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FloatingTarget

How To Daring

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I have been told again and again that this ship is supposed to be a good gunboat but I am not seeing it, it is totally outclassed by any other DD.

 

It has laughably weak and small guns that reload slow and have floaty shells making it difficult to hit anything. It's slower than other DDs thus it gets run down. It's torpedoes are slow and slow to reload. It's hydro it such short range that it's not of any real use and its smoke is short lived. It's concealment is less than other DDs so it will always get spotted first.

 

I have been trying to use it as people say, a gunboat, but the main guns do almost no damage and when I try to fight an enemy DD it just melts. I use AP on their broadsides but that does little and HE when they are angled and that does little, the shells are also so floaty and slow that the enemy can easily avoid them.

 

My team mates of course freak out that I am not pushing a point or something but if I get spotted it's guaranteed death, especially fighting another DD.

 

It carries on that line of British ships not really excelling at anything. It's just a meh boat that can't fight other DDs.

 

How am I suppose to use this ship effectively? It's one of the few credit making ships I have.

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36 minutes ago, FloatingTarget said:

totally outclassed by any other DD.

What that "other" DDs do you mean? Cause of it's something like Sherman, Harugumo or Ragnar - I'm not surprised. It can fight Marceau or Kleber but it'll be head to head fight, which means both of you die. 

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T10 ships don't make credits.

 

Have you played the rest of the line or did you skip to Daring with freeXP.

 

A lot of what you say suggests you've not learned to play British DDs to their strengths.

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I play my Daring opportunistically.

 

I sail close to the caps, but do not contest directly without support. I lurk on people that make mistake and spam them from smoke  Then you move, smoke again and spam.

 

Its good to have short duration smoke, as it kinda works as a free dd protection - you never stay long in one position. Hydro is defensive only and the train torps are extremely powerful tool if you get opportunity to use them.

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7 minutes ago, RenamedUser_92906789 said:

I play my Daring opportunistically.

 

I sail close to the caps, but do not contest directly without support. I lurk on people that make mistake and spam them from smoke  Then you move, smoke again and spam.

 

Its good to have short duration smoke, as it kinda works as a free dd protection - you never stay long in one position. Hydro is defensive only and the train torps are extremely powerful tool if you get opportunity to use them.

Yeah. Daring punishes overextending and vice versa. Cause the smoke is short duration and if you're way too far into the enemy - well you're screwed. 

It's a slow ship so it has to played in a patient way, waiting for enemy mistake. 

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48 minutes ago, FloatingTarget said:

I have been told again and again that this ship is supposed to be a good gunboat but I am not seeing it, it is totally outclassed by any other DD.

 

It has laughably weak and small guns that reload slow and have floaty shells making it difficult to hit anything. It's slower than other DDs thus it gets run down. It's torpedoes are slow and slow to reload. It's hydro it such short range that it's not of any real use and its smoke is short lived. It's concealment is less than other DDs so it will always get spotted first.

 

I have been trying to use it as people say, a gunboat, but the main guns do almost no damage and when I try to fight an enemy DD it just melts. I use AP on their broadsides but that does little and HE when they are angled and that does little, the shells are also so floaty and slow that the enemy can easily avoid them.

 

My team mates of course freak out that I am not pushing a point or something but if I get spotted it's guaranteed death, especially fighting another DD.

 

It carries on that line of British ships not really excelling at anything. It's just a meh boat that can't fight other DDs.

 

How am I suppose to use this ship effectively? It's one of the few credit making ships I have.

The game gets flooded with new OP/Broken ships at an alarming rate, last edition is Tromp. Before that we got Sherman.

 

What I think you are referring to is a more general note that Daring is the best DD which means Daring is pretty strong at everything and dont have much weaknesses which the others (Marceau, Kleber, Sherman, Tromp etc) usually has.

