This is the best set of videos I've seen on any line of ships. Incredible. As a new player, this are the exact type of videos I'm looking for, for all lines.
Glad you enjoyed them! I will be continuing the series for most of the cruiser and destroyer lines. I am unlikely to dive into battleships for the near future.
Amazing vid, instead of just showing gameplay you tend to talk through your decisions in game and why you think that way and it’s definitely helped me make smarter plays and have more team impact 👍🏽
I have the Gearing. I purchased the UU module and build the modules the same. I added RDF as my clan uses it. That affected reload which is 3.5 sec. May change that. The video was very good. I really appreciate in the game how would pause and point tactical issues and when to get into a gun fight. The torp dodge was cool. Thanks. I just playing in coop at present as I am still learning how to maneuver and get out of own smoke cloud without getting sunk.
Really enjoy the Gearing! One of my better played ships. I’ve eyed the research upgrade and will get it after I get the Vampire II. Thanks for the video Sea Raptor! Keep up the great work! o7
Thanks for the hard work putting this information out . I have played this ship regularly for the last 4 years. I play this ship exactly the same way as you. Pushing caps is not for this boat but if you're astute and study the map and the line up you can push early. I have found this boat is a great at boarder patrol however it puts you out of the game certain scenario . I have gotten behind enemy and caused all sorts of havark .
31:00 Yeah; that happens. In fact, with Gearing I usually aim to get in between multiple ships' possible trajectory. One torp hit, when repair party is on CD, and you get substantial damage. That is why I usually take the skill to maximize flooding probability and pair up with an HE spammer to smoke him up. A DM forward moved with smoke is a beast, when paired up with Gearing; you fend off torp boats, you reach back hiking Yamatos. It is just hilarious, how you sometimes get a CV :D
Good vid, appreciate the thought explanations. Subs with most players are like hemorrhoids, but some are just rectal cancer, and the number seems to be growing. The good news is CV players are no longer the most hated in the game, and if you get a lucky hit on a sub as a CV player, you're everyone's hero..
33:40 The first thing I do, when radar; I go backwards. Once I reach some speed, I accelerate but... only to stop at 0 speed and go backwards again. That usually throws off first 3 oponent salvos. By then most radar is gone. With DM radar, and sluggish DDs I run away slowing down from time to time to throw off aim.
I heard that the gearing rework fixed something related to her armor so she would not take as many full pens from large caliber guns as she did before rework. Was this a thing and could it have helped improve the gearing?
They removed full pens on DDs many years ago. What I found in the wiki was this: Update 0.11.5 - Ship's 3D model changed, resulting in: + 0.5 m increase in draught. + 1.2 m decrease in hull height. + 0.7 m decrease in waterline length. + 0.6 m decrease in total length. + 1.23 m decrease in waterline hull width. + 1.95 m decrease in maximum hull width. + Aiming sector of the third main battery turret decreased by 1 degree on each side. + Aiming sector of the first torpedo launcher decreased by 7 degrees on each side. + Aiming sector of the second torpedo launcher increased by 9 degrees on each side. + The second torpedo launcher can now rotate 360 degrees. + The amount of HP in the bow increased from 2,100 to 2,200. + The amount of HP in the stern reduced from 2,000 to 1,900. + Armor thickness of the ship's central part below the waterline increased from 19 to 21 mm. + The conning tower is now included in the superstructure plating, and has the same armor thickness of 13 mm. Ultimately, I think most of the handling improvements come from the changes to the hull shape.
Hey Raptor. Im a new player that started playing a few days ago. I am trying to get to this ship and i am currently on Mahan at VII. Honestly, after Nicholas at V, every upgrade seems frustrating to me. I have to level up a new commander for every new ship and tier i go up. This leaves me with a bad taste in my mouth as i am up against fully upgraded and max level commander on the opposite side, running all kinds of flag buffs that i dont have. I am outspotted and my ship is stock. Next up is benson at VIII, but im so hesitant to even try after my experience leveling up Mahan. I now have lvl 10 commander on Mahan and got my detetction down abit which help me alot actually. But most games im in higher tier with CV's in it and as i say, against DD's that outspot and have max upgrades. How am i supposed to fight when im always at a massive disadvantage? When i play defensive, my team gets toxic with me and if i go aggressive they hate my guts. Please, any advice would be appreciated.
