dCK_Ad_Hominem Players 1,176 posts 5,859 battles Report post #26 Posted May 10, 2018 6 minutes ago, eliastion said: RPF is hard to use and 99% of RPF-equipped enemies I meet are laughably useless with it. Things like SE on any high-ish tier DD, TAE on torpboats, BFT on DD-hunting gunboats, DE on rain-HE-from-smoke/afar gunboats - all of these are just much superior to RPF unless you can utilize the latter to full potential - and a new DD player has now way in hell of being able to do that. He needs to master using his stealth and weapons and only when these become second nature does it make sense to pick up RPF as force multiplier. RPF can improve someone's already good situational awareness and positioning but for a DD newbie the skills directly enhancing ship performance are just much more valuable. That's a thing to consider on American DDs, yes, but not really on the others. I actually tried a short range build on my Akizuki, for a time - and she seemed created for it, what with her bad shell arcs (long range, short range she has freaking railguns) and DD-hunting as her primary role. Found myself missing the range pretty often while the times when I just barely escaped detection were few and far between. American DDs are a bit of a special case as their natural range is pretty good and they struggle to hit anything that even tries to move at these ranges already. #2 and #4 are pretty much mandatory. #1 can be swapped for PT (actually, I'd recommend this for any experienced DD player on ships where you expect to use your guns and get spotted from time to time - the additional info is precious) #3 is... debatable. There are plenty really good t3 skills for DDs, depending on the ship and playstyle - BFT for DD hunting (and, to lesser extent, HE spamming) - DE for HE spamming - TAE for torping - SI if you rely on consumables a lot and find yourself short on them almost every battle SE is certainly a strong skill, especially on squishy high tier DDs (say, Harekaze...) but I'd rarely pick it as the first 3-pointer. The choice here depends a lot on the ship and your preferred playstyle, though. Also, no matter what you choose, you probably won't rest on just one 3-point skill (of course after you pick the necessary CE when the captain hits 10 points. True, after all it just my take and in no way objective. Competitive builds also differ wildly so. .... Share this post Link to post Share on other sites
Rick_Hunter Players 242 posts 11,786 battles Report post #27 Posted May 10, 2018 14 hours ago, Deckeru_Maiku said: You want to get good with torps, don't play russian DDs... Though gun dmg is consistent dmg. Random players will often do weird stuff you can't predict and thus dodge all your torps Share this post Link to post Share on other sites