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Lea_Flamma

Japanese Destroyer Captain -. Rookie Player

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21 minutes ago, Lea_Flamma said:

 

A little off topic, transfer the captain to the next ship it train a new one for each?

transfer up, otherwise you're never gonna end up with a decent captain anywhere. And as has already been mentioned, you really shouldn't go anywhere near T6 (or arguably even T5) without CE unlocked for a DD captain - you're just going to be hopelessly outspotted all the time otherwise.

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1 hour ago, Lea_Flamma said:

I am aiming to stop at Tier VI for the operations. Also... I am this kind of player that picks ships based on their look :Smile_child:

 

Okay, so PM, LS, SE and CE for Japan and USA for a start. Then TAE for Japan and AR for USE, or stall for BFT.

 

I am honestly interested in the Tier VI American premium DD that can be built into a torpedo boat. Mona-something.

 

A little off topic, transfer the captain to the next ship it train a new one for each?

Personally "base" DD build with exception of Russian gunboats for me is PT, LS, SE, CE. Then build on top of that what you need for the line, TAE for Japan, BFT for US. 

 

I happen to run the same "multipurpose" build on US and German DD, and presumably on IJN too if I had one:cap_book:

Przechwytywanie.png

 

Granted, thats "endgame" build for 19lvl (maximum) captain. Demo Expert can be safely switched to Superintendent

 

And better is to move already experienced captain up the tier and train new one for ships you've considered "keepers" - brand new captain on lets say, tier 8 DD is asking for trouble.

 

And Monaghan is... aquired taste I'd say. 10 torpedoes with another ten following shortly due to Torpedo Reload Booster consumable can deliver a lot of giggle at midtiers, but you won't outgun many DDs with two guns total

IIRC there is Campaign, "Honorable Service" for which final reward is tier 6 IJN Shinonome, with 11lvl captain, surprisingly solid allrounder boat which can act as IJN DD captain trainer until you get 19lvl ones and start earning Elite Exp.

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1 hour ago, Lea_Flamma said:

I am aiming to stop at Tier VI for the operations. Also... I am this kind of player that picks ships based on their look :Smile_child:

 

Okay, so PM, LS, SE and CE for Japan and USA for a start. Then TAE for Japan and AR for USE, or stall for BFT.

 

I am honestly interested in the Tier VI American premium DD that can be built into a torpedo boat. Mona-something.

 

A little off topic, transfer the captain to the next ship it train a new one for each?

There are worse reasons to pick ships!

 

As to the skills for DDs after the 'core' ten: it'll depend a bit on how you like to play, but I'd agree with BFT for the US ones - you'll get more use from your guns until you reach T7 (and even then), plus recall that BFT also boosts your (admittedly not great) AA.

 

Monaghan is quite fun, although she can be a bit of an eccentricity compared to the regular tree. The 'standard' build is more or less the same as the T6 silver DD, only earning more silver; I have mine set up as a torp boat, which gives you stealth torps (9.2 km range), but at the expense of a significant nerf to your gun power. She actually feels a little bit like an IJN DD in the latter configuration... Don't expect an OP monster though (if you want an actually good T6 DD premium, get the T-61).

 

My answer to the last question is 'it depends'. For one thing, are you going f2p? If you are, you'll probably keep fewer ships (only the absolute solid keepers, and probably almost none below T4, except premiums - *never* sell a premium), whereas spending money on the game makes it easier to keep more ships around. If you break out in chronic Collector's Syndrome, you'll want to keep more ships. So what? So, the more ships you keep, the more captains you need - if you want to play them.