Some advice from a seasoned DD player: First off, let your team know at the beginning that you're running a stock ship. This helps the team to have the right set of expectations with regards to your performance. Not only does it tell them that you're not as capable against fully upgraded opponents, but it can also signal that you are still new to the ship. Second, you're actually doing the right stuff. You're going online, you are educating yourself on what ships can do, and what your own ships can do. I've come across players with years of experience that still struggle because they never did their homework. Yes, you're going to die and yes it's going to be hard, but all the while you are still progressing towards your goals. The advice above is kind of general, but here is some more practical advice. Commander Skills: I would recommend getting the RPF skill, save up the next four points for it. The reason it is so good is it can clue you in to where an opponent is and is not. This means that a stealthy dd may still get the first salvo, but your guns will already be pointing at him. And since it shows you the general direction of the nearest ship, it is possible for you to run down an enemy dd and kill him. Playing against CVs: One of the best things you can do as a DD is to turn your AA guns off. Counterintuitive as this may seem, it can greatly reduce the range a cv can see you, and give them less time with which to attack you. If you are inside a smoke screen, feel free to turn the AA guns back on and let them destroy planes. Another tactic is to keep a low profile until a CV selects a target. If a CV sees a cap circle flipping, he is likely going to send a flight out to spot the dd. Let someone else be that person, then while that poor guy is getting womped, you can contest a capture circle. In higher tier dd games where radar is a threat, it pays to play cautiously. Instead of rushing to contest the cap, wait until you or the carrier have spotted what ships are present on your flank. The last thing you want to do is to enter a cap circle, then get radared and focused down by six ships. Key to playing a DD well is to remember that fair fights are for suckers. One of my sneaky dd tactics is to lay a smoke screen for a friendly cruiser to hide in. Then, when the enemy dd comes to investigate the smoke screen, they will find me, but they won't see the Worcester hiding in the smoke screen within ten km of them. Light cruisers will play more aggressively if they know that you will drop smoke for them, so offer to do exactly that at the beginning of the battle. Playing with allies is by far the best way to increase your odds of survival. I think as a dd, it makes sense to play 2 to 3 km ahead of them. This way, you can give them more time to evade torpedoes you spot, but you are also close enough to turn around and smoke them up. Any destroyer that spots you at that range will also likely be within close range of your supporting fleet, and that will make them reluctant to engage you even if they do spot you. But for them to spot you, you want them to come closer to your allies than they are to their allies. If you are about to fight a dd, my suggestion is to fire off torpedoes before you get in the fight, not during the fight. It is usually faster to gun down an enemy dd at close range than it is to torpedo him. Firing torpedoes before means he will be distracted by having to dodge your torps, while you continue pounding them with your own guns. True, there may be cases where you can get so close that you can't miss with torps, but if you are that close to them, they can do the same to you, which is why I say it is better to just stick to guns and avoid getting danger close to them in the first place. I hope this advice helps you. Good hunting!
I like to think there's some good tips in this video, but if you find yourself struggling with Gearing just hit me up here or Discord or Twitter or whatever and we can try and help fix it!
Just to illustrate how much Gearing changed with the new model here is what the WG Wiki told us about the patch: Hull Height decreased by 1.2 meters, overall width reduced by 1.95 meters. So she was nearly 2 meters WIDER before the the new model compared to other ships, Though to be fair you can tell with a lot of the older models (I've noticed this with Iowa) have a bit of wonky scaling compared to others. Also the rear torpedo mount can rotate 360 degrees
Nice, I never dug into the numbers. I'm absolutely convinced that the changes to the hull improved how the ship handles. I can't even explain it, I just feel it in my bones.
25:30 I see, you do not take RPF od destroyers. This skill gives so much important information. For one, you can torp into unsuspecting DDs. You know, when you are getting flanked (I love it on radar cruisers as well to hunt down DDs). RPF is to me much better, than a few seconds torpedo reload or some additional HP, you do not need (You need to get to low HP asap to cripple enemy gun boat and get adrenaline rush).
