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so, ramming. The Kongo goes 30 knots so why not? I plough into a Wyoming that has 15k health, I have full. It sinks, I come away with 53 health, the first flooding tick kills me. I overextend and get shredded in another game so I suicide and T-bone a tenryu dumb enough to get caught. I have 13k health, he has 3k, we both die instantly. gently caress sake. The first one is kind of ok because ramming between battleships would be too powerful if it wasn't mutually painful, but when I stick my battlecruiser up an overgrown destroyer's rear end I expect to split it in twain and keep sailing like nothing happened.
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# ? May 22, 2024 18:04 |
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Each ship does damage equal to max hp. So don't ram unless you can survive.
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New guy here, I've been contemplating getting a premium boat, but I'm not sure which one. Anyone willing to weight in with some advice?
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^^ Depending on how much you want to spend, Murmansk or Atago. They are the most flexible, fun, and effective. I think I need to stop using Confederate +exp flags except on St. Louis, Arkansas, Murmansk, and Minekaze for captain training. Using them on ships where research is in progress is kind of a trap since xp outpaces credit income. I am constantly out of credits. Probably working up too many lines at once, but I think I would be broke even if I stuck to one or two. grrarg fucked around with this message at 12:17 on Jul 22, 2015 |
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grrarg posted:^^ Ok Thanks! I was leaning towards the Atago anyway, mostly because it looks really cool ![]()
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Do you guys recommend the 16% firing range increase, or 10% loading time/15% traverse time decrease for the New York?
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Psychosis 01 posted:Do you guys recommend the 16% firing range increase, or 10% loading time/15% traverse time decrease for the New York?
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Tekopo posted:Keep in mind that the 10% loading time one increases loading time, so I would not suggest it on BBs since the loading time is already awful enough as is. ^^ this, it's technically worded correctly but it's kinda deceptive. there are two modules with opposite plus and minus, and you don't get the RoF increase until later tiers ^^
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Another newbie question, or statement that I hope I have right. The star symbol & number I believe is XP, which is individual for each ship? So in order to progress I spend XP gained in one ship to research the next tier of ship. If I want to I can then buy that ship with credits. However if I don't (and I see port space is a thing so that suggests I need to be conservative with my purchases), I can just keep playing in my T1 cruiser until have enough XP to research the T3 ship and then decide if I want to buy that? I suspect that my T1 cruiser would gain XP and credits slower than if I bought a T2 which is the trade off to not always upgrading.
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You always need to unlock the prior tier ship. You can only use Free XP and XP from a previous tier in order to unlock a ship. The only scenario that doesn't apply is when you've unlocked all upgrades for a ship (including all the higher tier/different class ships that can be unlocked by it). When that happens, you can start converting any XP you have on that ship to Free XP.
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I just noticed that when I elited my last ship, I had exactly zero exp on it. However I am sure I must have had an excess amount. So I guess the moment you elite a ship its exp is set to zero. Additionally when trying to convert exp from ships, it appears you can only convert exp from ships which are currently in your port. So am I correct in assuming that you lose all stocked exp on elited ships if you sell the thing? Lastly about AP ammo hits. I often get a "pling" sound, and doing exactly 1000dmg (in a Kongo/Myogi etc...). What kind of hit is that? It's the kind of hits that seem to happen the most.
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If I'm not mistaken you did overpenetrate and thus onyl did 10% of your max AP damage (should be 10k in this case). Though if you overpenetrate a turret or other module, it's gone for good.
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If that is the case I seem to overpenetrate a lot when shooting cruisers with my battleship. I have had it happen to myself that a turret or torpedo launcher is fubar'd, but would it be possible to do the same to a rudder or engine? I hope not. Top speed of Japanese battleships and Carriers makes them quite hard to chase and hunt down in a cruiser/destroyer, as it is not that much slower (30 knots to 38?). Many games in my Myogi have resulted in me turning tail to the 2 or 3 cruisers and let them chase me while my two back turrets tear them apart. The Myogi could have been Italian Design. Better firepower at the back when running away from the enemy. Much like their tanks which had more backward gears than forward ones.