 

This crashes headlong into the need to have *at least* ten point captains from (say) T5 onwards. I personally have an incorrigible collecting habit, so I have to deal with this; the approach I take as as follows:

  • Never pass up the chance to get a ten point+ captain, especially if they're free.
  • When I go up a tier in a silver line, I assess if the captain from the previous tier is a good fit for the next tier, and if he* is (and I don't have a more suitable captain in reserve), then move him up. 'Good fit' being defined as suitable captain skills, and enough of them (you can, of course, reassign captain skills but it costs doubloons most of the time).
  • Until you have (and even after) a 19 point captain, elite captain xp and free xp are very valuable - make careful use of them (don't use free xp to unlock new ships; only use it to unlock modules, and use the rest on captains), and focus their use on the highest priority captains.
  • Make use of free xp/captain xp signal flags (and generally don't waste them on coop mode, unless that's all you play), and any cammo you may get that boosts xp as well; do it in a targeted way, to maximise your returns (so, make use of them on ships you do well with, for example).
  • If you have premiums that work well with your silver ship captains, use them to train said captains (the key thing about premiums is that you can transfer any suitable captain into them without formal retraining to that ship). For example, my Bismark captain gets cycled through my Tirpitz and Tirpitz B, to maximise the use of the daily first win bonus (ditto Gneis/Scharn). Some premiums are less useful for this, as they do much better with a specialised captain e.g. MA tends to do better with a different set of skills than the main line US BBs.
  • Although I do move captains up the tiers, I sometimes will skip between more than one captain; to explain via example: I'm currently on the T9 KM DD; that has a 13 point captain that I pre-trained from a ten-pointer in premiums before assigning him to the T9; meanwhile, the better captain in my T8 will carry on advancing, such that he's good enough for the T10 when I eventually unlock it; captain moves from T8 to T10, to be replaced in the T8 by (probably) a ten pointer from reserve. Of course, if I hated the T8, I would sell it and just move the captain.
  • Get a 19 point captain as soon as possible; ideally, he should work in at least one premium too - to maximise the elite captain xp he generates. Every game you play with a 19 point captain generates xp that can be applied to other captains, and the more 19 pointers you can get, the faster the process goes.

If you aren't sentimental about ships, and/or aren't a collector, you can sell each ship as you unlock the next, and move the captains up as you go. Do bear in mind that when you sell a ship, you effectively lose half of what you paid for it (and have to pay gold if you want to demount modules), and you may lose out in the event of things like the upcoming 'snowflake' event. That said, you will probably have to spend doubloons to get more port slots if you get into collecting (buy them at half price though, when such a discount comes around).

 

Basically, to get the best captains, it's a lot faster if you have fewer captains to train, but that limits the number of ships you can play. Having lots of ships makes it much harder to get a roster of good captains together (I have 150-odd ships, I think, and after a year I only have two 19-point captains, plus a couple of 18 pointers). Where one decides to fall on the continuum between the extremes is entirely up to the individual player...

 

 

 

*I use 'he' for brevity (and because I'm a product of the filthy oppressing patriarchy); there are several female captains in the game, as well as personifications of dragons, and at least one cat - they all behave the same though...

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24 minutes ago, Verblonde said:

*I use 'he' for brevity (and because I'm a product of the filthy oppressing patriarchy); there are several female captains in the game, as well as personifications of dragons, and at least one cat - they all behave the same though...

There are two "Dragon" captains and then there are ship personifications of anime variety, latter coming with their own squeaky voices

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48 minutes ago, Panocek said:

There are two "Dragon" captains and then there are ship personifications of anime variety, latter coming with their own squeaky voices

I'd forgotten about the personifications; I was mainly thinking of the HSF girls, and the various Dasha captains...

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Lady Captains? Cat Captains? To quote my favourite captain as a reply... I have a bad feeling about this.

 

Returning on topic, how do the bonuses stack? Multiplicatively or additively? As in... If you have Preemptive Maintenance and in first upgrade slot the Main Armaments 1 upgrade, is it a +50% to Battery/Torpedos survivability?

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2 hours ago, Lea_Flamma said:

Returning on topic, how do the bonuses stack?

I believe they apply in sequence, although I'm inferring that.

 

For example, Asashio (and the other Kagero siblings) have a visibility distance of around 5.4 km in game. The 'stock' visibility distance is 6.84 km, and if you've set her up right, you'll have cammo, the concealment mod, and CE (3, 10, and 10 percent reductions, respectively).

 

If you lop 23% off 6.84 km, you get 5.27 km (+ change), whereas applying the reductions in sequence gives you 5.37 km - the latter matching what we see in game.