 

Daring has:

  • Strong guns and DPM, Good HE AND AP
  • Decent torps, short range but can be launched in Conga line of death.
  • Decent conceal, not best but definatly not worst.
  • Shitty AA lika 99 % of all DDs but has many short duration smokes to counter planes
  • One of few T10 DDs with a heal, which means you can make mistakes and take fight and still survive to end game.
  • Short duration self protection hydro so you wont eat torps

Daring just gets better and better the more you play her and the more you understand how to use all these things I mentioned.

 

If you wanna get good at any ship my recommendation is to watch YouTube videos of said ship, this is how I get good at this game. And if im not mistaken I think Flambass was one of the better Daring players on the EU server and has lots of videos to watch on the ship.

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Must admit, I'm in the same boat (fnar fnar) regarding Daring. 

 

Everyone says she's amazing, but I just can't find out where or how!     Guns just, don't seem powerful enough to properly gunboat, and anytime I dare to rest in smoke for longer than 12 seconds some YOLO'er in a hydro secondary BB just charges me down, and she's FAR too slow to run away from anything. 

 

Torpedoes?  Neither fast, nor hard hitting, nor usefully-ranged for the current meta of long range engagements.  And conga-line of death misses every single time I try it against a stationary ship, who somehow knows that torps are incoming despite me not being spotted.

 

In short, I can't find any fun in playing her, so why bother?

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Vor 32 Minuten, TheAlba2014 sagte:

T10 ships don't make credits.

All my tier10 must be bugged...

 

Vor 3 Minuten, Matt_FSR sagte:

anytime I dare to rest in smoke for longer than 12 seconds some YOLO'er in a hydro secondary BB just charges me down, and she's FAR too slow to run away from anything

Just dont overextend.

 

Daring has a higher skillfloor compared to some other dds, but a well played daring is a pain to deal with.

 

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21 minutes ago, Panocek said:

Is this topic a bait?:cap_hmm:

I have to admit to wondering something similar...

 

1 hour ago, OldschoolGaming_YouTube said:

Short duration self protection hydro so you wont eat torps

Do you not mean short-range? The run-time is substantial, no? I have 216 secs with coal mod, but no captain skill...

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2 hours ago, FloatingTarget said:

I have been told again and again that this ship is supposed to be a good gunboat but I am not seeing it, it is totally outclassed by any other DD.

 

It has laughably weak and small guns that reload slow and have floaty shells making it difficult to hit anything. It's slower than other DDs thus it gets run down. It's torpedoes are slow and slow to reload. It's hydro it such short range that it's not of any real use and its smoke is short lived. It's concealment is less than other DDs so it will always get spotted first.

 

I have been trying to use it as people say, a gunboat, but the main guns do almost no damage and when I try to fight an enemy DD it just melts. I use AP on their broadsides but that does little and HE when they are angled and that does little, the shells are also so floaty and slow that the enemy can easily avoid them.

 

My team mates of course freak out that I am not pushing a point or something but if I get spotted it's guaranteed death, especially fighting another DD.

 

It carries on that line of British ships not really excelling at anything. It's just a meh boat that can't fight other DDs.

 

How am I suppose to use this ship effectively? It's one of the few credit making ships I have.

I mean your are very wrong. 

 

Put up a reply and let us help break it down for you. 

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Daring is my least played T10 DD, it requires a skilful player and a 21 point skipper, it’s not a cap contester, it’s AA is woeful and smoke only good for disappearing, it’s slow.  The guns are good (a little slow) but have very good range, lighting fires is easy with daring, the heal and torps also compliment the bote, I’ve seen a recent group test that put Daring in the top slot,  for me I prefer Haragumo, Gearing and Yeuyang, with Halland and Sherman after that.    Daring is a bote that stars in the end game and you don’t see that many in game.   Stay close to suppport (just in front of friendly cruisers), don’t try to cap unless red dds are dead. 

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1 hour ago, Bear__Necessities said:

I mean your are very wrong. 

 

Put up a reply and let us help break it down for you. 

Well what am I wrong about then? These are just things I have noticed playing it.