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Vivick posted:New guy here, I've been contemplating getting a premium boat, but I'm not sure which one. Anyone willing to weight in with some advice? To be honest Premium ships are not very usefull, I regret purchasing the Atago. And the Atago doesn't have anything special compared to the regular IJN cruisers. Premium ships don't make much more money than regular ships and the exp you make is useless unless you pay even more RL money to convert it to free XP.
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Atago has the ability to torp forward-ish.
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wdarkk posted:Atago has the ability to torp forward-ish. Still waiting for the ability to field 3x torpedo boats as a single unit.
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Krogort posted:To be honest Premium ships are not very usefull, I regret purchasing the Atago. I average between 300-600k credits a battle in my atago and feel like it is a great premium, you get a tier8 with a good set of guns and an interesting setup of torps that can reach long range targets and can be shot almost forward or backward of the ship. It is my second favorite ship behind the North Carolina ![]() Michi88 fucked around with this message at 16:50 on Jul 22, 2015 |
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It's not a bad ship but the Myoko and Mogami are very similar except for the firing arc of the front torp tubes. There is also the cool camo.
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Myoko has the Furutaka's hideous turret rotation. Mogami seems to be a mega-cleveland.
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Tahirovic posted:I think anything short of halving it wont be enough, discounting fires and citadel hits cruisers seem to have like 4 to 5 times the dps of a battleship right now. They are more agile to dodge damage and have an easier time hitting the less mobile battleships, add all this up and I can go 1on1 against a same tier battleship and come out on top. Personally I'd prefer it if battleships and carriers countered battleships while cruisers focus on other cruisers and destroyers.
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Evernoob posted:So I guess the moment you elite a ship its exp is set to zero. This has not been my experience. My Isokaze has full upgrades and is still accruing XP (4.4k and counting) even though I've already unlocked the Minekaze. As far as I can see, there's no option to convert XP without spending real money.
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cheese posted:I would rather they just give BB's better left-to-right gun dispersion. On the odd game where my Kongo's shots go where I want them to, I get ridiculous 8+ citadel matches with boatloads of damage and carry the gently caress out of matches. The problem is that I will line up a great side volley on a ship at 8km, lead it perfectly and then watch 3 of my shells just spiral off to the right and miss by a boat length. Its bullshit and bad gameplay. They need to abandon whatever dispersion system they have and make BB's more about leading the target and adjusting for range than "hope your shots go where you aimed them". BB shells going where you want them would make them sub 10km juggernauts of death, capable of volleying ships into scrap. I wouldn't even mind a Navy Field system where you had gunners that leveled up making your dispersion better.
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cheese posted:I would rather they just give BB's better left-to-right gun dispersion. On the odd game where my Kongo's shots go where I want them to, I get ridiculous 8+ citadel matches with boatloads of damage and carry the gently caress out of matches. The problem is that I will line up a great side volley on a ship at 8km, lead it perfectly and then watch 3 of my shells just spiral off to the right and miss by a boat length. Its bullshit and bad gameplay. They need to abandon whatever dispersion system they have and make BB's more about leading the target and adjusting for range than "hope your shots go where you aimed them". BB shells going where you want them would make them sub 10km juggernauts of death, capable of volleying ships into scrap. They used to have better dispersion in alpha and believe me, you don't want it. [ASK] me about the multiple times I wiped other battleships out in my first salvo from 20-25km. Bad dispersion is there to counter the insane power of a battleship player who is good at judging lead.
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Evernoob posted:I just noticed that when I elited my last ship, I had exactly zero exp on it. I thought this at first too. I'm assuming you have zero gold. Once you have gold you can see the XP on ships you have sold. The only XP you see in the tech tree is for ships you own in port, but there is a completely different screen to convert XP and all elite ships with XP show up on it. You can't get to this screen without having gold though. Not sure on your zero XP elite ship though as I haven't had that issue.
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rossmum posted:They used to have better dispersion in alpha and believe me, you don't want it. [ASK] me about the multiple times I wiped other battleships out in my first salvo from 20-25km. Honestly a dispersion that guaranteed at least one good shell would be super nice.
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Evernoob posted:I just noticed that when I elited my last ship, I had exactly zero exp on it. Both of these are not true, although you might not be able to see XP on sold ships if you dont have gold, as the other poster mentioned.