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4 hours ago, Lea_Flamma said:

Lady Captains? Cat Captains? To quote my favourite captain as a reply... I have a bad feeling about this.

 

Returning on topic, how do the bonuses stack? Multiplicatively or additively? As in... If you have Preemptive Maintenance and in first upgrade slot the Main Armaments 1 upgrade, is it a +50% to Battery/Torpedos survivability?

Arpeggio of Blue Steel, Haifuri and Azur Lane, former being somewhat reasonable if sci-fi, then kids on boats and last being... bewbs:etc_red_button:

Each collab has ended and not coming back so far

 

And bonuses mostly stack multiplicatively , credit/exp ones are additive AFAIK. Which is reason why I don't use PM, it reduces chance and by not that high value. So rudder, engine, guns and torpedo turrets still can break, usually when you need them right flipping now:Smile_smile:

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4 hours ago, Lea_Flamma said:

Lady Captains? Cat Captains? To quote my favourite captain as a reply... I have a bad feeling about this.

 

Returning on topic, how do the bonuses stack? Multiplicatively or additively? As in... If you have Preemptive Maintenance and in first upgrade slot the Main Armaments 1 upgrade, is it a +50% to Battery/Torpedos survivability?

Whatever you do, don't employ the Dashupherova captain. You will soon have 3 legs,hairy palms and lousy eyesight!

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I googled some of those... Why would anyone put an anime character in a World of Warships game? People confuse me...

 

What do you think of the Asashio? I am reading his Deep Water Torps can only hit BBs and Carriers? Why were the Cruisers kept out of the list? Seems like he will be useless once the BBs are torped.

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56 minutes ago, Lea_Flamma said:

I googled some of those... Why would anyone put an anime character in a World of Warships game? People confuse me...

 

What do you think of the Asashio? I am reading his Deep Water Torps can only hit BBs and Carriers? Why were the Cruisers kept out of the list? Seems like he will be useless once the BBs are torped.

 

Collaborations and both instances of anime characters where from naval themed series (Arpeggio of Blue Steel, Haifuri and Azur Lane (mobile game) respectively). Intended to draw in a couple fans and/or sell content to those who already play WoWs but are also fans of those. Luckily though you can use ingame filters to block the visual content (they show up as normal ships then) if you don't like the aesthetics like me (even though I generally am a big fan of anime, just not those series).

 

 

As for the Asashio, yes, she's very much a one-trick pony and like you noted, as soon as there's no BBs or CVs left, your damage potential drops like an anchor.

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11 minutes ago, Aotearas said:

 

Collaborations and both instances of anime characters where from naval themed series (Arpeggio of Blue Steel, Haifuri and Azur Lane (mobile game) respectively). Intended to draw in a couple fans and/or sell content to those who already play WoWs but are also fans of those. Luckily though you can use ingame filters to block the visual content (they show up as normal ships then) if you don't like the aesthetics like me (even though I generally am a big fan of anime, just not those series).

 

 

As for the Asashio, yes, she's very much a one-trick pony and like you noted, as soon as there's no BBs or CVs left, your damage potential drops like an anchor.

Thankfully there are no Azur Lane ships, only captains. I have hard time seeing shipgirl among regular ships, even more so hiding her via filters, if anything having her as port mascot, walking and doing stuff on board. But then, Seagal was barely noticeable on Missouri deck

maxresdefault.jpg

yep, warboats aren't small

 

Arpeggio boats are/were spot on, clones of existing ships, so no issue there

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1 hour ago, Lea_Flamma said:

What do you think of the Asashio? I am reading his Deep Water Torps can only hit BBs and Carriers? Why were the Cruisers kept out of the list? Seems like he will be useless once the BBs are torped.

She's my most played ship (<insert comments about depravity here>).

 

You're right, you can only torp BBs and CVs; functionally, that means you're really only after BBs 95% of the time; after the last BB is sunk, your ability to do huge lumps of damage does (of course) evapourate. That said, if her torps could hit cruisers, she would probably be an OP monster (torps are sneaky, and do a lot of damage when they hit), and it's not like you're worthless without further torp damage.

