This needs to be the standard for ship reviews on RU-vid. No more of these Twitch clips called "One takes", those are lazy excuses for videos. Thank you for taking the time to put together a quality video.
So glad I found these videos. Hadn't played American DD line, and these are excellent guides on what to do. I love how you stop at points and explain why you are making decisions. I'm having way more success and fun that I've had in a while, thank you!
Definitely more to come. I need to finish the American destroyer line, then... well, I'm not sure which to try. I'm thinking about MAYBE doing one for the Italian DDs, because I think they're misunderstood and under-utilized, but they're still kind of new.
This video is super high quality and the example game play was spot on, i had to speed grind to benson to qualify to silver and this video made it so much easier to play
Great video. I learned a lot. The play tips on how to us Benson were excellent like reading the smoke and knowing he was going to turn into your torps. Thanks
I'm learning a great deal from these videos that transcends just these lines... learning a lot about the best way to play all ships in random. Thank you.
I want to make a case for RPF (Radio Location in the current meta) as a captain's skill for this dd. Yes, it's a big ask for 4 points. Like you pointed out, you have to plan your engagements in this ship. Having info as to who is near you lets you get ready for the fight or flight response. Situational awareness cannot be overrated in this game.
Love my Benson and agree with all "except": Taking the AA mod in "slot 2". All that does is extend the action time of your AA consumable. I ask you? How often does a second attack wave arrive in time for the extension of the AA consumable time to matter? Answer: almost never! The only time this occurs is when you've gotten very close to the CV and are chasing him down, otherwise you may get a few seconds of extra AA consumable fire on him but that's not worth giving up the other slot options. Keep track! Is it actually worth it (and the coal)? I've found the answer to be no it isn't worth it and it actually extends my AA consumable reload time if I don't shut it off after the attack and if I shut it off early then why the hell am I going to extend its action time? Just an offered thought to process! My counter argument to myself here is, I do use it with my Oland and I justify it by recognizing that the remaining slot 2 options are indeed pretty weak so what am I losing? Eh... not much! Generally, though: extending the AA action time is worth absolutely nothing! So... Grain of salt here which means: " view it through your own lens of experience and decide for yourself". AKA: what I've suggested here is very very arguable but it's worth thinking about! Cheers: Robert
It's a fair point. To respond to your question, though, my answer is that I get quite a lot of value out of it. For starters, I take it primarily to reduce the cooldown of DFAA. The fact that it buffs the duration is a nice bonus, because it means I have both more uptime and less downtime of the consumable when a CV is in the game. For me, I will only turn my AA on in Benson/Fletcher/Gearing in specific situations. Sometimes I'm screening for my team. Sometimes I'm trying to push away rockets or big HE bombs or similar. In most of those cases, once the CV knows where I am and I push my DFAA button, I want maximum value out of it. Remember that AA in World of Warships is NOT designed to prevent strikes, only to prevent or deter follow-ups (which is why the Soviet CV line angers me so much). So once I've suckered the enemy planes into my mid- or short-range AA bubble and sprung the trap on the enemy CV player, he has to circle around while my AA is plugging away to try and make an attack run (presuming I'm the target). Every second counts, and I want maximum value.
@@SeaRaptor I'm on both sides of the contention in that I do use it on my Oland, I see both plusses and minuses. Do note that an unenhanced AA consumable will remain active throughout 3 attack runs (and more) so extending its time is only good for a next "launched attack wave" of which it rarely offers but a few seconds of remaining AA consumable time for unless you're near to and or bearing down on the CV. I'm not arguing against you: I use it on my Oland but sometimes I wonder/debate if I should.
Hey SeaRaptor love your video's keep up the good work. I've been playing WoW's since the beginning and even though I don't agree with what WG is doing to the game I still love it. I was wondering if we will ever see a 2nd US destoryer line in the game I think it would really help the game.
I dunno, there are likely enough designs out there that it's feasible. I'd love to see it, but it would need a different flavor than the existing "jack of all trades" line. How would you build it, if it were up to you?
As a DD-fancier myself, I do sometimes miss how bad flooding was. But I like how the re-design of it makes it still hurt without being a death sentence. Multiple flooding zones also helps from the DD side of things.
Honestly I've never had a problem with any destroyer ...I tend to smoke my team as needed torp often and set as many fires as I can.. though I tend to play aggressive in us destroyers working alongside my cruiser and bb teammates. Or if I'm playing with my brother we work together with two destroyers alternating smoke and topping together to maximize the carnage we tend to average 6 kills per match when we play...
This has been the most frustrating Tier VIII DD I have been grinding through so far, and thats made even more rough by the fact I am a rubbish DD player in general.
New to the game. The US ships seem underwhelming to me. “ us DDs are gunboats “ okay… why not just play a cruiser. :( cool video tho love your JP intro
US destroyers aren't gunboats, not in the sense of the French and/or Russians. They are hybrids. They can perform as gunboats at medium and close range, but genuinely they can do a little bit of everything above average rather than doing any one thing really well.
U.S. destroyer guns suck. Low damage, low penetration, low velocity. Which is terrible considering the range at which you can be spotted. The torpedo reload time for the Benson is an eternity, and they're not that great.
@@AlanRoehrich9651 US destroyer guns are perfectly good for brawling other DDs and harassing larger ships. Very few destroyers in the game have guns with "good" penetration. DD shells are typically too small to have much pen. Velocity varies pretty wildly depending on the nation. US DD guns are terrible at fighting other DDs past about 8km.