As this is a "Learn to Play" video, I have to critizise SeaRaptor a bit, because @29:25 he makes a huge mistake that would normally get you killed. He is located, and has fired his torps, and then decides to poke around the island on 1 line bow in. Instead you should not do that, but turn left and lay a smoke screen for the cruiser following him. SeaRaptor can then safely cap knowing he has cruiser in smoke really close to support him should he run into a enemyDD. If the Marceau player was average he would have killed SeaRaptor around the @30:00 mark as he would have been there behind the rock, and SeaRaptor then would face a 1vs5 and get killed.
Moving past the rock was a risk, but one I was willing to take. It seems the Marceau spawned mid in this battle and took a lot longer to get on to my flank.
Yueyang is an Allen M Sumner class destroyer Allen M Sumner is on console version World Of Warships Legends and the class is a Fletcher Hull with guns found on Atlanta Flint and Gearing and i heard Aleen M Sumner is better than Gearing on Console even tho Gearing is a Legendary tier destroyer and Allen M Sumner is a tier 8 destroyer
Not sure I follow the last bit about Kagero, but American DD guns do not have great shell velocities. Hitting other destroyers at longer ranges is challenging (if not impossible).
@SeaRaptor The kagero was trying to run away and go undetected, I was hot on his heels. Within 6km of him so very close. My guns on the gearing kept missing mostly, maybe 1 round every other Salvo would hit. It was crazy. I was aiming ahead of the Kagero to adjust for American DD floatyness. The salvos from my Gearing seemed to always land behind him, no matter how much of a lead I gave. Thankfully, friendly crossfire assisted, and I was able to get the kill, but it's still frustrating that guns at that close range were very inaccurate. However, when I watch other WoWs You Tubers, it seems they never have that issue.
Want to get banned from discussions with WG? Discuss WG's AA balancing decisions in depth with expectations that the output should be logical. You will soon discover how allergic WG staff seem to be to even constructive and polite criticism. Also, as a CV main...don't play picket DD. I have never, repeat NEVER, been inconvenienced by a Fletcher or a Gearing AA. A properly built set of airplanes, with a pilot who knows how to dodge flak, will not be phased or affected by your AA...even defAA.
The problem with the no-AA argument is that like 80% of CV players are garbage, and great AA can sometimes save you. Especially if they're stupid and weary players, they might leave you alone if they take a lot of losses in the start of the game
You never play this role alone, though. When I say "picket DD", I'm using a historical phrase based on actual fleet formations. In Warships, what I really mean is "turning on your AA to help whittle down a strike on the way to a target that isn't you". I spend most of my time sailing with my AA turned off and will selectively turn it on when I want to pitch in. If you are near friendly ships, odds are the CV doesn't even know you are there and you can pair your AA up with theirs to hurt his strikes. Example: ruclips.net/video/T-u765-FVek/видео.html
This is the best set of videos I've seen on any line of ships. Incredible. As a new player, this are the exact type of videos I'm looking for, for all lines.
Glad you enjoyed them! I will be continuing the series for most of the cruiser and destroyer lines. I am unlikely to dive into battleships for the near future.
@@SeaRaptor That is great news. I can't wait, dude.
Watched it from beginning to end and time seemed to fly. Thanks for your insights raptor, one day I hope to be this good. 👍
Great videos! Got into the American line without knowing what I was doing but your content has been enlightening !
Great entertainment keep’em coming
Glad to help!
Your Guides were so fkn usefull especially for benson, the staggering is really really helpful with it.
You're most welcome, glad it was helpful!
Amazing vid, instead of just showing gameplay you tend to talk through your decisions in game and why you think that way and it’s definitely helped me make smarter plays and have more team impact 👍🏽
Glad it helped!
Great video, very instructive. I struggle with jack-of-all-trades ships in general, so this really helped.
I have the Gearing. I purchased the UU module and build the modules the same. I added RDF as my clan uses it. That affected reload which is 3.5 sec. May change that. The video was very good. I really appreciate in the game how would pause and point tactical issues and when to get into a gun fight. The torp dodge was cool. Thanks. I just playing in coop at present as I am still learning how to maneuver and get out of own smoke cloud without getting sunk.