 

3 hours ago, TheAlba2014 said:

T10 ships don't make credits.

 

Have you played the rest of the line or did you skip to Daeing with freeXP.

 

A lot of what you say suggests you've not learned to play British DDs to their strengths.

I was wondering if someone was going to say this...

 

Yes... I have played through the entire line, no I did not skip them. In fact I have been playing a lot.

 

I just can't get a handle of it.

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2 hours ago, Verblonde said:

I have to admit to wondering something similar...

 

Do you not mean short-range? The run-time is substantial, no? I have 216 secs with coal mod, but no captain skill...

Yup, that was it ....

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55 minutes ago, FloatingTarget said:

Well what am I wrong about then?

The general consensus is that Daring is one of the best T10 DDs, if not the best; it's probably the one I would nominate as the best all-rounder DD at the tier.

 

Thing is, your approach to the game has to mesh with the ship; for example, quite a few folk swear by the French DD line, where I *really* struggle to make them work against real people (same goes for anything that's entirely non-sneaky).

 

To return to Daring, your have a pretty complete toolkit (in no particular order):

  • Tolerably sneaky, although not spectacularly so.
  • Defensive hydro makes you more or less immune to torps (unless you're a klutz like me).
  • Heal allows you to recover from the occasional muck-up (within reason).
  • Short duration, but plenty of charges, smoke is phenomenally useful (especially if you're facing a CV).
  • Useful torps, with just about enough range; single fire is very powerful *if you can do it right*.
  • Plenty of dakka, *but* you need to know when to switch ammo types, and you need to be a good shot with rainbow(ish) arcs.

So, although Daring isn't the best at anything (that I can think of), she's good enough at almost everything. This can be a double-edged sword though; to make full use of her, you need to be able to leverage (ghastly expression, but you know what I mean) as many facets of her capabilities as possible, and do so in a coherent way. You don't have to be a unicum to get the most from her, but it does help if you've played a diverse selection of alternatives already, so you're au fait with some version of everything that she can do.

 

BTW you're not the only one to struggle with her to start with: my stats in Randoms in her on EU are pretty dreadful! My high opinion of the ship largely comes from Ranked and Clans.

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Vor 5 Stunden, FloatingTarget sagte:

It has laughably weak and small guns that reload slow and have floaty shells making it difficult to hit anything. It's slower than other DDs thus it gets run down. It's torpedoes are slow and slow to reload. It's hydro it such short range that it's not of any real use and its smoke is short lived. It's concealment is less than other DDs so it will always get spotted first.

aaand another thread where you claim ship X is weak...

Has it come to your mind that it may only be weak in YOUR hands? Doesn't seem like it...

 

Daring is in the top 10 of all t9+10 DDs in Terms of DPM, only outgunned by pure gunboats like Friesland, Harugumo, Smaland + Marceau. So if you get outgunned in a 1v1 by any other DD, it's most likely your Aim that is bad.

 

image.thumb.png.2ae670a48a3e38b106d5d664d4690c7d.png

 

Your argument about concealment is [edited] too. The majority of t9/10 DDs has WORSE conceal then Daring. Many have the same or only 100/200m better conceal. Only very few like Yugumo/Shima have noticeable better (500m) conceal.

 

Check for example 

1 min in you can see the first DD fight, spotting eachother at basically the same time (although the z44 has 100m spotting advantage) and the Daring dealing 2-3k per AP Salvo.

 

 

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39 minutes ago, _Keiban_ said:

aaand another thread where you claim ship X is weak...

Has it come to your mind that it may only be weak in YOUR hands? Doesn't seem like it...

 

Daring is in the top 10 of all t9+10 DDs in Terms of DPM, only outgunned by pure gunboats like Friesland, Harugumo, Smaland + Marceau. So if you get outgunned in a 1v1 by any other DD, it's most likely your Aim that is bad.