 

As it is, there are a number of factors to consider, both positive and negative:

  • In practice, you rarely do run out of BBs (they're the most popular class), so you'll reliably do lots of damage, and earn plenty of silver etc. as a result.
  • Your guns aren't completely hopeless (especially since the recent buff), so don't discount them entirely - last time I looked, about a third of my kills were from guns (most will have been weakened opponents, of course).
  • You are very stealthy (5.4 km ish) when properly tooled up, so you are an excellent spotter, and general sneak.
  • You are horribly vulnerable to radar, and the vagaries of your team's ability to prioritise targets properly (stealth boat, low hp, and you can't hit cruisers or DDs with your torps) i.e. shoot the bloody radar!
  • She is perhaps not an ideal trainer for the regular IJN DDs - wildly different skills compared to the dakka line, and somewhat different to most of the torp boats (unless you run 20 km torps on your Shima).
  • You aren't great at capping - a key DD job, but you still have to try, else your team is at a disadvantage (unless the enemy has an Asashio too); see remarks about radar though, plus you'll get tonked by gunboat DDs.

Basically, your gameplan is usually to try and trigger an avalanche effect by taking out at least one enemy BB (or better yet, more than one), as early as possible - removing their guns/hp from the game, whilst still keeping the enemy lit as much as possible (and hope like hell that your team-mates shoot the radar ships, rather than just clocking up their damage by setting BBs on fire). Essentially, you're utterly dependent on others a lot of the time, and distinctly situational (leave her in port when cruiser events are happening).

 

If you want something fun, Asashio can tick that box; if you want a good IJN DD trainer, that is a good template for the general Tao of DDs, look elsewhere...

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Okay, I played some more and with a few 3 points captains and can say this. I don't find Priority Target that important on IJN DDs. You are mostly stealthing around, which makes the skill useless. When you ar detected, everyone is shooting you, which does not change much in terms of the "brown pants alarm" situation. I am finding the Preventive Maintenance much more useful, as losing a torpedo tube from an unlucky hit can be the life or death of me.

 

Am sitting on an 8 points captain now in the... Mutsuki? Tier V DD with 2x3 torps and 2 guns. She is a lot of fun, but I am hoping to get the Tier VI soon, as I am planning on parking myself there for a while. Will probably catch up with some other nations to at least Tier V, mostly USA and GB Cruisers.

 

If any other new player will be checking this topic, I am finding the Preventive Maintenance, Last Stand, Torpedo Armaments Expertise the best set up for a starter, with Concealment Expert coming up next, when I have the Experience. The fifth skill will be probably Jack of All Trades, Superintendent or maybe Radio Location.

 

I am not sure how Inertia Fuse for HE Shells works with DDs, as I am not too certain how armor and stuff works yet.

 

My go to build will be:

- Preventive Maintenance

- Last Stand

- Torpedo Armaments Expertise

- Concealment Expert

- Radio Location

- Jack of All Trades

- Superintendent

 

Although it might change when I learn more about armor and stuff.

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1 minute ago, Lea_Flamma said:

Okay, I played some more and with a few 3 points captains and can say this. I don't find Priority Target that important on IJN DDs. You are mostly stealthing around, which makes the skill useless. When you ar detected, everyone is shooting you, which does not change much in terms of the "brown pants alarm" situation. I am finding the Preventive Maintenance much more useful, as losing a torpedo tube from an unlucky hit can be the life or death of me.

 

Am sitting on an 8 points captain now in the... Mutsuki? Tier V DD with 2x3 torps and 2 guns. She is a lot of fun, but I am hoping to get the Tier VI soon, as I am planning on parking myself there for a while. Will probably catch up with some other nations to at least Tier V, mostly USA and GB Cruisers.

 

If any other new player will be checking this topic, I am finding the Preventive Maintenance, Last Stand, Torpedo Armaments Expertise the best set up for a starter, with Concealment Expert coming up next, when I have the Experience. The fifth skill will be probably Jack of All Trades, Superintendent or maybe Radio Location.

 

I am not sure how Inertia Fuse for HE Shells works with DDs, as I am not too certain how armor and stuff works yet.

