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CPL_Sivi

Shimakaze in 0.8.2

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Well i am getting some unusual stats with shima last few days. She is probably with gearing the most powercrept dd since those are the oldest dd lines. Since i am a bit of mazochist ( for those not familiar with the term, it means i like to feel the pain ) i took her out a dozen times in the new cv rework. I switched torps to stock ones 20 km range. Yeah i know, those suck, spotted from the moon, slow speed lower alpha. And i hover above 60% winrate last 2 days. What amazes me is that i find shima able to burn thru cv attacks rush it, kill it and live. Last 2 games 2 midways down. Last one got 1.7k base xp in a loss and that tells me he was not a noob but a strong cv plyr. First midway was much worse he got only 700xp in a loss. Ship feels like being buffed lately without me knowing it and a perfect answer to OP cvs rework. And i know i am not that skilled with dds...Anyone else uses shima with 20 km torps and feels she is strong like in the old days?

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1 hour ago, ColonelPete said:

Any CV player getting surpised by DD is not really skilled.

As i said he had 3 kills and 1.7k base xp in a loss. That is not unskilled cv. He tried hard to get me but couldnt grind me fast enough. Torps got him first. However no cv didnt take me out in shima in these last 2 days. Shokaku gz midway lex kaga saipan i saw so far 0 deaths. Looks more like a pattern to me.

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4 minutes ago, CPL_Sivi said:

As i said he had 3 kills and 1.7k base xp in a loss. That is not unskilled cv.

Looks like a one side talent of the player.

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True. He did down bbs i think. Still i find this shimakaze setup very intriging. Speed flag added for max 44 kts and extra hp skill made her such a hard target. I cant beleve that this is just pure luck. I hope its not because i tend to run her until cv hype ends. Yesterday i saw 12 cvs spooled. Never saw so much of them since i started wows.

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I keep my damage record with 16 km Shima. It was my first T10 with Hindenburg. My last build is running with 8 km torps, but I haven't played for CV rework. I think your imagine should be workable, but those 16 km torps' hitting need unskilled enemy players basically. Important to learn start the most successful torpedo salvos, it need a lot of player's experience, to left-right to grey field, narrow or wide salvo, 2 or 3 salvo, there are a lot of possibilities to grow the effectivness.

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Taking the 20km torps (or 16km with TA) is a bet that the CV will go towards your side. If he does not, you wont do much damage to other targets, since your torpedos are so easy to dodge. Nothing has changed in that regard.

However, ships tend to blob up when CVs are around, so taking the normal 12km torpedos results in hits more reliably.

On the other hand, going CV-hunting takes you out of the game, incapable of capping and spotting (even with a CV). Also, by now (0.8.3) planes have no more RPF, and the DD air detection is good enough to actively avoid the CV (this might differ if he is actively searching for you).

 

TLDR: Shima play has not really changed since pre-rework regarding matches with CVs, except the frequency of those games.

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Well these 20 km torps land often on 2nd and 3rd line ships. Even when being spotted. I guess most players expect them to run out of steam after 12km and dont bother to dodge. Those are very effective pushing radars away from cap even if u dont hit them. I tend to cap a lot more then with 12 km. Also u have 8 km of extra safety when aiming at those radars. Yestedray i even managed to oneshot saipan at 17 km behind island, moved into cap after that and broke entire flank. Few days ago caught moskva bow in behind cap, landed 3 fishes and had him run away. Left cap with no radar cover, flank broken again and win secured. I start to enjoy those 20 km torps.

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23 minutes ago, CPL_Sivi said:

Well these 20 km torps land often on 2nd and 3rd line ships. Even when being spotted. I guess most players expect them to run out of steam after 12km and dont bother to dodge. Those are very effective pushing radars away from cap even if u dont hit them. I tend to cap a lot more then with 12 km. Also u have 8 km of extra safety when aiming at those radars. Yestedray i even managed to oneshot saipan at 17 km behind island, moved into cap after that and broke entire flank. Few days ago caught moskva bow in behind cap, landed 3 fishes and had him run away. Left cap with no radar cover, flank broken again and win secured. I start to enjoy those 20 km torps.

If someoen sleeps tehy deserves a hit. Any wake player can dodge sima 20km without any probs and at t10 you find far less sleeping players than say t5. Radar ships will lagh their behinds off because most are cruisers and any that gets hit by a 20km torp would be insta deleted by BB AP long before they reach them.......anectotes how you did this or that dont reflect gameplay at large. i guned down 3 dds too in my GZ with secondarys in one fight that dont meanes its a smart idia to go hunt dds in a CV :Smile-_tongue:

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Well if winrate stays at 60%, if dmg keeps rising and kills tally up, u cant realy dispute efficiency in this meta. Drop in dd kills is the only downside of this setup as i see it. Dds dodge 20kms with ease. And i been testing this for a week or so. More importantly its great cv counter. Thats why i enjoy it so. Specialy post rework, shima died only once to a cv in a week. 