Thanks lots of great info. Will have to go back and take another look at my build. Not a ship I play a lot so I don't have the unique upgrade.
Really enjoy the Gearing! One of my better played ships. I’ve eyed the research upgrade and will get it after I get the Vampire II. Thanks for the video Sea Raptor! Keep up the great work! o7
Always love a submarine players diving right in the beginning of the game, then hiding behind the DDs
Thanks for the hard work putting this information out .
I have played this ship regularly for the last 4 years.
I play this ship exactly the same way as you.
Pushing caps is not for this boat but if you're astute and study the map and the line up you can push early.
I have found this boat is a great at boarder patrol however it puts you out of the game certain scenario .
I have gotten behind enemy and caused all sorts of havark .
31:00 Yeah; that happens. In fact, with Gearing I usually aim to get in between multiple ships' possible trajectory. One torp hit, when repair party is on CD, and you get substantial damage. That is why I usually take the skill to maximize flooding probability and pair up with an HE spammer to smoke him up. A DM forward moved with smoke is a beast, when paired up with Gearing; you fend off torp boats, you reach back hiking Yamatos. It is just hilarious, how you sometimes get a CV :D
Nice game play right there well done 😊
20:00 Smoke modification. You can spec into having continuous smoke. Great for divisions. Especially with radar Minotaur. Works with DM too.
amazing breakdown, ty!
Good vid, appreciate the thought explanations. Subs with most players are like hemorrhoids, but some are just rectal cancer, and the number seems to be growing. The good news is CV players are no longer the most hated in the game, and if you get a lucky hit on a sub as a CV player, you're everyone's hero..
33:40 The first thing I do, when radar; I go backwards. Once I reach some speed, I accelerate but... only to stop at 0 speed and go backwards again. That usually throws off first 3 oponent salvos. By then most radar is gone. With DM radar, and sluggish DDs I run away slowing down from time to time to throw off aim.
Great video SeaRaptor... TQvm
You're most welcome.
Reload vs arc. That is a good point. There is more to being a gunfighter than reload time. How about a video on the best gunfighter?
Love these videos. Could you do an American cruiser line? I find them the hardest type to play effectively
Great lesson, 1 question, I do not see the improved hull concealment
It's a module you must purchase from the Research Bureau (in the Armory) for Research Points.
👍@@SeaRaptor
How do I get these tokens, I do not understand de WOW wiki@@SeaRaptor
See if this helps: worldofwarships.com/en/news/game-guides/research-bureau-unique-rewards/
I heard that the gearing rework fixed something related to her armor so she would not take as many full pens from large caliber guns as she did before rework. Was this a thing and could it have helped improve the gearing?
They removed full pens on DDs many years ago. What I found in the wiki was this:
Update 0.11.5 - Ship's 3D model changed, resulting in:
+ 0.5 m increase in draught.
+ 1.2 m decrease in hull height.
+ 0.7 m decrease in waterline length.
+ 0.6 m decrease in total length.
+ 1.23 m decrease in waterline hull width.
+ 1.95 m decrease in maximum hull width.
+ Aiming sector of the third main battery turret decreased by 1 degree on each side.
+ Aiming sector of the first torpedo launcher decreased by 7 degrees on each side.
+ Aiming sector of the second torpedo launcher increased by 9 degrees on each side.
+ The second torpedo launcher can now rotate 360 degrees.
+ The amount of HP in the bow increased from 2,100 to 2,200.
+ The amount of HP in the stern reduced from 2,000 to 1,900.
+ Armor thickness of the ship's central part below the waterline increased from 19 to 21 mm.
+ The conning tower is now included in the superstructure plating, and has the same armor thickness of 13 mm.
Ultimately, I think most of the handling improvements come from the changes to the hull shape.