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Krogort posted:Premium ships don't make much more money than regular ships and the exp you make is useless unless you pay even more RL money to convert it to free XP. my favourite moneymacking dick move from WG so far is the removal of converting exp on elite tanks to crew xp, so in a years' time, almost everybody's keeper ships will have several hundred thousand exp sitting on them doing nothing
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![]() Ok, commander skills. This is going to be a long one. The recommendations I give each skill will go from (best to worst) "Required", "Recommended", "Good", "Mediocre", and "Avoid". Also, I'm going to make a few disclaimers. I have a grand total of 7 CV games. I do not have any commanders with access to the level 5 skills (though I did have one in CBT). I have not personally tried every skill, but I have done some research on what every skill actually does. As the game changes, the skills you want will also change. That also goes for the tier ship you have. I will mention when a skill taken at an early tier can actually lose its value on later ships. Also, commanders can only have a maximum of 19 skill points. If you want a skill from a later rank, you MUST have a skill of the preceding rank learned. Hence, if you want a Rank 5 skill, you need one of Ranks 1, 2, 3, and 4, meaning that a level 15 commander is the earliest you can have a Rank 5 skill, after investing 10 points in one of each of the preceding Ranks, leaving you 4 extra points to work with once you reach the level cap. ~Rank 1 Skills~ Expert Loader - 30% reduction to reload time if switching your ammo type. This skill doesn't work unless ALL of your primary armament guns are loaded already. Mediocre on BBs, Avoid on all other ships. This skill isn't very good. For most ships, you will know well ahead of time what sort of ammo you want in your guns. For DDs and US CAs especially, your reloads are usually fast enough that switching ammo on the fly is fairly quick. Only BBs, with their long reloads and love of AP, will find any use in this skill, and even then, this skill isn't great. AP can still do damage to DDs, and BB HE shells have an enormous fire chance. It's usually better to fire what you have loaded already, then it is to take this skill and reload 9 seconds faster. Basic Firing Training - All guns (Primary AND Secondary Armaments) of caliber 155mm or less reload 10% faster. AA DPS is increased by 10%. Required on US DDs, Recommended on IJN DDs. Required on US CAs up to Tier 6 (Erie, Chester, St. Louis, Phoenix, Omaha, Cleveland), Recommended on US CAs 7+. Required on IJN CAs Tiers 1-4, and optionally T7 (Hashidate, Chikuma, Tenryuu, Kuma, and the 155mm triple turreted Mogami), Good on all other IJN CAs. Good on all BBs. Good on CVs. Basic Firing Training is overall a VERY good skill, but this is the first skill that falls off as you grow in tiers, assuming you are going down the cruiser lines. While the AA damage increase stays relevant, US CAs no longer have their primary armament benefit from the ROF increase at T7. AA potency is still very important to them. IJN CAs lose this skill's benefit earlier, at T5, but get it back at T7, should you choose to run the Mogami with its stock turrets, which are 155mm. If you choose not to, you once again lose the bonus to your primary armament. IJN AA isn't as good as US AA, but it is still deadly enough, so this skill remains a good option. All DDs benefit from this skill boosting the fire rate of their primary armament. US DDs utilize their guns more, however, making it a larger priority. IJN DDs can still make good use of the skill. BBs, while they never carry primary armament capable of using the ROF boost, still have their AA boosted, and their secondaries all get a boost to their DPS. This is not a bad choice for them, especially as it is a 1 point skill. CVs typically don't want to be relying on their AA or secondaries, but when they have to, a boost to their effectiveness is something that won't be missed, making this a good choice for literally every ship in the game. Basics of Survivability - 15% reduced time to repair modules, extinguish fires, and stop flooding. Required on all BBs. Recommended on all CAs. Mediocre on all DDs. Recommended on all CVs. Repair times in WoWS can get fairly long, with engine failures, rudder damage, and flooding lasting up to 90 seconds at times. BBs have a 120 second damage control reload, CAs/CVs have 90 seconds, and DDs have 60 second reloads. For BBs, fire and flooding damage can devastate your lifebar if left unchecked, and engine or rudder damage will spell your doom. CAs don't take quite nearly