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Mad_Dog_Dante

Gearing: whats the secret to contribute to winning battles in it?

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On 1/20/2019 at 8:08 AM, loppantorkel said:

I think the hybrid dds have it tougher than before. Gearing doesn't excel at anything and has pretty bad WR overall. No real secrets about Gearing play. You have to be picky which fights to take and play smart.

 

Just generally speaking about playing high tier DD

 

Forget which DD's are best vs one another for a minute. I find it much harder to play a high Tier DD than playing a lower tier one. Yeah, the skill ceiling goes up, sure, I get that. But you know... I'm starting to think the big problem in T9 and T10 matches, there are too many radar ships compared to playing at lets say T7. It's far easier to end up spotted at T9 and T10 compared to lower tier games and die fast, plus the higher tier DD tend to be less agile to not escape incoming fire as well.

 

You do get the boost on torp range from 8k to 10k jumping from tier 7 to tier 9/10 with those DD that have limited torp range like the British ones. But still, those radar ships can still pick you up moving inside 10k range to fire torps, and T9/10 is just literally always full of radar ships that it makes it near on impossible to cap and not be spotted by something sitting there 10k away from you. Dunno about this one, but also seems like radars can see and shoot you even when you smoke up, making even that useless to hide in from radars once spotted by them.

 

I have noticed a lot of Tier 10 DD players go for the Shimakaze. Yep, I can see why, because it has 12k and 20k torps to shoot outside radar range. But what about other nation ships that are stuck limited to 10k torps that we might want to play instead of another nations DD's.

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3 hours ago, ColonelPete said:

Gearing can use 16.5 km torps....

True that. Often hits 2nd and 3rd line ships. 

To OP. Ur better player than me but i did notice a difference in our stats. Ur kills are 50+ with guns and 30+ with torps. U r going for gunfights mostly torps are secondary weapons as i understand it. What i did was taking LU dropped detectability and i try to stick a torp into dd first then move in with guns to finish off. Usualy torps are enough. Given there is no hydro active on the other side. Basicaly i use shima playstyle, stealth torping everything infront of me and shooting guns only to secure a kill. With harugumo and daring line so active using guns as primary weapon is almost a death sentence altho gearing has powerful guns. Its just not fast enough to take out those two. But with 5,6 km detect range u can dissengage, start boost, smoke up and rethink situation if u made mistake. I run speed flag too, 37.9 kts is good to get out of trouble fast. But in current meta it cant be used as a pure gunboat. Atleast i cant. And i remember a time when i was seeing chat with "i cant go to cap because gearing is there". No matter what class of ship u had. Those times are over sadly. Z52 harugumo daring... Ton of radars, it all works against gearing. But stick a torp or two in them and u will be able to take cap under control and push for a win.

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I play the Gearing with the 10.5km torpedoes. Simply because the torpedo DPM on those is second only to the Shima in the whole game. You get to around 140k torp dpm (as opposed to the shima's 180k).

 

I rarely torp from further than 10-11km anyway.

 

It even helps me against other DDs because I tend to always have them ready. And there's no way BBs will push into a Gearing with like a 90s CD on torpedoes.

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I enjoy the 16.5km torps tbh. It catches people offguard, especially those 2nd and 3rd liners who are pretty common now a days. In a way it also acts as a psycological deterence. Imagine at the start of the game you sail towards the cap, but still a fair distance away base on normal torp range (10km) and suddenly a bunch of torps suddenly comes in :

 

a) You get slap by those torps; and/or

 

b) You refuse to approach the cap until the DD has been dealt with.

 

With trb and the torp mod that gives faster reload, the torp reload speed is pretty decent.

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Hy everyone! Can you help me with captain build and upgrades for Gearing pls? For each comment kind regards!

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On 7/10/2019 at 10:41 PM, Sambor1966 said:

Hy everyone! Can you help me with captain build and upgrades for Gearing pls? For each comment kind regards!

Probably standard hybrid DD (gun focused) build.

 

In order of preference (you can probably switch BFT and SE, especially if you are using ovenchicken), PT (or PM based on preference)>LS>BFT>CE>SE>AR> your choice for last 4 points - normally RPF (DD hunting) or MFCAA (a nod to the AA which stacks with BFT too), or pick TAE + the other 1 point skill you didn't take before (PT or PM) for adding more torpedo utility.

 

I stand to be corrected though

 

Oh, wait, you want reasons why on each skill?

 

PT - it's either this or PM. PM is 'better' for more experienced players, but I find PT invaluable for judging how 'hot' you are when spotted, and wether you can continue to stay 'hot' or whether to go stealth.

LS - staple diet skill for DD

SE - as above, although a case can be made to avoid it on pure torp boats (i.e. not Gearing)

CE - if you're a DD, you need this (Khaba's a cruiser!)

BFT - increases ROF of main battery. A must for low-calibre gun boat DD's (like Gearing)

AR - buff gun and torp reload as you lose health? You bet!

RPF - helps guage where your next threat/opportunity is, launch predictive torps and hunt DD's

MFCAA - Gearing is one of the best T10 AA DD's so you can spec into this if CV's are a real bane. May not be optimal but it is an option

TAE - if you don't take a second 4pt skill after CE, this might be an option to increase your torp reload (you have pretty decent fish)

 

The recommended ship upgrades in here are what you want: https://wiki.wargaming.net/en/Ship:Gearing

 

And mount the LU as soon as you get it (if you do) - it's one of the few 'must have' LU's

 

It's late, but does that help?

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15 hours ago, Sambor1966 said:

@Rusty_9 what about torpedo upgrade for 16 km? Take or not?

I'm not sure tbh. I think it's one of the options that is largely down to what you feel comfortable with.

 

What you want to consider:

Longer range is nice, as it gives you a bit more breathing space when trying to flush out campy radars and generally provide a bit more utility

The damage trade-off isn't really huge, so I wouldn't worry about that

The speed is the same so there's no issue there

The main issue is the worse reload (goes from 106s to 136s) - that can significantly reduce your potential damage output across a 20 minute game!

And what I can't see from Wiki (need to check in client) is detectability range. This is probably the bigger/est factor to consider - if there is a significant increase in detectability it will heavily swing the decision in favour of the 10.5km torps because you do kind of want to hit stuff (which is going to be hard enough at 16km anyway)!!

 

Don't know if that helps - I'm not exactly talking from experience here, just 'feels'

 

edit: Just noticed the last few (older) comments in this topic before yours - they discuss the two types and it clearly is a personal preference thing. Try them both out and see :)

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