Wulf_Ace Posted February 27 Posted February 27 So just bought Hayate since I am a bit of a fan of Japanese ships. So how to build this thing? Guns are amazing torps are amazing. Full gun build or torp build or hybrid. Thinking something like this Now they dont suggest radio location, but I really find it hard to play without it, without knowing where the closest threat is. Now also find it hard without extra range. Since base range is below 12km and radar range. Also hard to leave adrenaline rush but its worth for extra hp? OR in equipment mode ditch reload mode and get extra range? Anyway what works for you the best? Torp, gun or hybrid. Post some build and explain them, thanks!!!
WES_HoundDog Posted February 27 Posted February 27 (edited) I normally don't go with any dd range increase since it increases bloom which can get me into more trouble and limit other oppertunities... unless we're talking like italian levels of range defenceincy. I just went with torp reload. I only have a 13 point captain with 3 points unspent. I went with adrenalin rush over fill the tubes but thats one i would get down the road. However, if your going to take advice from me on a dd your probably lowering your win rate. Edited February 27 by WES_HoundDog 3 2
torino2dc Posted February 27 Posted February 27 I like the captain build but I would swap torp reload for AR or SI depending on playstyle. With TRB always available the torp reload is less critical, so it would make more sense to buff both guns and torps (AR) or farming/get out of jail (SI). Alternatively you could spend the three points on a 2+1 like torp speed plus turret traverse. 1
WES_HoundDog Posted February 27 Posted February 27 Even though Hayate has much better turret traverse than typical japenese dd guns, i'd never fret about more.
Wolfswetpaws Posted February 27 Posted February 27 (edited) 59 minutes ago, Wulf_Ace said: So just bought Hayate since I am a bit of a fan of Japanese ships. So how to build this thing? Guns are amazing torps are amazing. Full gun build or torp build or hybrid. Thinking something like this Now they dont suggest radio location, but I really find it hard to play without it, without knowing where the closest threat is. Now also find it hard without extra range. Since base range is below 12km and radar range. Also hard to leave adrenaline rush but its worth for extra hp? OR in equipment mode ditch reload mode and get extra range? Anyway what works for you the best? Torp, gun or hybrid. Post some build and explain them, thanks!!! My Hayate has the following choices... Hull Modules Main Armaments Modification 1 Damage Control System Modification 1 Aiming Systems Modification 1 Steering Gears Modification 1 Concealment System Modification 1 Auxiliary Armaments Modification 2 Consumables Damage Control Party Smokescreen Engine Boost Torpedo Reload Boost Captain's Skills (11 skill points available, 10 skill points utilized) Preventive Maintenance Last Stand Fill the Tubes Concealment Expert Edited to add: I tend to play the Hayate as a Torpedo Boat. Edited February 27 by Wolfswetpaws 1
Unlooky Posted February 28 Posted February 28 6 hours ago, Wulf_Ace said: So just bought Hayate since I am a bit of a fan of Japanese ships. So how to build this thing? Guns are amazing torps are amazing. Full gun build or torp build or hybrid. Thinking something like this Now they dont suggest radio location, but I really find it hard to play without it, without knowing where the closest threat is. Now also find it hard without extra range. Since base range is below 12km and radar range. Also hard to leave adrenaline rush but its worth for extra hp? OR in equipment mode ditch reload mode and get extra range? Anyway what works for you the best? Torp, gun or hybrid. Post some build and explain them, thanks!!! I use this build. I The guns aren't bad but not something I am willing to commit a full build into. It's mostly for self defense or taking fights that you are advantaged in. Therefore, a healthy amount of torpedo skills are also thrown in. 2
Mono_De_Mantequilla Posted February 28 Posted February 28 I fitted the torp upgrade modules and used my Yamamoto with mostly DD torp skills, but realized I have more fun playing Yugumo...
Wulf_Ace Posted February 28 Author Posted February 28 17 minutes ago, Mono_De_Mantequilla said: I fitted the torp upgrade modules and used my Yamamoto with mostly DD torp skills, but realized I have more fun playing Yugumo... Hayate torps are amazing but that reload is pretty long
Mono_De_Mantequilla Posted February 28 Posted February 28 3 minutes ago, Wulf_Ace said: Hayate torps are amazing but that reload is pretty long Yeah, and Yugumo has 0.6km spotting advantage over Hayate. I use smoke since even though I try not to need it, I felt that the smokeless TRB version was tempting me to do things that I shouldn't, and rarely worked out well.
BOBTHEBALL Posted February 28 Posted February 28 1 hour ago, Unlooky said: I use this build. I The guns aren't bad but not something I am willing to commit a full build into. It's mostly for self defense or taking fights that you are advantaged in. Therefore, a healthy amount of torpedo skills are also thrown in. This build here is what you should be doing, no doubt about it!
Itwastuesday Posted February 28 Posted February 28 Range skill is bad on almost everything imo. You don't want to increase gun bloom if you're not Khabarovsk. My standard build for most dd is just the usual suspects + rpf + adrenaline + some gun/torp skill and possibly incoming fire alert or grease. I feel that RPF is very important for the vision control war.
tocqueville8 Posted February 28 Posted February 28 Range makes no sense: your shells are slow and not especially accurate you don't have SAP or AP with improved angles to make it easier to land damage you don't have any survivability gimmick (speed, heal or improved damage saturation) to gunboat in the open I'd swap it for one of the following: AR + Consumable Specialist (for the faster TRB, mainly) Swift in Silence for faster repositioning Fearless Brawler or Dazzle for knife-fights Also, while your stock torpedo reload is slow and you reasonably want to buff it, the addition of TRB makes it less necessary. You might prefer swapping it for Swift Fish, in order to increase your probability of the torps actually connecting. It's a bit like Yamato's Legendary Module: going for reload in slot #6 is nice, but going for hit probability (dispersion there, torpedo speed here) is might be better, since you don't always use this weapon "on reload" anyway.
Ensign Cthulhu Posted February 28 Posted February 28 16 hours ago, Wulf_Ace said: Thinking something like this I would sacrifice the gun range to go all-in on torps, and possibly gun rotation for the last point seeing as it's Yamamoto and he has an enhanced version of that skill.
Wolfswetpaws Posted February 29 Posted February 29 2 hours ago, Wulf_Ace said: Ok to report, this build works xD 😀
Klebs Posted March 7 Posted March 7 Hayate allows for variety of builds, all of which can be successfully implemented. The build best suited for you depends upon how you like to play. Torp DD player? Gunboat player? Competitive player? I believe the best utilization of Hayate would be gunboat build which has a strong base unmodified torpedo element. Personally, I am a torp DD player (I have a mental defect - whenever I use a gunboat DD the first thing I always think about in every situation is plotting torp attacks). Also I play some Clan Battles. For this Torp DD and Clan Battles combo, I use my Shimakaze commander which has a torp build (Basic 4 captain skills plus AR, Fill the Tubes, liquidator as well as Radio Location) and Equipment using Torpedo Tubes Modification 1 & 2. Even with detection level of 6.1 km, I am always willing to contest caps. Radio location permits cap contesting in a more safe and survivable manner, as well as providing important ship location data especially in competitive matches. Regards.
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