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VC381

Shiratsuyu captain

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I have a Shiratsuyu I unlocked ages ago but never played. Some time ago I used a free reset on my IJN DD captains and now I'm almost done retraining one for this ship (using Shinonome to train). I have 14 points at the moment but only spent 10. I wanted to make a hybrid gun/torpedo boat and I also plan to use torpedo reload booster instead of smoke.

 

So my skills so far are PM - EM - SE - CE. Not sure what to do with the last 4 points. BFT? Or AR + LS?

 

Edit: I'm not taking this captain to Akizuki.

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She is not a good gunboat. I suggest to go pure torpedoboat.

Take the hitpoints or torpedo reload.

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I already took SE for the HP boost. Torp reload didn't seem worth it with the booster consumable.

 

Why not a gunboat? It looks like it's tiny, stealthy and agile, and IJN DD guns are accurate and hit nice and hard. The only thing lacking is RoF. So I'm trying to go hybrid instead of overspecialising.

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The thing is that it is usually better to min/max rather than to try to polish a turd. Going half-assed for boosting the guns on this ship doesn't make it match up or become viable against specialized gunboats.

It is generally better to specialize and make the good / great parts even better. To make torpedo reload faster is advisable. The reason is that after you used the reload booster you will still get a full reload. To shorten this is always better on a torpedo specialized ship.

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I don't enjoy min-maxing and being stuck with one playstyle. Anyway, I see your point so I took AR because at half HP that provides the same bonuses as BFT and Torpedo Expert combined for only 2 points instead of 6.

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Do not use EM on a Shira commander. Turret rotation will still be above 20 s, meaning is not good enough. And you can't win a fight with a pure gunboat. Keep in mind that Shira can face Fletcher, Akizuki, Benson,... 

 

As they told you, try the full torpedo boat build:

http://shipcomrade.com/captcalc/0100000000000011011000000000001119

 

If you aren't confident enough with RPF, try with SI (for extra smoke / torpedo reload) + PT.

 

 

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Shira has more forward firepower than most IJN DDs. It only needs 28 degrees to use 3 barrels, which rotate around the front GM styleeee, so EM is a very good option (The others need 35 degs to shoot more than 2 etc)

That makes Shira good at chasing down other DDs (out spotting + finishing off after BBs/cruisers have take a chunk out) Just don't try it with a high HP GM.

 

TA is good for random battles too (67 knot torps with 2.2km a stealth buffer) Although Belfast plus fast kiting BBs like KGV, Hood, Lyon, Gnis etc make it a niche choice these days.

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The main reason I don't take TA is because it would cripple my Shinonome when I use the captain there. But I was tempted.

 

Anyway EM + turret traverse mod brings it down to 19s and AR offsets the reload time loss.

 

As creamgravy said I think the gunnery on this ship is surprisingly comfortable and therefore worth investing in. I'm not planning to go around dueling full HP dedicated gunboats, but being able to take chunks off people in between spotting them for the team and having an effective and reliable damage source between torp reloads is very useful. I've been playing Shinonome as a hybrid with this captain as well and that works for me too (although that sees cruisers it can citadel more frequently, which is just hilarious).

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On 06/03/2018 at 3:12 PM, VC381 said:

So my skills so far are PM - EM - SE - CE. Not sure what to do with the last 4 points. BFT? Or AR + LS?

You should already have LS. The only time you should even consider dropping it is if you plan to stay undetected at all times. If you plan to do any gunboating at all, LS is pretty much obligatory. Most skills give you a small upgrade on some system. LS gives you the ability to survive where you would sink otherwise. It's a bit situational, yes, but in that situation it's a life-or-death difference.

 

6 hours ago, B4karra said:

Do not use EM on a Shira commander. Turret rotation will still be above 20 s, meaning is not good enough. And you can't win a fight with a pure gunboat.

Eh, I've outshot cruisers in Shira. The guns aren't that bad, and if you plan on using them frequently, EM isn't a bad choice. I'd still go for LS + AR for the T2 skills, though. Those two are solid choices for any and all DDs.

 

5 hours ago, creamgravy said:

That makes Shira good at chasing down other DDs (out spotting + finishing off after BBs/cruisers have take a chunk out)

The problem with that is the crap speed. It's a bit hard to chase something down that's significantly faster than you.

 

5 hours ago, creamgravy said:

TA is good for random battles too (67 knot torps with 2.2km a stealth buffer) Although Belfast plus fast kiting BBs like KGV, Hood, Lyon, Gnis etc make it a niche choice these days.

I wouldn't recommend TA for Shira. One, you get a small advantage (torp speed, 8%) for a significant disadvantage (torp range, 20%), and two, you have to spend captain points on it. That's something that should be included as a torpedo choice (like the F3s), not something you have to spend valuable captain points on. In this case, the standard torp range allows you to hit targets behind the front line, or hit radar ships without going deep into the radar. Shira is a slow ship, so you often can't afford getting too deep into enemy territory.

 

That said, you should absolutely go as deep as you safely can. Just because you can torp at 12 km to hit an advancing target doesn't mean you should. Optimal firing distance is about 500 m outside detectability range. Closer if you have the option to immediately increase the distance without getting caught by anything. However, the benefit of the extra range is that you have more options. You don't always need to get that close, which means you can fire your torpedoes more often, which significantly outweighs a small increase in the hit chance given by higher speed.

 

I think TA is only useful for torpedoes that have far longer than necessary range, like 16.5 km or 20 km, or for CVs. 12 km is arguable (but if you have access to the F3s, those don't require skill points and probably fit the niche you're looking for).

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Yeah, got LS as well as AR. With these ships though, I find you can hold on to your R if you plan your disengage after a hit-and run, and not take critical damage again. But LS is a nice additional backup.

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Been having a bit of fun with the ship as hybrid. So much actually I've been forgetting to use smoke when I play other DDs that have it. :Smile_great:

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