as much damage from fire, but relying on your damage control too much will get you killed eventually. Critical Turret damage will get repaired faster, letting you bring your guns back into the fight sooner. DDs can make use of this ability as well, but there are better skills to safeguard them. DDs fast reloading damage controls and the small amount of fire damage they take mitigates the usefulness of this skill. CVs typically face a great amount of threat from being firebombed after a torpedo run. As their damage controls take a lengthy amount of time to reload, this skill can be a lifesaver. This is additionally useful, as fires prevent you from launching or landing planes, so extinguishing them faster while your damage control is on cooldown brings you back into the fight sooner. Situation Awareness - When detected by enemy ships or planes, an indicator will light up. The indicator changes if you are detected only by a plane (plane symbol by the icon), or if you are detected by an enemy ship (normal icon). Required on all DDs. Good on all CAs. Mediocre on all BBs. Recommended on all CVs. This skill has a multitude of uses, the most important for a DD commander being that of knowing when one can advance without fear of enemy attack. Knowing when you are concealed is extremely important to making successful torpedo runs, as well as scouting or flanking high value enemy targets, such as CVs, and hiding in smoke successfully. This also lets you know when you've been spotted by another DD or a plane, allowing you to take the measures necessary to protect yourself, or hunt the enemy DD. This skill is fairly useless on BBs, as they have very low concealment and will typically be shooting their guns at everything and anything in range. It isn't useless, just pretty close to it. Low tier cruisers can also remain concealed, letting them sneak up closer to enemies before firing, and knowing when you have been spotted helps in deciding what maneuvers to make, especially on awful maps, like the Ocean map. This also can serve as an early warning for enemy DDs, as if you are spotted but do not see who is detecting you, you may be near an enemy DD and must prepare for the potential of torpedoes. More advanced players can even try to figure out what lines of sight could be spotting them, giving them an idea of where the enemy DD could be located. This applies to CVs as well. An enemy DD sneaking through your team and going after you will trigger situation awareness, and when the indicator lights up, you can start taking defensive measures and alert your team. Expert Rear Gunner - 10% increase in damage of the rear gunners in aircraft that have one. Avoid on DDs, CAs, and BBs. Good on CVs. Fighters (from what I can tell) do not have rear gunners, and not all Torpedo Bombers or Dive Bombers have them either. This is a skill you should probably be doing some research on before you take, as the information I gathered was very... imprecise. From what I can tell, Dive Bombers tend to have rear gunners the most, and I couldn't find any on the Tier 10 CVs. This skill is a mystery, and until WG decides to put the rear gunner stats into the game, I'd be cautious. We don't even know how effective these rear gunners ARE. I'll tentatively place this as "good" for CVs, but this is useless for every other ship. Take this skill with caution, and protect your rear. With an expert. An expert rear gunner, if you know what I mean. ![]() ~Rank 2 Skills~ Aiming Expert - Artillery of 155mm and smaller aim 2.7 degrees faster. Artillery of a caliber higher than 155mm turn 0.7 degrees faster. Required on all BBs, and all CAs. Recommended on all DDs. Avoid on CVs. This skill turns your turrets faster. It drops off at the same time as Basic Firing Training, but retains a bonus, just not as strong as one for the smaller turrets. Bringing turrets to bear on target faster is vital to killing things faster, which saves your life and the lives of your allies. US DDs at the highest tiers have extremely fast turret rotation, so this skill can be a bit redundant, and is the only possible situation where this skill is not a great pick. Well, other than CVs, which get no bonus at all. Torpedo Armament Expertise - Torpedo Armament and Torpedo Bomber Squadrons reload/resupply 10% faster. Required on IJN DDs. Recommended on US DDs. Good on IJN CAs (except the Hashidate and Chikuma, which do not carry torpedoes). Mediocre on the T4 Phoenix and the T5 Omaha, Avoid on other US CAs. Avoid on BBs. Required on all CVs. While US DDs don't get great torpedoes until Tier 9, their torpedoes have uses and therefore benefit from the skill a good amount. IJN DDs rely on their torpedoes as their primary tool to deal with