[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #1 Posted June 29, 2015 (edited) Is it? Feels a lot like it. Before the update, I was maining american DD's, they felt so natural to play, even with the practically none existent torpedo range , using smoke creatively you could still figure out how to torp people (to the point where i obliterated yamatos ), but now.... its seems impossible , even with majestic ships such as the Sims? Am I missing something here? or Edited June 29, 2015 by MassiveD 3 Share this post Link to post Share on other sites
[CAIN] G01ngToxicCommand0 Beta Tester 2,177 posts 23,318 battles Report post #2 Posted June 29, 2015 WG needs coin so in order to have the same capabilities of the DDs you have to grind and grind to gain the captain skills just to get 3 smoke charges and the premium consumable that recharges it faster. 1 Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #3 Posted June 29, 2015 WG needs coin so in order to have the same capabilities of the DDs you have to grind and grind to gain the captain skills just to get 3 smoke charges and the premium consumable that recharges it faster. um, I'm not talking about amount of charges , I'm talking about the deployment time Share this post Link to post Share on other sites
Userext Beta Tester 5,342 posts 2,957 battles Report post #4 Posted June 29, 2015 destroyers received direct nerf. Only HE calibre nerf is effecting USDD the most others effect both nations badly Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #5 Posted June 29, 2015 destroyers received direct nerf. Only HE calibre nerf is effecting USDD the most others effect both nations badly Dear Sir, your comment is appreciated but its still off topic.... In my opinion HE was broken anyway, good ridance Share this post Link to post Share on other sites
[SV3] jarskog Players 66 posts 5,703 battles Report post #6 Posted June 29, 2015 I had over 800 battles in USDD before the wipe and was fairly successful. After this 0.4.0 it's just impossible to do anything. Yes. I can go all in for one kill but will die instantly after my torpedoes is launched. Have ofc tried to alter my tactics but still in vain after about 35 battles in DD after 0.4.0. Has started to use CA instead because it's not fun with DD anymore but will miss the intense gameplay with DD's. 2 Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #7 Posted June 29, 2015 (edited) jarskog, on 29 June 2015 - 09:21 PM, said: I had over 800 battles in USDD before the wipe and was fairly successful. After this 0.4.0 it's just impossible to do anything. Yes. I can go all in for one kill but will die instantly after my torpedoes is launched. Have ofc tried to alter my tactics but still in vain after about 35 battles in DD after 0.4.0. Has started to use CA instead because it's not fun with DD anymore but will miss the intense gameplay with DD's. I have the same feeling honestly, the main problem for me is the main tactic of using smoke to get closer, especialy at the end of the game where using islands as cover may not always be the case, if its 1v1 end game scenario vs a BB etc, before it was possible to smoke at the right time, get in 5-6 km range to launch torps, which still have to hit may i add, especialy if its fast turning american bbs , and yeah in that situation u can matrix , keep them at range, dodge shots etc but they only have to get lucky once with a broadside. Can anyone suggest a different strategy? Or just switch to IJN because their torps make them still viable to the same amount as they use to . But in that case i want my money back for the sims Huh, how is this not a topic of interest ? Edited June 30, 2015 by BigBadVuk Share this post Link to post Share on other sites
_Bubs Beta Tester 15 posts 7,137 battles Report post #8 Posted June 29, 2015 IJN (for me at least) seems to be the only viable destroyer nation at the moment. Lower visibility + longer range torps make them just better. My Minekaze for instance gets spotted at around 5.9km, which is well within torprange (10km) Before the wipe I made it till gearing (which was not that good I might add) but fletcher was amazing, as were the other US destroyers because you could use the smokescreens + torpedo's effectively and in combination with their guns do a lot of damage. Now that the smokescreens have been nerfed, its much harder to play them. That in combination with the insane turnspeed (and the increased distance people can spot torpedo's?) make destroyers not that fun to play. I suggest you get a Minekaze and stop there because the Mutsuki really is a hell to grind. Until they fix destroyers offcourse ;) Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #9 Posted June 29, 2015 (edited) I just cant after killing 2x shimakazes at once in my benson once and most of the games when given opportunity. Funny thing tho, of everyone plays IJN DDS, american dds will be godly just for hunting them down XD WG is this ur intention? lol Edited June 29, 2015 by MassiveD Share this post Link to post Share on other sites
Blue_Bug Players 1,428 posts 7,991 battles Report post #10 Posted June 29, 2015 Huh, how is this not a topic of interest ? It is a topic of interest, people only used all arguments already in all the other topics about this. Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #11 Posted June 29, 2015 It is a topic of interest, people only used all arguments already in all the other topics about this. Not even sure how to respond to that emptiness in your soul, so I won't. Good day to you sir 1 Share this post Link to post Share on other sites