Hey Raptor. Im a new player that started playing a few days ago. I am trying to get to this ship and i am currently on Mahan at VII. Honestly, after Nicholas at V, every upgrade seems frustrating to me. I have to level up a new commander for every new ship and tier i go up. This leaves me with a bad taste in my mouth as i am up against fully upgraded and max level commander on the opposite side, running all kinds of flag buffs that i dont have. I am outspotted and my ship is stock. Next up is benson at VIII, but im so hesitant to even try after my experience leveling up Mahan. I now have lvl 10 commander on Mahan and got my detetction down abit which help me alot actually. But most games im in higher tier with CV's in it and as i say, against DD's that outspot and have max upgrades. How am i supposed to fight when im always at a massive disadvantage? When i play defensive, my team gets toxic with me and if i go aggressive they hate my guts. Please, any advice would be appreciated.
Some advice from a seasoned DD player:
First off, let your team know at the beginning that you're running a stock ship. This helps the team to have the right set of expectations with regards to your performance. Not only does it tell them that you're not as capable against fully upgraded opponents, but it can also signal that you are still new to the ship.
Second, you're actually doing the right stuff. You're going online, you are educating yourself on what ships can do, and what your own ships can do. I've come across players with years of experience that still struggle because they never did their homework. Yes, you're going to die and yes it's going to be hard, but all the while you are still progressing towards your goals.
The advice above is kind of general, but here is some more practical advice.
Commander Skills: I would recommend getting the RPF skill, save up the next four points for it. The reason it is so good is it can clue you in to where an opponent is and is not. This means that a stealthy dd may still get the first salvo, but your guns will already be pointing at him. And since it shows you the general direction of the nearest ship, it is possible for you to run down an enemy dd and kill him.
Playing against CVs: One of the best things you can do as a DD is to turn your AA guns off. Counterintuitive as this may seem, it can greatly reduce the range a cv can see you, and give them less time with which to attack you. If you are inside a smoke screen, feel free to turn the AA guns back on and let them destroy planes.
Another tactic is to keep a low profile until a CV selects a target. If a CV sees a cap circle flipping, he is likely going to send a flight out to spot the dd. Let someone else be that person, then while that poor guy is getting womped, you can contest a capture circle.
In higher tier dd games where radar is a threat, it pays to play cautiously. Instead of rushing to contest the cap, wait until you or the carrier have spotted what ships are present on your flank. The last thing you want to do is to enter a cap circle, then get radared and focused down by six ships.
Key to playing a DD well is to remember that fair fights are for suckers. One of my sneaky dd tactics is to lay a smoke screen for a friendly cruiser to hide in. Then, when the enemy dd comes to investigate the smoke screen, they will find me, but they won't see the Worcester hiding in the smoke screen within ten km of them. Light cruisers will play more aggressively if they know that you will drop smoke for them, so offer to do exactly that at the beginning of the battle.
Playing with allies is by far the best way to increase your odds of survival. I think as a dd, it makes sense to play 2 to 3 km ahead of them. This way, you can give them more time to evade torpedoes you spot, but you are also close enough to turn around and smoke them up. Any destroyer that spots you at that range will also likely be within close range of your supporting fleet, and that will make them reluctant to engage you even if they do spot you. But for them to spot you, you want them to come closer to your allies than they are to their allies.
If you are about to fight a dd, my suggestion is to fire off torpedoes before you get in the fight, not during the fight. It is usually faster to gun down an enemy dd at close range than it is to torpedo him. Firing torpedoes before means he will be distracted by having to dodge your torps, while you continue pounding them with your own guns. True, there may be cases where you can get so close that you can't miss with torps, but if you are that close to them, they can do the same to you, which is why I say it is better to just stick to guns and avoid getting danger close to them in the first place.
I hope this advice helps you. Good hunting!
@@jeoverackersome great advice right there 👍
Hope i can eventually learn to make this ship work, its the class of ship my father served on. So special to me
I like to think there's some good tips in this video, but if you find yourself struggling with Gearing just hit me up here or Discord or Twitter or whatever and we can try and help fix it!
I got the tier 5 Nicholas today and im kicking ass in it .did you like the Nicholas??
Absolutely, Nicholas is one of the best T5 destroyers out there.
Just to illustrate how much Gearing changed with the new model here is what the WG Wiki told us about the patch: Hull Height decreased by 1.2 meters, overall width reduced by 1.95 meters. So she was nearly 2 meters WIDER before the the new model compared to other ships, Though to be fair you can tell with a lot of the older models (I've noticed this with Iowa) have a bit of wonky scaling compared to others. Also the rear torpedo mount can rotate 360 degrees
Nice, I never dug into the numbers. I'm absolutely convinced that the changes to the hull improved how the ship handles. I can't even explain it, I just feel it in my bones.