enemy ships, making this required. IJN CAs can take this skill, though their torpedoes are limited by bad tube placement, limited amount of tubes to shoot from, and less concealment to make stealthy torp runs. However, IJN CA torpedoes get REALLY good at T6 (the Kuma has an honorable mention for decent torps), and their torps often match the stock torpedoes of their tier counterparts in IJN DDs. Tier 10 Zao's torpedoes are one of the selling points of the ship, with a blazing hot 76 knot speed, the fastest in game. CVs will also want this skill, though it doesn't grant them quite as large a bonus as it does to ships with torpedo armament. But as TB squads are the main DPS of a CV, faster reloading is good. The only time it won't be useful is if you're running a no TB loadout, which is... well, bad. Don't do that if you can help it. Fire Prevention - 7% reduced chance of fire. Recommended on BBs, Mediocre on all CAs, and all DDs. Good on CVs. Ok, so I'm PRETTY sure the chance of fire reduction is multiplicative, but WG has no confirmation on this. This isn't a flat reduction to the chance a dive bomb or HE shell will light you on fire, which greatly diminishes how good it could be. But this skill is still useful, as fire is a constant threat to BBs and CVs alike. While you won't see the effect ever save your life, the invisible power of this skill is still something to keep in mind. CAs have other skills to choose, though this isn't a wasted choice, just a non-optimal one. DD fire damage is low, and skillpoints are tight, so take a pass on this one. Incoming Fire Alert - When guns are locked on to you and fired with a time to impact of 6+ seconds, an indicator will light up. Good on BBs, Good on CAs, Mediocre on DDs, Mediocre on CVs. Avoid if you already have Situation Awareness. Disclaimer: I have never used this skill. BBs can make use of it, however, in knowing when they have been fired upon at long range, allowing them to begin maneuvers to mitigate damage. The same can be said for CAs, who have a bit more speed and less HP, making it arguably more useful. DDs, however, should be taking Situation Awareness, and therefore should assume they are being fired upon when they are detected, as they are usually priority targets with their dangerous torpedoes and low HP pools. To add to that, this skill only works on shells with a TTI of 6+ seconds, so close range fire is both difficult to avoid and won't be detected. CVs aren't quite nearly maneuverable enough to make use of this skill, and benefit more from Situation Awareness. Just as a note, though, if you pay attention to enemy ships well enough, this skill can be ignored for the most part. Knowing when you are being shot at is something one can typically learn after a point. I suggest you save your 2 points for something else. ~Rank 3 Skills~ High Alert - 10% reduction in reload time of Damage Control Party. Required on BBs, Recommended on CAs and CVs, Good on DDs. BBs will save 12 seconds on reloading their DC, CAs/CVs will save 9, DDs will save 6. The Damage Control Party is a very useful tool, and reducing its cooldown means less fires, less flooding, and less downtime due to damaged guns, torpedo tubes, and engines. DDs get the least benefit, however, and have 2 other choices at this Rank that they should take instead. Fires are not terribly life-ending for DDs, and if they are flooding, the torpedo probably killed them as well. Engine/Rudder damage is the primary thing a DD pops its DC for, and if you suffer damage again... using it 6 seconds earlier is probably 30 seconds too late. Vigilance - Torpedo detection range is increased by 20%. Recommended on CAs, BBs, and DDs. Mediocre on CVs. BBs should be taking High Alert instead, but this is another great choice. Cruisers who do not take High Alert can instead take this. DDs who do not take Superintendent should absolutely take this. This skill is very useful in protecting yourself, and your allies, from torpedo attacks. BB commanders will love you for spotting a deadly spread of torpedoes aimed for them in time to dodge, and every second counts when making maneuvers, especially with faster torpedoes at higher tiers. CVs can get away with not taking this, however, as they should be in a position to avoid getting torped already, and will have difficulty in avoiding torps in the first place. Rely on Situation Awareness to alert you to the potential of torpedoes and put yourself in a position to not eat torps. Not a wasted choice, though. Dogfighting Expert - Fighters gain a damage increase when fighting enemy fighters with a higher flight speed than their own. Avoid on all except CVs. Recommended on CVs. So uhh... this is an interesting skill. This skill