_GrimLock__ Players 371 posts 8,020 battles Report post #1 Posted February 17, 2016 as the title says as i messing up with the gearing in the public test i got the feeling that it is a small downgrade from fletcher.We all know how easily guns blow up on us dd but fletcher even do it has shorter range torps they do more damage.The Rpm you can get the fletcher to 22.5 ,range is far superior ,more agile etc.Its only me or gearing need a little bit of love? Share this post Link to post Share on other sites
SkollUlfr Players 1,170 posts 6,026 battles Report post #2 Posted February 17, 2016 from what i have read, gearing is some sort of cloaked fire beastie used to burn targets to death. Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #3 Posted February 17, 2016 No, its just the mechanic that knocks out your turrets for good needs to be scrapped. Out for a minute or two? No problem. Destroyed for the entire game? no thanks. Imagine if there was a mechanic in WoT that if hit, your cannon would be out for the rest of the game. Not fun is it? 4 Share this post Link to post Share on other sites
[3X] Spithas Players 887 posts 12,804 battles Report post #4 Posted February 17, 2016 Let me start by stating that I am no DD master by any means. However from what i have experienced so far either by actually playing them (got up to Fubuki and Mahan with both Kagero and Benson unlocked) i am really curious about the regular complaints concerning gun destruction. I have more than 15 skill points on both my IJN and USN DD Captains and i found my self thinking as i patiently wait for 0.5.3 and the free skill reset. My dilemma was the following: Why use Concealment Expert on Gearing when it as the same initial detection as the Shimakaze and not use the soon to be buffed Preventive Maintenance skill instead? Yeah Shimakaze will spot you 0.7km sooner but judging by my actual experiences with Farragut, Mahan and by witnessing Benson vs Fubuki play (mostly in ranked) that early warning usually doesn't avail to much. I might be totally wrong in this but i am seriously thinking about abandoning the "Concealment Expert" for every DD dogma when it comes to US DDs. Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #5 Posted February 17, 2016 In my experience those 0.7km are very important, Spithas. Why? Usually an US DD will destroy an IJN one in a CQC gunfight, but if the IJN DD gets the early warning he can prepare and his chances of survival go up drastically. I have had many situations where I have caught IJN DDs by surprise and they die way faster and inflict way less damage to me than if they spot me first and get the early warning. Share this post Link to post Share on other sites
EmilyFara Players 1,091 posts 2,423 battles Report post #6 Posted February 17, 2016 Let me start by stating that I am no DD master by any means. However from what i have experienced so far either by actually playing them (got up to Fubuki and Mahan with both Kagero and Benson unlocked) i am really curious about the regular complaints concerning gun destruction. I have more than 15 skill points on both my IJN and USN DD Captains and i found my self thinking as i patiently wait for 0.5.3 and the free skill reset. My dilemma was the following: Why use Concealment Expert on Gearing when it as the same initial detection as the Shimakaze and not use the soon to be buffed Preventive Maintenance skill instead? Yeah Shimakaze will spot you 0.7km sooner but judging by my actual experiences with Farragut, Mahan and by witnessing Benson vs Fubuki play (mostly in ranked) that early warning usually doesn't avail to much. I might be totally wrong in this but i am seriously thinking about abandoning the "Concealment Expert" for every DD dogma when it comes to US DDs. I dont use or like it on any of my USN DDs. For now DE(4) + Last stand(4) is WAY more useful. And after the patch tomorrow I'll probably use more of the lower tier commander skills over conceilment expert. I am having my second thoughts on the Gearing as well. To me it seemed like the epitome of USN DDs, but now I have the Fletcher I dont look at the Gearing with envy anymore. And I am thinking of actually continueing with another line. Maybe continue with my New Orleans that I hate to get to the Des Moines.... Oh well, all far in the future. 1 Share this post Link to post Share on other sites
