Jump to content
Forum Shutdown 28/7/2023 Read more... ×
Kutfroat

What´s the point of the Gearing...

120 comments in this topic

Recommended Posts

[ADRIA]
Players
1,490 posts
25,838 battles
On 8/29/2017 at 11:49 PM, Kutfroat said:

if you knife-fight, you get insta killed nowadays. smoke doesnt help because of multiple Radars now in every game. and have fun knife fighting one of the 2 russian dd. they will obliterate you.

use your 5.9km concealment to get as close to an enemy dd as you can (Except z-52 and loyang) and watch them get obliterated 

Share this post


Link to post
Share on other sites
[2DQT]
Players
8,241 posts

I'm slowly exploring the various DDs in the game and Gearing really is pointless. Has no real selling point other than 3x2 guns, torps are nice but they reload way too slow to be practical.

 

Lo Yang is a better prospect, Fletcher too for her general purpose use and I haven't even grinded higher tier KM DDs yet. I'd even argue Hydro is more OP than radar as something with a sub 6km detection that can outspot anything without Hydro is an incredible tool in the right hands. Don't even bother trying to hide in smoke vs a Hydro DD...

 

A bit of extra firepower is pointless, but what else can a Gearing give?

Share this post


Link to post
Share on other sites
[TORAZ]
Beta Tester
15,786 posts
26,801 battles
2 hours ago, Negativvv said:

A bit of extra firepower is pointless, but what else can a Gearing give?

 

The hilariously satisfying feeling of brawling a Minotaur to death perhaps? :Smile_trollface:

Spoiler

World_of_Warships_Screenshot_2017.10.20_

Started the fight with ~15k HP.

I walked away with ~4k.

  • Cool 2

Share this post


Link to post
Share on other sites
Beta Tester
33 posts
8,499 battles
On 30/8/2017 at 0:42 AM, Hawker_gb said:

Stats hidden,hmmmmm

 

I have a green cat which eats yellow concrete,but i keep it hidden. pssst,dont tell anyone.

and what his stats have to do with his argument? reply to what he says troll

Share this post


Link to post
Share on other sites
[K2NGS]
Players
25 posts
10,407 battles
6 minutes ago, siramra said:

Weird part is that I really like my Gearing.

 

same here, 

And i dont mind at all that some players seems to really underestimate this ship. 

However i think WG need to give it some love to make it more alike fletcher and benson. Or maybe by splitting the line like the soviets as Gearing is so very different to the lower tiers.

Also by fixing the BB AP pen bug will be enough love if you ask me.

Share this post


Link to post
Share on other sites
[2DQT]
Players
8,241 posts

Hmm I've had a bit of a tweak and Gearing is actually workable.

 

Basically you spec everything into the torps, expert arming, torp acceleration, reload module etc.

 

You are then left with torps that reload in 104s (less with Adrenaline Rush), these torps have a range of 13.2km and A SPEED OF 71 KNOTS. 

 

I'll let you work out the rest...

  • Cool 1

Share this post


Link to post
Share on other sites
Players
1,091 posts
2,423 battles
On 27-10-2017 at 6:35 AM, tsounts said:

You guys run rpf on Gearing?

 

The only ships I would use RPF on are the IJN DDs (which I do not play).

But with map awareness you can generally deduct where the enemy DDs are or where they are going to show up and act accordingly. On most maps, most DD players follow a 'set approach'. Knowing this removes the need of RPF.

 

On IJN DDs I think it is important to know where the gunboats are so you can act accordingly. BUT I don't play IJN.

Share this post


Link to post
Share on other sites
[XTREM]
Players
1,037 posts
10,815 battles
On 26-10-2017 at 1:49 AM, Negativvv said:

Hmm I've had a bit of a tweak and Gearing is actually workable.

 

Basically you spec everything into the torps, expert arming, torp acceleration, reload module etc.

 

You are then left with torps that reload in 104s (less with Adrenaline Rush), these torps have a range of 13.2km and A SPEED OF 71 KNOTS. 

 

I'll let you work out the rest...

 

Seems like the best choice. You retain the firepower anyway (minus BFT), building into the torpedoes makes the biggest difference.

 

Of course you lose RPF but that is only useful in certain situations. Can't wait to unlock it on my LoYang though.

Share this post


Link to post
Share on other sites
[2DQT]
Players
8,241 posts
On 28/10/2017 at 8:31 AM, stewie533 said:

The only ships I would use RPF on are the IJN DDs (which I do not play).