is best used when you are the tier underdog, as your fighters will be slower than the enemy fighters. This gives you a damage boost to even the odds. You will likely need to compare your fighter cruise speed to your opponent's though, and this skill doesn't actually tell you how much of a damage boost you get. Also, if you are a US CV, the T10 Midway has the fastest fighters in the game. This skill could potentially prove useless to you at that point. Another skill to take with caution (loving CVs man, so many exceptions). Superintendent - +1 use to all consumables with limited uses. Recommended on DDs. Good on BBs and high tier CAs (any with the Repair Party consumable), mediocre on mid tier CAs, avoid on low tier CAs. Avoid on CVs. This skill increase the uses of the Smoke Generator, Engine Boost, Catapult Fighter, Scout Plane, and Repair Party consumables. DDs only have 2 charges of their 2 class consumable, therefore making this skill great on them. BBs can potentially get planes, and the Repair Party is a good consumable, making this a decent choice, but arguably not over High Alert. CAs do not have charges for their Hydroacoustic Search or Defensive Fire skills, only getting a bonus charge of their Catapult Fighters, should they have one. Note that some high tier cruisers also get Repair Party, making superintendent not a terrible choice. CVs get none of these, and should avoid this skill. ~Rank 4 Skills~ Demolition Expert - +3% chance to cause a fire with an HE shell or dive bomb. Recommended on all DDs and CAs. Mediocre on BBs. Avoid on CVs. I'm pretty sure the chance of fire this skill grants is also multiplicative, much like Fire Prevention mentioned before. DDs get the most out of this skill, with their shells having the lowest chance of inflicting fire. CAs, especially the Atlanta, also like to shoot HE, making this a decent choice for them. BBs typically fire AP, therefore this skill is bad on them. Their HE shells already carry a weighty chance of inflicting fire. CV dive bombs already have a hilariously high chance of fire, and they have a far superior choice at this skill rank to make. Advanced Firing Training - +20% range to all armament (primary and secondary) of 155mm caliber and smaller. +20% range to AA guns. Good on all DDs. Recommended on US CAs up to Tier 6 (Erie, Chester, St. Louis, Phoenix, Omaha, Cleveland), Good on US CAs 7+. Recommended on IJN CAs Tiers 1-4, and optionally T7 (Hashidate, Chikuma, Tenryuu, Kuma, and the 155mm triple turreted Mogami), Good on all other IJN CAs. Good on all BBs. Good on CVs. This skill is very similar to Basic Firing Training, but increases the range of the armament, rather than the reload time. Note that an increase in range does not increase your shell's velocity, making a shot outside of your normal range take longer than usual. The increase to secondary range also makes some hilarious cases where IJN BBs can have ridiculous range on their secondaries. The increase on AA range is also highly desired by CAs, BBs, and CVs alike, though CVs do have a different skill they should take here. Last Stand - Damage to the rudder does not jam the rudder, instead inflicting a minor penalty to rudder shift time. Damage to the engine does not cut speed to a crawl, instead max speed is reduced to 3/4ths, and gaining speed becomes difficult. Required on all DDs. Recommended on all CAs. Good on BBs. Mediocre on CVs. This skill is INCREDIBLE on DDs, and I cannot overstate this. The 2 biggest culprits for dead DDs, a knocked out engine and rudder, are basically gone. This skill can be useful for CAs as well, as a disabled rudder is both horrifying and terribly common. BBs can also make use of this skill, as engine damage is pretty bad, and a rudder failure can potentially make it impossible to fire on targets, as well as put you at severe risk of citadel hits and torpedoes. CVs can also make use of this skill, but if they are suffering this sort of damage, they likely have more important things to worry about, like flooding and fire. They also have a better skill to take at Rank 4. Aircraft Servicing Expert - -10% time to aircraft servicing, and +5% aircraft HP. Avoid on all except CVs. Required on CVs. A pretty straightforward skill. Easy power for a CV, having this skill gives you a straight advantage over CVs without it, and evens the odds against those who do. Don't be a dumb CV and not take this skill at Rank 4. ~Rank 5 Skills~ have you considered going outside lately? Last Chance - 9% reload time to all armament (Primary, Secondary, AA, and Torpedo) when at 20% health or less. Mediocre on BBs, Mediocre on CAs and DDs, avoid on CVs. When it comes to Rank 5 skills, I'm going to be much harsher. You can only