want to increase your gun range my advice would be taking Gun Fire Control System Mod. 2 instead.The 17th point on your commander offers you the ability to specialize your ship. You can either reduce the reload of your torpedoes even further with Torpedo Armament Expertise or you buff your guns with Expert Marksman by reducing the traverse time to 18.9 seconds. The latter offers a far greater benefit in most situations as it lets you keep your guns on target during turns and therefore I take that. The intended final build for my Yūgumo captain is: BFT LS Vig SE CE EM After that you can spend the 18th point on Basics of Survivability. Strength and Weaknesses The good With only 5.5 km detection range the Yūgumo is the second stealthiest destroyer in its matchmaking and only gets out spotted by the Kagero at 5.4 km. However, in contrast to the old Fubuki the new Kagero on T8 is not very popular and most players you encounter on that ship are just grinding through it. Therefore, it is very likely that they don’t have a 15-point commander with the Concealment Expert perk yet. Your main weapon will be the glorious F3 torpedoes which in my opinion are tied for the best in game with the Fletcher torpedoes. Their reaction time might not be the best but they are lightning fast and deal a huge amount of damage. Yūgumo also has the best 127 mm guns of all IJN destroyers. Not only does it have the fastest reloading guns, those also have the greatest range. With full concealment, you have a 1.8 km stealth fire window that could be increased even further with upgrades or captain skills. The bad The AA on the Yūgumo is pitiful. You don’t have dual purpose guns and your range and DPS is low. Don’t expect to shoot down any planes of your tier or higher. You can leave your AA on the whole time as your range is lower than your detectability by air. The maneuverability is nothing to write home about either. 35.5 kts make her the slowest T9 destroyer and the rudder shift time and turning circle radius are worse than its USN counterpart the Fletcher. How to play Know your enemies At the start of each battle you first want to identify what could possibly ruin your game. Obviously, the biggest threat for you are carriers and there is not much you can do about them. You can only ask your own CV to provide air support with fighters or stick close enough to your fleet so you can run back to them if planes are approaching you. Smoking won’t help you much as the CV can just park his planes and wait for the smoke to disappear or he drops into the smoke and you will probably see the torpedoes too late to dodge them. It is also very likely that the enemy destroyers will send torpedoes into your smoke. Another threat are cruisers with radar. However most of those have a rather high detection themselves so you can easily spot them outside of their range and just avoid contact. It is crucial to know which cruisers can mount radar, how far it reaches and how long it lasts. Finally, you have to be careful with USN gunboat destroyers. Luckily for you their detection is worse than yours and therefore you can decide how an encounter will play out. A fight with a Benson or a Fletcher will be very ugly and even though I think those are winnable due to your rear facing guns and the F3 torpedoes I advise against it. You will lose a lot of health yourself and that is just not worth it. If you can keep them spotted do that otherwise disengage. Initial caps After you have identified your threats, you want to move towards the cap. Inside the cap I like to slow down and stay near the border. Keep an eye on the timer to see if an enemy destroyer enters the cap zone. If that happens you want to slowly move toward the enemy side to spot him. Don’t go to fast and keep an angle so you can turn away and don’t get detected yourself. Once the enemy is detected pay attention to his reaction. If he uses smoke wait a bit and check his speed and then launch torpedoes toward his likely position in smoke. Use narrow spread and try to cover a wide area of the smoke with both launchers. You should then leave the cap zone as this will allow the enemy DD to continue capping which makes it more likely that he will stay in his smoke. If the enemy destroyers leaves the cap you can continue your capping process. Be aware of where he was and the direction where torpedoes might be coming for you. Angle away back towards your own team and leave the cap as soon as you have the cap. The most difficult situation occurs when the opposing destroyers decides to charge you. Your reaction then depends on the circumstances. If your support is good enough you can try to keep him spotted while staying undetected yourself. You might smoke and start firing your guns if someone else is spotting him or maybe you have to run away. I can’t give general advise here and you will learn over time what the best play is. Remember you can your torpedoes to force a ship charging you to turn into a certain direction. Mid game Map awareness is the key of being successful in any destroyer and maybe even more important in the Yūgumo. You need to know where the enemy destroyers are, the position of your own fleet and which enemy ships are easy targets for your torpedoes. Ideally you want to be 3-5 km ahead of your team to spot for them and screen for torpedoes. Your main pray are battleships that sail broadside. Close the distance until about 6km and then launch your torpedoes. I like to use one set right on the marker and the other one slightly behind or ahead depending on the course of the target. After the launch, you should then turn away quickly and search for another victim. I don’t like to smoke up and fire my guns on the same target as the torpedoes because it alarms the ship of your presence and therefore it might change its course. Instead you should use the stealth fire window of your guns from a safe distance on a different target until your torpedoes are reloaded. Closing the game Towards the end of a match the battle timer and the point counter are very important. You also want to keep an eye on the hit points of your and the enemy’s remaining ships and then decide accordingly what is needed to win. You might need to get another cap, in other matches you have to kill the remaining enemy ships and sometimes all you have to do is not die. Communicate with your team and tell them what to do. Many players don’t pay enough attention to the circumstances and get carried away. I have lost too many matches because teams failed to “close out” the game properly. Gameplay video Now let’s see how all that transfers into a real battle. In that video, you will notice how I aggressively use my concealment advantage to get caps and provide spotting for my team. It also shows how devastating the F3 torpedoes are and how to use them. Final words Thank you for reading my short guide of the Yūgumo and I hope that I could provide some helpful insights for your battles in that amazing ship. Please let me know if I made any mistakes and help me out with constructive criticism.
  6. Sharing the two latest commentaries I've made on the IJN line, as well as sharing some information about how the upcoming patch will affect current DD players.
  7. DutchDelightsNL

    IJN DD Changes

    Hello there., recently (just now) visited the NA server and found something new there!! Changes are comming to WoWs for IJN DD's also a new line/branch? Akatsuki, Shiratsuyu, Akizuki and Yūgumo read full article here --->>> IJNDD Also coming to NA!!! Koning ALBERT Tier III premium BB (GERM) Smith Tier II DD (USN) Sims Tier VII DD (USN) Saipan Tier VII Carrier (USN) Blyskawica Tier VII Polish DD and Diana Tier III Russian Cruiser are gone from the shop Read the full artile here InWithTheNew
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