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Post by director on Feb 23, 2017 22:21:07 GMT -6
500 ton - 4x3" in bow, forward wings and stern 'diamond' pattern; torpedoes as will fit 600 ton - 6x3" in bow, forward and aft wings and stern 'hex' pattern; torpedoes as will fit 900 ton - 4x4" in bow, forward wings and stern 'diamond' pattern; torpedoes as will fit 1100 ton - generally I keep the 4" armament as with the 900-ton and add torpedo tubes since torpedoes are becoming more useful around this time. If I get a +1/5" gun then I use that, and obviously I add an V or X superfiring mount if I can. 1500 ton - ideal design is 8x4" in four twin mounts or 6x5" in three twin mounts with 6 or 8 torpedo tubes in two mounts and as much speed as I can get. +1/5" is better than +1/4", but 8x4" guns will turn out a shower of shells that will purely ruin an AI destroyer's day (or night).
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Post by cv10 on Feb 23, 2017 22:49:22 GMT -6
Once I get 1,100 ton destroyers and superimposed on DD, I go for a Fletcher-like gun armament layout: A,B, W,Y,X although the W is open to debate as the 3rd gun turret on the Fetchers was not arranged exactly like the W would be in-game. I find that you get a good gun armament, but still maintain a fair torpedo attack (mine only had 4 torpedos, but I threw on mines as well and IRL the Fletcher were built 20 years later)
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Post by ikahime on Feb 24, 2017 11:16:10 GMT -6
I go for 2x3 fore/aft. 30 knots minimum, torpedoes as will fit. Never building short range or cramped DDs unless it's my first model and can't otherwise make the specs. Upgrading gun sizes and torpedo loadouts as they become avalable, and adding an aft superimposed turret when available. Sometimes I'll also add midships or forward centerline if I can fit it, and upgrading to 4 of 5 inch guns when it makes sense to.
When I get forward superimposed I go for 2x1,2x1 fore/aft and when I get twin mounts i go for 1x2/2x2, and when I get mines, everyone gets them. Late game I'll try to ramp speed up to 35 knots to keep battle-cruisers from catching up to them.
Sometimes I consider adding secondaries or wing turrets, but I usually decide against them. Center-line or bust. Wing torpedo launchers are for Cruisers (And BBs once researched) only.
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Post by rimbecano on Feb 24, 2017 14:43:05 GMT -6
As far as short ranged / cramped, when playing as a global power, my initial destroyer classes are generally at least one of the two, though I'll always have at least one destroyer class that's not short ranged in my legacy fleet. I don't necessarily get rid of cramped accommodation in my first non-legacy class, it depends on what performance and armament I can get without it, but I have medium range, normal accommodation destroyers fairly early on.
I just played a game as AH, though, and there, the only reason I built anything with medium or long range was to keep a fleet in the Caribbean on the off chance that I might get to invade Venezuela for oil.
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Post by skyblazer on Feb 24, 2017 15:58:08 GMT -6
Lately in my games I've been making Cross deck firing DD's with 4" guns. This gives them a 4 gun broadside and you don't get the crowded center line debuff when filling the center with torp launchers
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Post by brucesim2003 on Feb 24, 2017 17:07:32 GMT -6
I just played a game as AH, though, and there, the only reason I built anything with medium or long range was to keep a fleet in the Caribbean on the off chance that I might get to invade Venezuela for oil. As AH you don't need oil from holdings. Your home area has it.
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Post by boomboomf22 on Feb 25, 2017 1:07:51 GMT -6
My late game DD is usually 6" guns in super firing turrets if I have them, with 6ish torps. I don't really have a standard speed I aim for, just never slower than proceeding classes, and I am all over the place for early DD design, tho I am quite taken with having cross deck firing guns as soon as I unlock it
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Post by rimbecano on Feb 25, 2017 4:48:19 GMT -6
I just played a game as AH, though, and there, the only reason I built anything with medium or long range was to keep a fleet in the Caribbean on the off chance that I might get to invade Venezuela for oil. As AH you don't need oil from holdings. Your home area has it. I could have sworn it said Oil: No in the country selection screen. Otherwise I totally screwed up that game.
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Post by bcoopactual on Feb 25, 2017 7:32:33 GMT -6
As AH you don't need oil from holdings. Your home area has it. I could have sworn it said Oil: No in the country selection screen. Otherwise I totally screwed up that game. It does say no in the Country selection screen. Actually, now that I look at it it says no for all of the Countries in the Country selection screen. It does list A-H as having oil in game however so you shouldn't have to go get it elsewhere.
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Post by bcoopactual on Feb 25, 2017 10:14:35 GMT -6
While we're on the subject of destroyers, do you guys use speed priority engines or normal priority engines? My last game I used normal all the way up to my 1,500 tonners. For the 1,500 tonners I had to go to speed engines to get 34 knots and have a margin between the 29-30 knot BC's and CL's and my tin cans. Having normal engines didn't seem to hurt me relative to the AI's DD's. I'm curious about other's experience. Sorry for hijacking the thread. I do want to get back to those 6" gunned DD's but the engine question popped into my head.
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Post by Airy W on Feb 25, 2017 12:07:53 GMT -6
I always go for speed with destroyers. The reliability isn't much of a problem since they spend so much time cruising around at less then their maximum speed.
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Post by brucesim2003 on Feb 25, 2017 13:47:11 GMT -6
Normal for coal burners, speed for oil burners. Raiding cruisers get reliability regardless of fuel type.
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Post by brucesim2003 on Feb 25, 2017 13:48:55 GMT -6
As AH you don't need oil from holdings. Your home area has it. I could have sworn it said Oil: No in the country selection screen. Otherwise I totally screwed up that game. Yeah, it does, but it's a bug. AH and the USA both start with oil in their home area.
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Post by JagdFlanker on Feb 25, 2017 17:03:24 GMT -6
While we're on the subject of destroyers, do you guys use speed priority engines or normal priority engines? My last game I used normal all the way up to my 1,500 tonners. For the 1,500 tonners I had to go to speed engines to get 34 knots and have a margin between the 29-30 knot BC's and CL's and my tin cans. Having normal engines didn't seem to hurt me relative to the AI's DD's. I'm curious about other's experience. Sorry for hijacking the thread. I do want to get back to those 6" gunned DD's but the engine question popped into my head. i always go for speed engines and cramped crew to max out speed/weapons - i only operate my DDs in seazones where i have at least 1 base so it works just fine, and plus they will generally be your most numerous ship so the occasional mechanical difficulties aren't a big deal you can always go to the map screen and there's an oil icon on the top right of the screen which lists all possessions that have oil they are also listed on this handy spreadsheet docs.google.com/spreadsheets/d/1NMQbxQGQSy-cHUepCuhdkLgmCabtBwZfOUgX1fu1WEU/edit#gid=374228298
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Post by director on Feb 25, 2017 19:07:11 GMT -6
I tend to go with speed engines early on and normal engines after the 900-ton mark, mostly because speed isn't the most desirable factor in a DD for me.
Germany experimented with 6" guns for DDs (actually 5.9") between the wars and - like a lot of their experiments - it was considered a flop. The 5.9" didn't have a high rate of fire and a DD couldn't carry a large quantity of ammunition. In RtW it may work just fine - but I'll stick to a 5" as my maximum DD caliber, I think.
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