have 1 rank 5 skill ever, and these skills take a whopping 5 points to learn. For 5 points, this is a pretty bad skill. While 9% faster reloading sounds great for BB guns and DD torpedoes, you have to be at very low HP to get the bonus. While BBs can repair their way back up if things get too dangerous, DDs cannot. DDs cannot also reliably get themselves to 20% HP to benefit from this skill, as that puts them at 3kish HP left, one cough away from death, and likely costing them a turret or two in the process. If you want MAX DEEPS, though, then why not. I'm not going to judge you (yes I will). Also, I'm not sure if this skill actually boosts AA damage. I just made that up, just so this skill looks a little better than absolutely hilariously bad. Preventative Maintenance - 34% reduction to the chance of modules getting critically damaged. Recommended on BBs, Good on CAs, Good on DDs, Mediocre on CVs. DO NOT TAKE IF YOU TOOK LAST STAND! Eh, this is the safest Rank 5 skill to take for all ships. You can always go without it if you want, and put the points in a number of lesser skills, if this isn't for you. This is another "invisible power" skill, so you won't notice when this skill is saving your dumb, probably on fire, rear end. BBs will enjoy the reduced chance of everything being crit, letting them save their repairs for fire and flooding. CAs will like this skill as well, as they suffer critical damage more often, though they may want to take Jack of all Trades instead. DDs would like this skill... but this skill is wasted if you took Last Stand. As Last Stand virtually negates the side effects of critical damage to the Engines and Rudder, this skill becomes much less useful. Don't take both, and if you were going to take this, consider why. Is it for because you are suffering engine and rudder damage often? Take Last Stand instead! A final note, this skill does nothing to reduce the chance of a module being destroyed. If your gun gets smashed, its gone, skill or not. Concealment Expert - The range at which your ship is detected is reduced. 10% for DDs, 12% for CAs, 14% for BBs, and 16% for CVs. Required on DDs. Good on lower tier CAs (especially IJN, like the Kuma), Mediocre on higher tier CAs. Mediocre on BBs. Good on CVs (but you shouldn't). Combos nicely with Situation Awareness. Concealment is great. DDs live and die by their concealment, making this an obvious choice for them. CAs unfortunately lose concealment as they rise in tiers, but this can give them back a little bit of stealthiness before they are detected. BBs get a larger bonus, but their concealment is awful to begin with. Even less useful as they shoot often and lose almost all concealment at that point. CVs can make use of this skill... but there is a VERY IMPORTANT SKILL AT RANK 5 THEY SHOULD BE TAKING INSTEAD! In fact, it is the very next one! Air Supremacy - +1 Fighter and Dive Bomber added to squadrons. Required on CVs, avoid on all else. This is a why you're at Rank 5 for CVs. More fighters in a squad means more damage to enemy planes, and a longer life for that squadron. More Dive Bombers in a squad means 1 more bomb is dropped in a run, boosting their rather weak damage. Unfortunately (or fortunately, if you aren't the CV commander), this doesn't apply to Torpedo Bombers. Jack of all Trades - All consumables have their reload times reduced by 10%. Good on CAs, Recommended on high tier CAs especially, Recommended on BBs, Good on DDs, Mediocre on CVs. High Tier CAs will enjoy this skill, as it will affect all 4 of their consumables. Lower tiered ones still can still make good use of this skill. DDs can make use of it, but should take Concealment Expert instead. BBs can take this instead of Preventative Maintenance, as this skill reduces the cooldown on both Damage Control Party and Repair Party, boosting survivability. CVs shouldn't be taking this in lieu of Air Supremacy, as this skill will only boost their Damage Control Party. Decent all around, and if more consumables are added to the game, this skill can only get better.
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WG's been flirting with adding a 'marketplace' for *years* now...I can't believe it hasn't occurred to them that signal/bonus flags could be a loving magnificent way to motivate people to play more and test the system. Sell excess flags for silver to help pay for new boats, modules, and upgrades.
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Does High Alert stack with Jack of all Trades? Does torpedo expertise stack with aircraft servicing expert? CVs also get an upgrade that decreases servicing time; do they all stack up? Because if they do, it really cuts down the arming time of torpedo bombers!