[3X] Spithas Players 887 posts 12,804 battles Report post #7 Posted February 17, 2016 In my experience those 0.7km are very important, Spithas. Why? Usually an US DD will destroy an IJN one in a CQC gunfight, but if the IJN DD gets the early warning he can prepare and his chances of survival go up drastically. I have had many situations where I have caught IJN DDs by surprise and they die way faster and inflict way less damage to me than if they spot me first and get the early warning. Well it only gives him 1 first salvo at you. If he wants to take that salvo it probably means he is either stupid or has cruiser support within 10km which you should be able to see before any of this happens in which case you can just smoke and retreat or smoke up and just pepper the Cruiser support if they remain visible. Share this post Link to post Share on other sites
[3X] Spithas Players 887 posts 12,804 battles Report post #8 Posted February 17, 2016 I dont use or like it on any of my USN DDs. For now DE(4) + Last stand(4) is WAY more useful. And after the patch tomorrow I'll probably use more of the lower tier commander skills over conceilment expert. I am having my second thoughts on the Gearing as well. To me it seemed like the epitome of USN DDs, but now I have the Fletcher I dont look at the Gearing with envy anymore. And I am thinking of actually continueing with another line. Maybe continue with my New Orleans that I hate to get to the Des Moines.... Oh well, all far in the future. Well for you the dilemma will be to 1) Stay with AFT + DE or switch one of them for the +4000 hp Skill. Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #9 Posted February 17, 2016 Well it only gives him 1 first salvo at you. If he wants to take that salvo it probably means he is either stupid or has cruiser support within 10km which you should be able to see before any of this happens in which case you can just smoke and retreat or smoke up and just pepper the Cruiser support if they remain visible. It also gives him time to go into evasive maneuvers, probably turn away, and make your kill way harder than it should be. That and if he has cruiser support and you have to pop smoke, and lay low for a minute, he is allready gone and launched torps into your smoke. Share this post Link to post Share on other sites
[BW-UK] Gunship14 Players 850 posts Report post #10 Posted February 17, 2016 You can get a TON of damage done with gearing if you smoke up and start firing at a battleship. Of course, you have to be careful for incoming torps etc., but if you manage to pull it off, most targets will burn for 20-30k damage while your guns will have done about the same themselves. The problems are turret destruction, and the worse torps. I'd love to be able to have the Fletcher torps on Gearing, due to the fast reload. Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #11 Posted February 17, 2016 I recoment Concelment and if only because it lowers the penalty when fireing your guns from 3.9 to 3.51. With this and the Camobonus itself you can fire undetected at 9.4 km and at this distance you can actualy hit something with the terrebile gunarc. Share this post Link to post Share on other sites
[3X] Spithas Players 887 posts 12,804 battles Report post #12 Posted February 17, 2016 (edited) I recoment Concelment and if only because it lowers the penalty when fireing your guns from 3.9 to 3.51. With this and the Camobonus itself you can fire undetected at 9.4 km and at this distance you can actualy hit something with the terrebile gunarc. Seriously and i mean no offense but i am really tired of the complaints about hitting things with US ships. With my Farragut and Mahan i regularly shoot at ships around 13km and i am able to maintain an accuracy over 40% on both ships. It really is not that hard when you fire so many shells per minute to find the lead you need each time. P.S. But regardless of this your setup is a perfectly viable one. Invisi-firing Gearing that relies on Concealment Expert. But then you can't complain about turret destruction as you have focused towards a stealth approach that relies on you not receiving fire. My consideration was using an approach that will give up some stealth but get 70% less chance of incapacitation of the guns (Module + Skill) and 50% less chance of other module incapacitation which will make DD vs DD fighting much easier. Edited February 17, 2016 by Spithas 1 Share this post Link to post Share on other sites
EmilyFara Players 1,091 posts 2,423 battles Report post #13 Posted February 17, 2016 Well for you the dilemma will be to 1) Stay with AFT + DE or switch one of them for the +4000 hp Skill. No, I mean (2)BFT, Situation Awareness (4)Expert Loading, Last Stand (3)Superintendent (4)DE And then Id have 2 points left that I have not yet thought of. Maybe vigilence or what is the skill below situation awareness again? Incoming fire or Vigilence? Share this post Link to post Share on other sites