TheJezna Beta Tester 790 posts 1,808 battles Report post #12 Posted June 29, 2015 Dear Sir, your comment is appreciated but its still off topic.... In my opinion HE was broken anyway, good ridance Thing is though, as you may or may not know, that they only decreased HE damage for destroyers, while keeping it the same as before for cruisers and actually increasing it for battleships. And as you also may have noticed there seems to be another new "feature" after the patch that makes things like engine or rudder get knocked out much more than before, which of course is another smack in all DD players face. And yea, the smoke nerf sucks, not the biggest problem IMO though. Share this post Link to post Share on other sites
[UNICS] Nechrom Beta Tester 4,870 posts 10,112 battles Report post #13 Posted June 29, 2015 Thing is though, as you may or may not know, that they only decreased HE damage for destroyers, while keeping it the same as before for cruisers and actually increasing it for battleships. And as you also may have noticed there seems to be another new "feature" after the patch that makes things like engine or rudder get knocked out much more than before, which of course is another smack in all DD players face. And yea, the smoke nerf sucks, not the biggest problem IMO though. No, they decreased HE damage for low calibre guns. So CLs and secondary armament got hit as well. Share this post Link to post Share on other sites
[E-R-A] snipershot Beta Tester 324 posts 9,404 battles Report post #14 Posted June 29, 2015 Apparently the people who spend most of their day on the forum thought smoke needed nerfing to stop dd's "hiding in smoke for 10 minutes". And here we are now where smoke is almost meaningless to playing a dd. From one extreme to another extreme. Its like lobby groups in politics. They spend all their time courting the string pullers, but in fact have no connection with the people who pay the string pullers wages. Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #15 Posted June 29, 2015 (edited) Thing is though, as you may or may not know, that they only decreased HE damage for destroyers, while keeping it the same as before for cruisers and actually increasing it for battleships. And as you also may have noticed there seems to be another new "feature" after the patch that makes things like engine or rudder get knocked out much more than before, which of course is another smack in all DD players face. And yea, the smoke nerf sucks, not the biggest problem IMO though. I do know that only dd's were effected, and as fun as it was exploding Shimakazes in few salvos , it didn't feel right, it was too op. I stand by my statement, good riddance No, they decreased HE damage for low calibre guns. So CLs and secondary armament got hit as well. Edited June 29, 2015 by MassiveD Share this post Link to post Share on other sites
[UNICS] Nechrom Beta Tester 4,870 posts 10,112 battles Report post #16 Posted June 29, 2015 Apparently the people who spend most of their day on the forum thought smoke needed nerfing to stop dd's "hiding in smoke for 10 minutes". And here we are now where smoke is almost meaningless to playing a dd. From one extreme to another extreme. Its like lobby groups in politics. They spend all their time courting the string pullers, but in fact have no connection with the people who pay the string pullers wages. I understand why they nerfed it, but I don't understand why they didn't compensate in some other way to offset the balance change. If USN DDs relied so much on the smoke (I have to take peoples word for it since I only played up to the Farragut before 0.4.0) then they should get something to compensate for the smoke nerf. I'd say give the USN DDs comparable if not the same detection range as IJN DDs. Share this post Link to post Share on other sites
Userext Beta Tester 5,342 posts 2,957 battles Report post #17 Posted June 29, 2015 I understand why they nerfed it, but I don't understand why they didn't compensate in some other way to offset the balance change. If USN DDs relied so much on the smoke (I have to take peoples word for it since I only played up to the Farragut before 0.4.0) then they should get something to compensate for the smoke nerf. I'd say give the USN DDs comparable if not the same detection range as IJN DDs. USDDs already have good consealment. The only thing that is needed decreasing smoke reload time. I have 4 min long smoke reload time on my isokaze. They can buff that to 2.5min since it no longer is 40 sec long smoke. its 20 sec long smoke Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #18 Posted June 29, 2015 (edited) I understand why they nerfed it, but I don't understand why they didn't compensate in some other way to offset the balance change. If USN DDs relied so much on the smoke (I have to take peoples word for it since I only played up to the Farragut before 0.4.0) then they should get something to compensate for the smoke nerf. I'd say give the USN DDs comparable if not the same detection range as IJN DDs. I honestly realized the explanation just by talking about it, its a classification move. USN DD's are incredible at slaughtering other DD's, especially Japanese ones (Tier 10 Shimakaze vs Tier 7 Sims? Might as well be newborn baby vs a swarm of killer bees, same outcome, the shimkaze will never survive the engagement) So if you use this perspective, and think that ok, so now japs are torpedo specialists, assassins basically, and USN dds are designed to make their life misserable , not to torp enemy ships, and should use torps only as the act of last resort Makes sense, case closed, so should be the thread, thank you all for input Edited June 29, 2015 by MassiveD Share this post Link to post Share on other sites