But with map awareness you can generally deduct where the enemy DDs are or where they are going to show up and act accordingly. On most maps, most DD players follow a 'set approach'. Knowing this removes the need of RPF.

 

On IJN DDs I think it is important to know where the gunboats are so you can act accordingly. BUT I don't play IJN.

 

RPF has won me two seasons of Ranked. In Sims and Gallant. I take PM, LS, SE, SI, RPF, CE and finally AR. But the Ranked meta is a little different from Random Battles as in Ranked you need to know where the nearest DDs are in order to spot or push them out so they don't torp or spot your team effectively. Less useful in Randoms as people simply don't play as a team quite as much and will do their own thing making all your hard work as a fleet spotter useless lol...

 

38 minutes ago, walter3kurtz said:

 

Seems like the best choice. You retain the firepower anyway (minus BFT), building into the torpedoes makes the biggest difference.

 

Of course you lose RPF but that is only useful in certain situations. Can't wait to unlock it on my LoYang though.

 

Gearing without gun buffs will still outgun most DDs that dare come close to her yes. Taking the reload module is like taking it for a Minotaur, the reload is so fast than the difference won't be really noticeable where as a torp (or AA for Mino) upgrade makes a significant change. 

 

My Lo Yang is only on 11 points but I don't plan to spec RPF/RL on her. Can take something like Torp Expert Reloader skill or JoAT instead maybe. I'll summon @ThePurpleSmurf to speak further as he's a pretty dedicated Lo Yang pilot...

 

Share this post


Link to post
Share on other sites
[XTREM]
Players
1,037 posts
10,815 battles
1 hour ago, Negativvv said:

Gearing without gun buffs will still outgun most DDs that dare come close to her yes. Taking the reload module is like taking it for a Minotaur, the reload is so fast than the difference won't be really noticeable where as a torp (or AA for Mino) upgrade makes a significant change. 

 

My Lo Yang is only on 11 points but I don't plan to spec RPF/RL on her. Can take something like Torp Expert Reloader skill or JoAT instead maybe. I'll summon @ThePurpleSmurf to speak further as he's a pretty dedicated Lo Yang pilot...

 

 

I never even considered that you can take main battery mod 3. But 12% + 10% from BFT seems really juicy. Does it work in practice?

 

I wish I had used the free respec to try this (...and get rid of the now useless superintendent on my other American DD's).

 

I'm up to 15 points on my LoYang, which gives me PM, LS, SE, SI and CE. Last four points will go into RPF. The reason I think RPF is important on LoYang is because you are much better prepared for the early knife fights (if there is no enemy heading to your cap you need to know and if there is, you can angle optimally / point guns in the right direction). There is no DD where it's better suited than LoYang if you ask me. 

Share this post


Link to post
Share on other sites
Players
2,554 posts

@Negativvv @walter3kurtz

Here are my 2 cent on Gearing after the smoke changes and Lo Yang in general. Of course everyone has his own way to spec and play these ships and people have their thoughts and logic behind a certain build, so variety is a good thing.

 

For Gearing I specced out of SI and use TAE instead. With the smoke changes there is no need anymore to smoke up big ships and I personally usually do fine with 3 charges of smoke and Def AA. Torps that are sooner ready mean, I can defend myself better (if someone pushes me in smoke) or control flanks better. RPF on Gearing, some like it others don't. I tested both and decided for me, that it is a must-have on my US DDs, especially on Gearing. The reason for this is, that I need to know from where to expect torps and can angle properly, the Gearing is a bit more sluggish to handle and is not that great in dodging torps. It also helps a lot hunting down other DDs and can make for a good surprise tool. Gearing with its firepower is a beast in a knifefight, that why I use RPF to actively hunt down enemy DDs and engage in fights whenever possible.

 

For Lo Yang I use this build. Although Lo Yang is technically a Benson C-Hull, I do not use RPF in my build. The reason for this is, that Lo Yang is extremely nimble and can dodge torps like a champ. It does not really matter if I know from which direction torps are coming. Since Lo Yang also lacks a lot of firepower compared to the US DDs, I do only engage in open knifefights with IJN DDs, all other DDs will make short work of Lo Yang. This is why I do not need RPF to actively hunt them down. Instead, I use my smoke and hydro to setup an 'open water ambush', get them detected, smoke up, hydro to keep them spotted and kill them from my smoke. Lo Yang has an excellent concealment, when I get spotted I know that the enemy DD is within my 5.8km concealment and my Hydro range is 5.45km, so the time I need to slow down and smoke the enemy DD already glided into my Hydro range and is most likely doomed. In other words, I let the enemy DDs come to me and find me instead to hunt them down actively. On domination maps it is even easier, because you know where the enemy DD will appear. In caps with islands I usualy push straight into the cap, hug the island and pop hydro, this will keep the whole cap spotted any no enemy DD will get close enough to be a threat to me. Also counter-hydro and radar are pointless, because behind the island it is safe and an enemy ship can not push me because you see it coming due to active hydro.