 

image.thumb.png.2ae670a48a3e38b106d5d664d4690c7d.png

 

Your argument about concealment is [edited] too. The majority of t9/10 DDs has WORSE conceal then Daring. Many have the same or only 100/200m better conceal. Only very few like Yugumo/Shima have noticeable better (500m) conceal.

 

Check for example 

1 min in you can see the first DD fight, spotting eachother at basically the same time (although the z44 has 100m spotting advantage) and the Daring dealing 2-3k per AP Salvo.

 

 

 

Yea yea, I get it, I suck and the Daring is super wonderful and without any flaws.

 

This is my experiences with it, I understand there is user error at work. Hence why I am here asking for advice on how to make it work and to be honest there are other people here who have had difficulties with it. People seem to give mixed messages about how to play it, it's a good gunboat, be aggressive, hang back, avoid enemy DDs, fight them!

 

Now to those that could help with actual advice. I'm not sure how to win my engagements with it, let's say I ambush an enemy DD. Typically this ends in me getting annihilated as the enemy DD can outgun me and has less floaty shells. Is there any particular advice for successfully engaging in a DD dual?

 

I'm getting the idea that I need to stand back a bit from the caps, but then my teams gets annoyed that I in a DD am taking my time despite knowing if I get spotted I will be turned to a sinking mess.

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5 hours ago, endlessBoogie said:

All my tier10 must be bugged...

 

Point being if you're playing to make credits, what is the tier/ship of choice?

 

Majority of the time it is not a T10, rather a T9 premium.

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2 hours ago, FloatingTarget said:

Yes... I have played through the entire line, no I did not skip them. In fact I have been playing a lot.

 

I just can't get a handle of it.

 

I couldn't see from your profile which is why I had asked is all. Fair play that you've worked up the tiers but maybe not quite got the hang of the line yet (it's too often not the case).

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3 minutes ago, FloatingTarget said:

Now to those that could help with actual advice. I'm not sure how to win my engagements with it, let's say I ambush an enemy DD. Typically this ends in me getting annihilated as the enemy DD can outgun me and has less floaty shells. Is there any particular advice for successfully engaging in a DD dual?

 

I'm getting the idea that I need to stand back a bit from the caps, but then my teams gets annoyed that I in a DD am taking my time despite knowing if I get spotted I will be turned to a sinking mess.

 

Not specifically Daring experience, but generally:

 

1. It's being aware of what is on the enemy team that you'll likely face.

2. Map awareness of where those threats are (has their DDs been spotted elsewhere on map?), this dictates how agressive you can play.

3. Do you have support to help not make it a one on one engagement with a stronger ship, or worse yet, do they have support and you don't.

 

Basically how to select engagements that you can dictate, although that also all depends on CV presence (and now subs).

 

Others would be able to give Daring specific experience no doubt.

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I never really liked Daring aswell. To be fair i didnt have more then a 12 point captain on it i belive, but i always liked Gearing more or even Z52. Some ships just dont click, and Daring was one of them for me.

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7 hours ago, FloatingTarget said:

It has laughably weak and small guns

The guns are small, but that's irrelevant: the DPM is high, the fire chance is excellent, the turret traverse is unimpeachable. And the AP has improved ricochet angles.

The only issue is the ballistics, but you can't have everything.

7 hours ago, FloatingTarget said:

It's hydro it such short range that it's not of any real use

The use is self-defense.

Unless the Daring rushes a DD at point-blank range, she's basically going to be immune to torps for 3-4 minutes at a time, outlasting her rivals that have more range but shorter duration (Z-52, Vampire, F. Sherman, Friesland...), who then become vulnerable.

7 hours ago, FloatingTarget said:

its smoke is short lived

But you have 6 charges, meaning you're more flexible against CV harassment that forces you in and torpedo threats that force you out.

7 hours ago, FloatingTarget said:

I have been trying to use it as people say, a gunboat, but the main guns do almost no damage [...] the shells are also so floaty and slow that the enemy can easily avoid them.