[3X] Spithas Players 887 posts 12,804 battles Report post #14 Posted February 17, 2016 No, I mean (2)BFT, Situation Awareness (4)Expert Loading, Last Stand (3)Superintendent (4)DE And then Id have 2 points left that I have not yet thought of. Maybe vigilence or what is the skill below situation awareness again? Incoming fire or Vigilence? It's incoming fire. But you seriously not considering the new tier 4 skill that adds 400 hp per tier of the ship? Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #15 Posted February 17, 2016 Seriously and i mean no offense but i am really tired of the complaints about hitting things with US ships. With my Farragut and Mahan i regularly shoot at ships around 13km and i am able to maintain an accuracy over 40% on both ships. It really is not that hard when you fire so many shells per minute to find the lead you need each time. Unmaneuverable Battleships probably yes, but you dont really deal that much damage to them at those ranges. Except if you also have demo expert. (but then again fire gives you no money or xp so why bother) It is all down to choice, if you want to be more oriented towards damaging enemy capital ships or more oriented towards hunting enemy Torpedoboats. I myself am a fan of the latter. Leave the enemy battleships to my battleships to handle, I hunt enemy IJN destroyers and stop them from doing their job. After that I can support the team by scouting and occasionally shooting enemy battleships aswell. Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #16 Posted February 17, 2016 I am sorry if i offend you, i am not complaining it is just a fact that it is difficult and it´s a Balance Parameter. I love the Gearing, even if i have some Problems carrying my Team with it against Yamatos / T10 CVs / Shimas. ( eg. my Winrate with 52% is far worse that with my SN DDs ) If you played the SN DDs you know about what i am Speaking. The 9.4 KM are great because you can Switch from "Gunmode" to Torpedomode in a matter of seconds. If i had to shoot from 10.5 it would be way worse because i had to sail to around 9 km for effective torpdistance. My Overall Acc on Gearing is 30% so not that bad, but try to hit anything other that BBs at 10+ km. Share this post Link to post Share on other sites
[3X] Spithas Players 887 posts 12,804 battles Report post #17 Posted February 17, 2016 (edited) Unmaneuverable Battleships probably yes, but you dont really deal that much damage to them at those ranges. Except if you also have demo expert. (but then again fire gives you no money or xp so why bother) It is all down to choice, if you want to be more oriented towards damaging enemy capital ships or more oriented towards hunting enemy Torpedoboats. I myself am a fan of the latter. Leave the enemy battleships to my battleships to handle, I hunt enemy IJN destroyers and stop them from doing their job. After that I can support the team by scouting and occasionally shooting enemy battleships aswell. Don't know about the money part but the XP part is a misconception from the translation that was corrected. Fire damage gives you XP normally. Edited February 17, 2016 by Spithas 1 Share this post Link to post Share on other sites
[SHAFT] viceadmiral123 Players 1,221 posts 29,485 battles Report post #18 Posted February 17, 2016 On paper, Flecher looks better than Gearing. Better concealment, cheaper to play (very important for DD, you want to be aggressive always). I am also curious about this one. Personally, my USN DD line will end with Benson, and I'm skilling my captain for that ship alone. Share this post Link to post Share on other sites
EmilyFara Players 1,091 posts 2,423 battles Report post #19 Posted February 17, 2016 It's incoming fire. But you seriously not considering the new tier 4 skill that adds 400 hp per tier of the ship? Well, I might change my mind later. I never rule out any skill (except the completely useless ones like plane skills on a ship without planes). It all depends if I get the results I want with the build I currently have. And I've never been in a situation where I thought "wish I had 3600 more hp, that wouldve been the difference!". It is really rare for me to be in a situation where I win or lose on a few hp difference. Either I win an encounter with almost all of my hp remaining or I have disengaged long before I was in real serious trouble or I get blown out of the water. And a few k hp wont save me there either. My playstyle also doesn't demand range or hp. I am not a BB so while invisi fire is nice to do when there are no more threats, I enjoy myself the most in capping, screening for our BBs and search and destroy on other DDs. I have used the AFT for quite a while though. And I noticed that I generally stayed within my ships standard range when shooting and I lacked fire chance. So AFT had to go. Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #20 Posted February 17, 2016 Don't know about the money part but the XP part is a misconception from the translation that was corrected. Fire damage gives you XP normally. Money is more important than xp in my book anyways. That said, it is a choice of playstyle. Some US DDs like to long range invisifire at capital ships like you, I myself like to get stuck in and seek and kill torpedoboats and am specialised in this. Leaving them chance to spot me earlier than I spot them is very bad. Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #21 Posted February 17, 2016 (edited) If you dont want to Play Gearing than end the line with Benson, it has nearly everything that Fletscher has, exept Torps, but you face weaker enemys and your guns are more effektive because Hightier BBs and CAs are imune to 127mm HE nearly everywhere. With Gearing you have the first US DD with good turretplacement. you can rush DDs and fire with 4/6 guns, not only with 2 or 3 /5. This is the best thing about it, it helps alot when firing from smoke to, because you dont have to sit sideways on to your enemys. Ist easyer to avoid Torps fired into the smoke. This Advantage comes at the cost of a higher Risiko to loose guns and of course the slugisch Gearing itself with 36 knots and huge turningcircle compared to other DDs Edited February 17, 2016 by General_Alexus Share this post Link to post Share on other sites
Eternus_Damnatio Players 866 posts 8,891 battles Report post #22 Posted February 17, 2016 Gearing just does not feel like an upgrade more a sidestep. Slowest of the T10 dd's no option to take the shorter range higher damage torps and gets it turrets knocked out by Shima's as soon as they look at you. Share this post Link to post Share on other sites
[BONUS] Hedgehog1963 [BONUS] Beta Tester 3,211 posts 14,951 battles Report post #23 Posted February 17, 2016 No, its just the mechanic that knocks out your turrets for good needs to be scrapped. Out for a minute or two? No problem. Destroyed for the entire game? no thanks. Imagine if there was a mechanic in WoT that if hit, your cannon would be out for the rest of the game. Not fun is it? I disagree. I find it frankly strange that I can have a ship with 1 HP remaining on which everything, including the propulsion, helm, all armaments and remaining consumables are fully functioning. I think that as the game goes on, if you receive damage you should lose more of the ships faculties. HMS Warspite took part in the Normandy and NW Europe campaign with a turret not functioning _at all_ because it had been hit by a glider bomb in the Mediterranean some months before. Share this post Link to post Share on other sites
[TSSHI] Kazomir Players 1,566 posts Report post #24 Posted February 17, 2016 I disagree. I find it frankly strange that I can have a ship with 1 HP remaining on which everything, including the propulsion, helm, all armaments and remaining consumables are fully functioning. I think that as the game goes on, if you receive damage you should lose more of the ships faculties. HMS Warspite took part in the Normandy and NW Europe campaign with a turret not functioning _at all_ because it had been hit by a glider bomb in the Mediterranean some months before. Real life is not a casual game though. And losing control of your own stuff for good is not fun. Feeling like you are in control is one of the core things needed to make a game fun. Now imagine if your engine gets knocked out for good and you cant repair it cause some ship in the war lost all propulsion and sank by a single shell/torpedo hit. It is the same but to a different degree if you completely lose a turret. God forbid if you completely lose them all. Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #25 Posted February 17, 2016 I have to say it´s simply bad Gamedesign, that your turrets get blown of permanent. Today i had a fight against a Kageru in a Cap and a Mogami was 12 km behind it, i was in an Udaloy. I killed the Kageru and lust 1 Turret to it and one to a singe hit from the Mogami. Nice i did my Job as a Gunbout and 5 min into the game i have 1 Gun left. If the Turret is destroyed 2 min or so i would be totaly fine with it: in a DD fight 2 min are alot and everybody can take Advantage of this Mechanik to get an Advantage => good Gamedesign, more depth into the game, taktikal aspect , aiming for turrets gives you an Advantage. With 2 / 3 Turrets permanently destroyed i feel like i better quit the game / do a Yolo torprun / ect, the only Thing preventing me is the fact that i am/was in the Top 10 Udaloyplayer EU. That is bad Gamedesign if an Feature lets you want to quit the battle although you have 1/2 of the time and Hp left. If the turrets get repaired after 2 hell even 5 min i would have an Goal: survive the next 5 min and do what you can till your turrets are repaired again. But with the current Systhem you just want to quit the game. Share this post Link to post Share on other sites