Colonelace1 Players 1 post Report post #19 Posted June 29, 2015 It seems to me that DDs were sold on their stealth capability. Now that the smoke screens total number has been reduced and cool down has increased severely, it seems that WG is taking the ship class in a whole new direction. But faster speed does not equal survival in a map that requires ships to travel long distances in the sight of enemy ships (a fact that longer smoke screens addressed successfully). Also, this change is removing what made this ship class unique and therefore homogenizing all ships thus making their game more bland. Now it seems that DDs have to camp near land masses to successfully launch their torpedoes or camp at long intervals waiting for their nearly useless smoke to reload and then attempt another attack. This change would seem to eliminate the DD as a dedicated front line ship and cause the DD captains to spend more time in hiding out of the fight. This may be a case of fixing something that was not broken. Share this post Link to post Share on other sites
[BRBSA] Dbars_eu Beta Tester 310 posts 4,027 battles Report post #20 Posted June 30, 2015 the smoke nerf is terrible for usa DDs. Before i use to be able to pop smoke and sit in it firing away undetected for 60 seconds. which was really one of the usa DDs perks. Now? GL.... Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #21 Posted June 30, 2015 (edited) the smoke nerf is terrible for usa DDs. Before i use to be able to pop smoke and sit in it firing away undetected for 60 seconds. which was really one of the usa DDs perks. Now? GL.... How did you manage to do that? Firing gun removes makes you visible immediately even in the middle of the smoke ring o,o And smoke still stays for a long time while deployed, the change was to lenght of the casting the smoke, not after its deployed Edited June 30, 2015 by MassiveD Share this post Link to post Share on other sites
Burnt_Pies Beta Tester 11 posts 1,594 battles Report post #22 Posted June 30, 2015 How did you manage to do that? Firing gun removes makes you visible immediately even in the middle of the smoke ring o,o And smoke still stays for a long time while deployed, the change was to lenght of the casting the smoke, not after its deployed It affected both. Smoke is released for a shorter time and lasts for a shorter time (almost 25% less than before). From the patchnotes: Smokescreen effect time reduced to 65-97 seconds (down from 90-120), and will increase at higher levels. Smoke deployment time is 20 seconds for all destroyers (down from 40-55 seconds). Smoke deployment time for the cruisers is now 15 seconds, and lasts for 80 seconds. Share this post Link to post Share on other sites
[TUD1] Captain_Edwards Beta Tester 1,182 posts Report post #23 Posted June 30, 2015 How did you manage to do that? Firing gun removes makes you visible immediately even in the middle of the smoke ring o,o And smoke still stays for a long time while deployed, the change was to lenght of the casting the smoke, not after its deployed DD can fire with impunity from smoke and not be detected. Its only the larger vessels that get spotted when firing in smoke. And this was part of the problem. Players seemed to think this was "normal" gameplay. As a DD skipper I found it to be extremely ridiculous I could be undetected for 10 mins if I used my smoke cannisters on cooldown and sat in the area. I could easily solo cap almost any point, and unless someone got brave and rushed the smoke cloud no-one could stop me. Smoke as it used to be was a massive crutch in DD gameplay. While the current level of smoke seems far less viable, it only takes time to become more proficient with its new implementation. Skilled players are already adapting and doing well. It might be to much of a hit to smoke but only time will tell. Knee-jerk "ermagud" threads wont serve to give a real picture of the game. Share this post Link to post Share on other sites
[HOOD] MassiveDYT Beta Tester 863 posts 4,933 battles Report post #24 Posted June 30, 2015 DD can fire with impunity from smoke and not be detected. Its only the larger vessels that get spotted when firing in smoke. And this was part of the problem. Players seemed to think this was "normal" gameplay. As a DD skipper I found it to be extremely ridiculous I could be undetected for 10 mins if I used my smoke cannisters on cooldown and sat in the area. I could easily solo cap almost any point, and unless someone got brave and rushed the smoke cloud no-one could stop me. Smoke as it used to be was a massive crutch in DD gameplay. While the current level of smoke seems far less viable, it only takes time to become more proficient with its new implementation. Skilled players are already adapting and doing well. It might be to much of a hit to smoke but only time will tell. Knee-jerk "ermagud" threads wont serve to give a real picture of the game. I hope this thread didn't come across as one of those personally I have no issues at all with this, I honestly just assumed firing from smoke as a DD is like firing from bush as a light in WOT, so I never used that tactic anyway, so this barely changed my gameplay style Share this post Link to post Share on other sites
[BRBSA] Dbars_eu Beta Tester 310 posts 4,027 battles Report post #25 Posted June 30, 2015 How did you manage to do that? Firing gun removes makes you visible immediately even in the middle of the smoke ring o,o And smoke still stays for a long time while deployed, the change was to lenght of the casting the smoke, not after its deployed no it didnt. as long as u sit in the smoke and dont move Share this post Link to post Share on other sites