P.S. as a cv u actually have to hunt down dds. Just not with ur secondaries.

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20190506_013624_PJSD012-Shimakaze-1943_28_naval_mission.wowsreplay

We're talking 0.8.3 now, but the above is a replay of me playing Shimakaze with 20km torps and the Shimakaze legendary module.

I'm not claiming this was an amazing game, but I really do believe that increasing the range and playing 'safer' really helps in keeping your ship alive in this heavy CV meta.

Also, the 20kms and the LegMod really do seem to be born for one-another: the nasty drop in your tube turning rate can be essentially ignored as it feels no different than trying to play a BB at sensible range.

Spoiler

shot-19_05.06_01.58_05-0833.thumb.jpg.59dadb78f90393839f9d8a76003b3211.jpg

shot-19_05.06_01_58.14-0044.thumb.jpg.669ac0b337a937c7b4210b4241edecdd.jpg

I'm not claiming I did amazingly in those screenshots (hell, I came fifth on experience earned), but I will state outright that had I not used the 20km torps, the enemy CV would've lived and I would probably have been his kraken.

Any other criticisms I would make...I should've sent torps at that Tashkent's smoke. I realised it immediately after sending another wide spread towards the enemy BBs; "Oh, I should have sent them that way!" was the thought that went through my head.

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Thats pretty much results i get in a constant lately. With some cap and spotting u get her up to 2k base. But more importantly shima feels dangerous again. I quit plying her since the flood of ijn gun dds cause u realy have no edge against them. I was shiftin from those mk93 to f3 with little success. But when i respecced skipper and slapped those stock torps she feels so much different. Even when u miss ur salvo entire flank starts falling back giving u space enough to reposition safely and exploit better angles for the next drop. Survival also increased dramaticaly. And as long as shima has one 1 hp left she is a threat to any class.

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@CPL_Sivi

The problem with this 'style' of Shimakaze play is it feels extremely passive, and if the enemy team is not cowed by your "walls of skill" then there isn't a lot you can do. And if the enemy CV wants you dead, you're gonna die, just like with all other DDs.

There's also the issue of if the enemy push on your flank crumbles (or even if the enemies on the opposite flank fall) and the enemy ends up in a crossfire you run a very real risk of torpedoing your allies. I did, in another game last night, end up clipping an ally Baltimoo for 9k (he didn't sink, thankfully) all you can do then is wear the pink like a man and apologise for it.

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11 hours ago, Captain_LOZFFVII said:

@CPL_Sivi

The problem with this 'style' of Shimakaze play is it feels extremely passive, and if the enemy team is not cowed by your "walls of skill" then there isn't a lot you can do. And if the enemy CV wants you dead, you're gonna die, just like with all other DDs.

There's also the issue of if the enemy push on your flank crumbles (or even if the enemies on the opposite flank fall) and the enemy ends up in a crossfire you run a very real risk of torpedoing your allies. I did, in another game last night, end up clipping an ally Baltimoo for 9k (he didn't sink, thankfully) all you can do then is wear the pink like a man and apologise for it.

Yes she is somewhat passive, but its a design flaw of ijn torp line. Its build for spot, torp, run, repeat. When the radars start to fall back u cap. After cap dash front to spot, torp and repeat. She is team dependant to fight of enemy dds but she can take on any other class. If stray bb found suicide close range torp runs are fun. And they are not suicide runs anymore if u run 21k hp shima with speed flag. Top speed at 44kts is crazy. Even cvs miss with bombs and rockets.

Its either i didnt play it for too long or this setup realy works for ijn torp boats.

Yesterday i only played 3 games with shime but all 3 wins. Streak continues.

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Quick question:

 

Is TA + 12 km torp the only "all around" possibility to set up and play the shima?
Currently im playing it with the 8km for some lolz, but it feel pretty xtreme, but also give no escape possibilities for the vast majority of the targets (and my faults).

Soon i will get 2 points and I would try the 12 + Ta, but i cannot use in the future the 8km because it will get even more extreme.

Any ideas/suggestion?

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I prefer the 12 km torps, not sure if I have TA on them, I think I dont. 8km is a bit too short to get most value from a torp ship, imo.

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I'm currently using 20km with trp acceleration, for the funs. Always amazes me when I torp someone ^^

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