I remember getting some snarks when I wrote that the Daring isn't a good 'gunboat'.

 

What I meant at the time (it was a long, detailed post) was not in the context of 'gunboat vs torpedoboat' (if we're that simplistic, the Daring falls in the former category), rather in that of 'open-waterer vs torpedoboat vs cap contester vs smoke farmer vs yoloer (vs. picket DD, maybe?)'. The Daring isn't a gunboat in the sense the Kiev or Mogador are gunboats, with their high speed, good ballistics and poor concealment that suggest going in the open and harassing the big guys with continuous fire. 

Instead, she's more of a cap-contester (hydro, short smokes for tactics, medium-range torps, high DPM that loses effectiveness at range) and smoke-farmer (again, smoke+defensive hydro, but also the high fire chance) that doesn't rely on her torps (or build into them) but can still do nasty things with them.

 

So, when people say "she's a gunboat", what they mean is that you should build for gun reload (and maybe RPF), not that you should just go in the open and start pew-pew-pewing targets at 12.5 km.

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Vor 4 Minuten, FloatingTarget sagte:

This is my experiences with it, I understand there is user error at work. Hence why I am here asking for advice on how to make it work and to be honest there are other people here who have had difficulties with it. People seem to give mixed messages about how to play it, it's a good gunboat, be aggressive, hang back, avoid enemy DDs, fight them!

Yes, and all those points apply equally, often even within the same match. It all depends on what you are facing, what you have as backup and what the situation in the game is.

 

Vor 4 Minuten, FloatingTarget sagte:

Now to those that could help with actual advice. I'm not sure how to win my engagements with it, let's say I ambush an enemy DD. Typically this ends in me getting annihilated as the enemy DD can outgun me and has less floaty shells. Is there any particular advice for successfully engaging in a DD dual?

As said, your DPM is higher then most other DDs, and at 6km the shells aren't really floaty, so if you lose against like a shima, z-52, yueyang, you really need to practise your aim. Most situations aren't 1v1 though, so you want to pick engagements where you have somebody behind you that can spot when you smoke up. Also make sure that you have Aiming Systems in Slot 3 and Main Battery Reload in the last.

 

Vor 4 Minuten, FloatingTarget sagte:

I'm getting the idea that I need to stand back a bit from the caps, but then my teams gets annoyed that I in a DD am taking my time despite knowing if I get spotted I will be turned to a sinking mess.

Your Teams are right in getting annoyed. Daring has the easiest time of basically all DDs to disengage thanks to it's short reload smokes.

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8 hours ago, FloatingTarget said:

Is there any particular advice for successfully engaging in a DD dual?

Try to make the engagement as unfair as possible. So use every bit of information you have to try and pick a fight at the right time. The unique thing about Daring with its short duration smokes, gives it the perfect tool to do so. 

 

For example when you know the enemy DD has his smoke on cooldown, you try to actively hunt him and force an engagement. Keep in mind to have an ally nearby with line of sight so you still have vision on the enemy dd after you smoke up. 

 

Or another example, it's a DD heavy match. Then you don't immediately fight the first dd you spot, because there might be more lurking around. Never get into 1v2 fights. It's a waste of hp. Unless the terrain gives you the ability to quickly block line of sight with one of them. It's not about immediately and outright kill the first dd you meet. It's about making good trades in hp. Render the enemy DD useless by getting him low, whilst you remain rather healthy and ready for another fight. 

 

In the end its all about creating favorable circumstances for yourself. You want them to have the "oh sh*'t" - moment. This requires game knowledge and experience but most of all patience. 

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8 hours ago, WarburtonLee said:

I never really liked Daring aswell. To be fair i didnt have more then a 12 point captain on it i belive, but i always liked Gearing more or even Z52. Some ships just dont click, and Daring was one of them for me.

 

Same here - I'm usually quite decent with DDs but the RN DDs never clicked with me - except Campbeltown :Smile_hiding:

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