25:30 I see, you do not take RPF od destroyers. This skill gives so much important information. For one, you can torp into unsuspecting DDs. You know, when you are getting flanked (I love it on radar cruisers as well to hunt down DDs). RPF is to me much better, than a few seconds torpedo reload or some additional HP, you do not need (You need to get to low HP asap to cripple enemy gun boat and get adrenaline rush).
thanks
You're welcome!
@@SeaRaptor could please do it for premium ships as well ?
@@ahmedganna7632 That's a pretty tall order. Are we talking all 200+ Premium ships or just a few? ;)
@@SeaRaptor high tier ones would be nice
would you consider these "outdated" ?!? either way teir 10 is wild and i need tips !
I wouldn't consider these outdated, no. The USN DD line hasn't had any radical changes since they came out.
@SeaRaptor awesome 👌
Do the American heavy cruiser line and the light cruiser line
As this is a "Learn to Play" video, I have to critizise SeaRaptor a bit, because @29:25 he makes a huge mistake that would normally get you killed.
He is located, and has fired his torps, and then decides to poke around the island on 1 line bow in. Instead you should not do that, but turn left and lay a smoke screen for the cruiser following him. SeaRaptor can then safely cap knowing he has cruiser in smoke really close to support him should he run into a enemyDD.
If the Marceau player was average he would have killed SeaRaptor around the @30:00 mark as he would have been there behind the rock, and SeaRaptor then would face a 1vs5 and get killed.
Moving past the rock was a risk, but one I was willing to take. It seems the Marceau spawned mid in this battle and took a lot longer to get on to my flank.
IJN light cruisers please!
No AA work in Gearing and Fletcher video feels bad
Yueyang is an Allen M Sumner class destroyer Allen M Sumner is on console version World Of Warships Legends and the class is a Fletcher Hull with guns found on Atlanta Flint and Gearing and i heard Aleen M Sumner is better than Gearing on Console even tho Gearing is a Legendary tier destroyer and Allen M Sumner is a tier 8 destroyer
The guns even at 6km, seem to follow the ship even with 2 ship lengths lead, hitting the kagero with guns from behind is impossible.
Not sure I follow the last bit about Kagero, but American DD guns do not have great shell velocities. Hitting other destroyers at longer ranges is challenging (if not impossible).
@SeaRaptor The kagero was trying to run away and go undetected, I was hot on his heels. Within 6km of him so very close. My guns on the gearing kept missing mostly, maybe 1 round every other Salvo would hit. It was crazy. I was aiming ahead of the Kagero to adjust for American DD floatyness. The salvos from my Gearing seemed to always land behind him, no matter how much of a lead I gave.
Thankfully, friendly crossfire assisted, and I was able to get the kill, but it's still frustrating that guns at that close range were very inaccurate.
However, when I watch other WoWs You Tubers, it seems they never have that issue.
Want to get banned from discussions with WG?
Discuss WG's AA balancing decisions in depth with expectations that the output should be logical. You will soon discover how allergic WG staff seem to be to even constructive and polite criticism.
Also, as a CV main...don't play picket DD. I have never, repeat NEVER, been inconvenienced by a Fletcher or a Gearing AA. A properly built set of airplanes, with a pilot who knows how to dodge flak, will not be phased or affected by your AA...even defAA.
The problem with the no-AA argument is that like 80% of CV players are garbage, and great AA can sometimes save you. Especially if they're stupid and weary players, they might leave you alone if they take a lot of losses in the start of the game
You never play this role alone, though. When I say "picket DD", I'm using a historical phrase based on actual fleet formations. In Warships, what I really mean is "turning on your AA to help whittle down a strike on the way to a target that isn't you". I spend most of my time sailing with my AA turned off and will selectively turn it on when I want to pitch in. If you are near friendly ships, odds are the CV doesn't even know you are there and you can pair your AA up with theirs to hurt his strikes.
Example: ruclips.net/video/T-u765-FVek/видео.html