Also notice that I use SI on Lo Yang, because the extra charge smoke and hydro are very important on this ship. Hydro is simply too strong as a defensive tool, so every charge is valuable. The extra smoke helps to get the damage up, because with only 4 guns you need to shoot a lot more to set fires or deal damage in general and the Lo Yang torps are not really the best in the game.

 

If you intent to hunt down enemy DDs with your Lo Yang then you should use RPF. In competitve RPF is a must-have, in random not so much. IJN DDs use it to avoid enemy DD contact, US DDs use it to hunt down enemy DDs. If this skill is worth it for you depend on your playstyle.

 

 

UPDATE

yay, Lo Yang at times soo much fun :Smile-angry:

  • Cool 1

Share this post


Link to post
Share on other sites
[TORAZ]
Beta Tester
15,786 posts
26,801 battles
10 hours ago, Negativvv said:

Gearing without gun buffs will still outgun most DDs that dare come close to her yes.

 

Is incredibly fun to play, though. :D

 

Never thought about spec'ing out of SI tbh. Have had a couple of situations in which the extra DFAA charge has saved my aft but those have been rare. Never ran out of smoke charges after the smoke firing change either. TAE right now indeed seems to be the better choice.

  • Cool 1

Share this post


Link to post
Share on other sites
Players
1,091 posts
2,423 battles
18 hours ago, Negativvv said:

 

RPF has won me two seasons of Ranked. In Sims and Gallant. I take PM, LS, SE, SI, RPF, CE and finally AR. But the Ranked meta is a little different from Random Battles as in Ranked you need to know where the nearest DDs are in order to spot or push them out so they don't torp or spot your team effectively. Less useful in Randoms as people simply don't play as a team quite as much and will do their own thing making all your hard work as a fleet spotter useless lol...

[...]

 

Well, that is ranked. And I don't play ranked. And a Gearing you can't take into ranked anyway. As for clan battles, the game is completely different there so basically everything needs to be different there.

Share this post


Link to post
Share on other sites
[XTREM]
Players
1,037 posts
10,815 battles
10 hours ago, El2aZeR said:

 

Is incredibly fun to play, though. :D

 

Never thought about spec'ing out of SI tbh. Have had a couple of situations in which the extra DFAA charge has saved my aft but those have been rare. Never ran out of smoke charges after the smoke firing change either. TAE right now indeed seems to be the better choice.

 

SI is useless on all US DD's now because your team can't use the smoke. Unless you intend use up the charges yourself (Farragut comes to mind because it can't torp).

Share this post


Link to post
Share on other sites
Players
1,625 posts
14,901 battles
On 11/1/2017 at 10:11 AM, walter3kurtz said:

 

SI is useless on all US DD's now because your team can't use the smoke. Unless you intend use up the charges yourself (Farragut comes to mind because it can't torp).

 

The real reason why SI is useless now is the abundance of radar everywhere and the horrible 11.1 range on the guns. You rarely smoke and shoot anymore.

 

So yeah TAE is indeed the way to go.

 

While I do play and occasionally enjoy the Gearing, I maintain that it's a very rough life for it nowadays. Z52s and Grozos are unpleasant to run into.

Share this post


Link to post
Share on other sites
[LEWD]
Beta Tester
74 posts
9,451 battles

SI is still usefull and imo the goto T3 skill on German DDs. 

Your smoke is so short that you can easily use 4 charges for yourself and in addition you get the 4 charges of Hydro.

Share this post


Link to post
Share on other sites
Players
1,091 posts
2,423 battles

I haven't used SI on my USN DDs for quite a long time. The reason is that I did not end up using it all. Although occasionally I do run out of smoke, these instances are quite rare and I can still get to make her work without it.

In my opinion, the 3 points can be better spend on other skills that have a more direct impact in combat.

Share this post


Link to post
Share on other sites

×