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BIG HEADLINE posted:WG's been flirting with adding a 'marketplace' for *years* now...I can't believe it hasn't occurred to them that signal/bonus flags could be a loving magnificent way to motivate people to play more and test the system. Sell excess flags for silver to help pay for new boats, modules, and upgrades. That'd own, so they'll never do it. Or if they do, it'll be horribly broken.
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Panfilo posted:Does High Alert stack with Jack of all Trades? Yes, and yes. The bonuses are likely additive, though I do not have Jack of All Trades to test it.
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BIG HEADLINE posted:WG's been flirting with adding a 'marketplace' for *years* now...I can't believe it hasn't occurred to them that signal/bonus flags could be a loving magnificent way to motivate people to play more and test the system. Sell excess flags for silver to help pay for new boats, modules, and upgrades. It'd be great if you could earn confederate flags more than once every 24 hours... that stinks, but would be extremely nice to sell these to bads.
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BIG HEADLINE posted:WG's been flirting with adding a 'marketplace' for *years* now...I can't believe it hasn't occurred to them that signal/bonus flags could be a loving magnificent way to motivate people to play more and test the system. Sell excess flags for silver to help pay for new boats, modules, and upgrades. a couple top clans buy out the entire market, triple prices, fygm like in every auction house mmo ever.
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USS Midway : a totally balanced boat Never saw such a score before ![]() ![]() Both midway's guys stats are quite impressive 74% WR http://worldofwarships.eu/en/community/accounts/500881154-Lein/#tab=pvp/account-tab-overview-pvp 86% WR http://worldofwarships.eu/en/community/accounts/503973851-papedipupi/#tab=pvp/account-tab-overview-pvp Krogort fucked around with this message at 23:43 on Jul 22, 2015 |
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Haha holy poo poo. First win, but holy shiiiiiiiiit![]() The Aoba hits like a loving truck, with torps and with guns. Neither of those Devastating Strike ribbons were from my torpedoes. I got a 5 citadel broadside on an enemy Aoba, getting one of my 2 devastating strikes (the other was an HE salvo on a DD for a swift kill). My jaw nearly hit the floor. I fired ONE gun that was aimed at a phoenix, and both shells hit for a double citadel. This boat exceeded my every expectation. Pissing around with the Mutsuki's upgraded torps/Hatsharu's stock torps just makes it even better, even if the firing arc is garbage. This boat is 100% kill. I want to citadel a Cleveland now.
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If they did that, I fully expect them to add in a disproportionate credit-sinking clause in the in the effect of, "Every transaction has a 5% credit handling fee.". Because credits are apparently where the true grind of this game is. And you're supposed to buy a tier 8 premium ship just for the privilege of grinding some more.
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Hazdoc posted:Haha holy poo poo. First win, but holy shiiiiiiiiit
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OSad posted:If they did that, I fully expect them to add in a disproportionate credit-sinking clause in the in the effect of, "Every transaction has a 5% credit handling fee.". Get a low tier ship you love playing. For me, that's the Kuma. Then just have fun. The credits will come. Grinding up a boat just to sit forever in a queue and then get dumped into a lovely match because nobody is playing Yamatos right now sucks, getting fast matches and being reckless is fun.
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# ? May 22, 2024 18:04 |
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Hazdoc posted:Get a low tier ship you love playing. For me, that's the Kuma. Then just have fun. The credits will come. Grinding up a boat just to sit forever in a queue and then get dumped into a lovely match because nobody is playing Yamatos right now sucks, getting fast matches and being reckless is fun. I understand that having fun is important, especially in a game that gets a little old the more you play it. And I do have fun playing and making money in my Kongou for instance. But I don't enjoy playing a boat that I'm essentially done with, just to get credits with her. To me, it feels like a terrible waste of time: I'd rather just play another ship of the same tier that I'm not done with, and make credits and meaningful progress down a line with that way. It's a real destructive behavior in this game since that's just not viable past tier 8, but I just can't bring myself to play a ship for the sake of playing a ship and nothing else. It feels like I'm making zero progress. Ironically I burned out in world of tanks for this exact reason, I have a bunch of tier 9 tanks researched but no credits whatsoever, and I don't want to play tanks I'm done with just to get credits. I'm ready to admit this is some stupid behavior on my part but my pragmatism speaks higher than fun in most cases.
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