 

My go to build will be:

- Preventive Maintenance

- Last Stand

- Torpedo Armaments Expertise

- Concealment Expert

- Radio Location

- Jack of All Trades

- Superintendent

 

Although it might change when I learn more about armor and stuff.

 

Build is solid and so is your reasoning on dropping PT.

 

As for Inertie Fuse for HE shells (IFHE for short) on DDs you don't really need it, with the only exceptions being the RN tier IX and X due to their 114mm guns not having enough HE penetration to damage other DDs at their tier.

 

To expand on IFHE and where it's useful it's important to understand HE penetration and typical armour thresholds. HE penetration is by default 1/6 of the shell caliber (1/4 for the IJN tier VIII, IX and X gunboat line, so Akizuki and up). For a 127mm HE shell, that's 21mm HE penetration (you can also see that if you hover your mouse over the detailed port statistics of your mainguns, though there it says the amount of armour you can penetrate, so if it says 20 it means you can damage 20mm of armour, it's still the same as 21mm HE pen just displayed in a more intuitional number). That means you can penetrate any armour thinner than 21mm (so you can penetrate 20mm of armour, but not 21mm!!!). Since your typical targets (DD hulls and bigship superstructures) typically peak at 19mm (less in the lower tiers) you can still damage those.

 

The most deciding armour thresholds for HE shells in this game are 19mm (DD and lowtier BB hulls and superstructures), 25mm (CA and midtier BB hulls), 27mm (US and KM hightier CA hull armour), 30mm (CA deck armour), 32mm (hightier BB hulls) and the last big one is 50mms (big CA and some BB midships and deck armour).

 

With IFHE on 127mm guns you'd boost your HE penetration to 28mm, meaning you'd beat the 25 and 27mm threshold that would allow you to penetrate most cruiser hulls and midtier BB hulls, but for most DDs you don't want to be engaging in firefights with those ships anyway and 4 captain points are typically better spend elsewhere.

IFHE really shines on CLs though since with that skill, the 152/155mm caliber guns can damage 32mm armour, which enables them to deal damage to BB hulls which is much more important for a cruiser.

 

If you ever go down the IJN gunboat line (Akizuki and up), then IFHE becomes attractive since it boosts the already buffed 1/4 caliber HE pen from 25 to 33, which means you pass several important armour thresholds (25-32mm) that lets you damage almost all cruisers and battleships, which combined with the sheer dpm on those 100mm guns makes you a very nasty opponent that can even win straight up firefights against some cruisers in a 1vs1 if you pick your engagements correctly.

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I have a question regarding Captains once more. I got a captain from the Arsenal and he has a green + sign next to two of his skills, I believe it is the Expert Marksman and Basic Firering Training. Does it mean he has those skills better than others or something? How can I know, if a captain has such bonuses before getting them?

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1 minute ago, Lea_Flamma said:

I have a question regarding Captains once more. I got a captain from the Arsenal and he has a green + sign next to two of his skills, I believe it is the Expert Marksman and Basic Firering Training. Does it mean he has those skills better than others or something? How can I know, if a captain has such bonuses before getting them?

pretty sure it tells you what bonuses the special captains have in the Arsenal? Alternatively, Wiki has you covered:

http://wiki.wargaming.net/en/Ship:Unique_Commanders

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3 hours ago, Lea_Flamma said:

I have a question regarding Captains once more. I got a captain from the Arsenal and he has a green + sign next to two of his skills, I believe it is the Expert Marksman and Basic Firering Training. Does it mean he has those skills better than others or something? How can I know, if a captain has such bonuses before getting them?

If you hover over skills, you usually see bonus in the tooltip. Rare/unique captains happens to have certain skills improved, Expert Marksman for example goes from 0.7/2.5 degrees/sec increase to 1/3 respectively.

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I have not noticed that, hmm... Then the American guy is gonna sit in my Cruisers. Thanks a lot guys for the help and assistance! Yesterday is the day my IJN captain reached 10 points and am finally not outstealthed by twin ships. Also... Weekly operations are a great way to farm exp.

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