I've zig zagged to dodge Farragut's fire with the 2 rear guns still blasting away no issue. Shino, especially with EM skill has enough rotation that generally only very extreme maneuvering while trying to aim will cause the guns to rotate out and not fire. So far through tier 7 I've mainly still played them as stealth torpers because the turret rotations are too slow to properly fight. Shinonome is basically what the IJN split of "mixed" DD's should have been. Shino actually has the faster rotation which is the key. Hangglide42 (as I type this) has the turret rotations reversed. Also, if you get uptiered in a Shinonome, it's likely to be somewhat painful. Since then, I acquired a Kami-R as a training ship & I found I have more fun using the Kami-R as a training ship (even w/ uptiering) and play the Shinonome mainly if I need to take advantage of the daily win bonus. Overall, I found the Shinonome requires some patience & is trickier to play than the fully upgraded Fubuki (which I like to play). O Has slower turret traverse 26.1 sec vs 22.7 sec (Fubuki) Rudder shift is slower 2.6 sec vs 2.0 in max config for both ships (Shino is less maneuverable than fully upgraded Fubuki) Stealth is same at 6.8km detection (base w/o concealment Capt - this drops w/ the right Capt.) I found the range matters in a lot of tactical situations. She only has 8 km torps 63 kts vs 10 km 59 kts ones. ![]() The Shinonome plays like a variation of the Fubuki (comparisons w fully upgraded Fubuki), but it has non-trivial differences that affect play style. ![]() I would suggest that it would depend on what your own priorities are - I did the Honorable Service Campaign (apart from the challenge and since I was grinding to Tier Xs, I was playing Tier VIII-IX anyway) because at the time I wanted a DD trainer for the IJN lines after the split (I still had a lot of undertrained captains after the line split).
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