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grrarg
Feb 14, 2011

Don't lose your head over it.

psy.Che posted:

drat, the Myoko is a fine ship. Rarely had so much fun in this game.
You are in for a treat then because the Mogami and Ibuki are even better.

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Moatman
Mar 21, 2014

Because the goof is all mine.

Michaellaneous posted:

What class is that anyway? It reminds me a bit of a Ticonderoga but it is not?

USS Detroit

22 Eargesplitten
Oct 10, 2010



Coming back for a different version of my previous question. What T3 skill should I pick for DDs? I feel like they aren't going to get a chance to use repair multiple times, but I have run into times where I wish I had one more charge of smoke.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten

grrarg posted:

You are in for a treat then because the Mogami and Ibuki are even better.

What's so great about the Ibuki?

grrarg
Feb 14, 2011

Don't lose your head over it.

22 Eargesplitten posted:

Coming back for a different version of my previous question. What T3 skill should I pick for DDs? I feel like they aren't going to get a chance to use repair multiple times, but I have run into times where I wish I had one more charge of smoke.
Superintendent for sure. Extra charge of smoke and turbo is great. Lower cooldown on repair is usually a waste on destroyers since if you need to repair twice in a short time, you're probably as good as dead anyway. And if you take Last Stand as your T4 skill (which you should since lost propulsion/steering is one of the main causes of destroyer death) lower cooldown on repair is worth even less.

yaay
Aug 4, 2006

to Accursed 2 leave armour
I think I've gotten into a trap thinking I'm actually good at the game when all I really do is single out japanese cruisers and the phoenix/omaha and sail straight at them firing AP.

Daylen Drazzi
Mar 10, 2007

Why do I root for Notre Dame? Because I like pain, and disappointment, and anguish. Notre Dame Football has destroyed more dreams than the Irish Potato Famine, and that is the kind of suffering I can get behind.
The loving pubbies in this game are going to give me a stroke for sure - they can't fire for poo poo, they run every which direction except where the action is, and they die stupidly. I can't stand playing anymore since it's usually 4-5 losses in a row before I finally get a win.

Lakedaimon
Jan 11, 2007

Well this was my best game by a country mile. Friendly Carrier was in trouble with a Minekaze and a cruiser approaching and focused on the kill and somehow I popped the DD with a random torpedo blob fired in desperation. After that it just felt like I was out there to kill everything left.

guidoanselmi
Feb 6, 2008

I thought my ideas were so clear. I wanted to make an honest post. No lies whatsoever.

so when's there going to be an XVM for boats?

Arrgytehpirate
Oct 2, 2011

I posted my food for USPOL Thanksgiving!



guidoanselmi posted:

so when's there going to be an XVM for boats?

Aesis
Oct 9, 2012
Filthy J4G
That depends on how they'll calculate rating tbh.

rossmum
Dec 2, 2008

Cummander ross, reporting for duty!

:gooncamp:
If any of you happen to be on the same team as Reedy005, be sure to teamkill him at first convenience so as to give your team the best possible chance of winning. Twice now I have lost winnable matches because of this piece of poo poo; the first time it was because he got citadel hit once in his Atlanta by an enemy cruiser and spent the remainder of the game telling him how he was "banned for aim bot cheat" and whining about how "he hit 100%", driving away from the fight in the process and failing to use his fast cruiser to cap a zone and snag us a win before the battle timer expired. The second time was even worse, he pissed around in our backfield doing nothing and once we were all dead due to lack of support he began making GBS threads on the team and proclaimed us "noobs" and "scrubs" before driving off to the corner of the map rather than resetting (or god forbid, killing) the undefended Lexington that was almost certainly what was capping us out. He'd barely even fired his guns or taken damage.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat
The NA server is pretty low population compared to EU, is that usual? The lag isn't as bad as I was expecting but the matchmaking keeps throwing me in with a lot of higher tiers. I presume due to less people being online to pick from.

22 Eargesplitten
Oct 10, 2010



If I'm enjoying torpedoes but don't want to rely on them, should I go up IJN or US cruisers first? And do the BBs get less painful past the Wyoming/whatever the T4 Japanese one is? The Wyoming wouldn't be bad if I wasn't getting 90% T6 games where everything out ranges me.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



22 Eargesplitten posted:

If I'm enjoying torpedoes but don't want to rely on them, should I go up IJN or US cruisers first? And do the BBs get less painful past the Wyoming/whatever the T4 Japanese one is? The Wyoming wouldn't be bad if I wasn't getting 90% T6 games where everything out ranges me.

I've only played to T3 but every match I play of this game has me going up against whole teams of T5-6 (except for the poor T3 rear end in a top hat on the other team who is there to balance me out) . I want to try a carrier but I don't think I have the patience to last through the god awful south carolina and whatever the other battleship is to get there.

Aesis
Oct 9, 2012
Filthy J4G

Ratzap posted:

The NA server is pretty low population compared to EU, is that usual? The lag isn't as bad as I was expecting but the matchmaking keeps throwing me in with a lot of higher tiers. I presume due to less people being online to pick from.
It is usual. Even WoT had about 10k online compared to 50k on EU before things kicked off, but even then NA pop was always less.

demonR6
Sep 4, 2012

There are too many stupid people in the world. I'm not saying we should kill them all or anything. Just take the warning labels off of everything and let the problem solve itself.

Lipstick Apathy
There's 15k online now which is about what I have seen on a nightly basis. Compared to Armored Warfare which is now struggling to keep more than 300-400 at peak.

Magni
Apr 29, 2009
To be fair, Armored Warfare is still in alpha/early access testing instead of open beta. Much smaller player pool to begin with.

22 Eargesplitten posted:

If I'm enjoying torpedoes but don't want to rely on them, should I go up IJN or US cruisers first? And do the BBs get less painful past the Wyoming/whatever the T4 Japanese one is? The Wyoming wouldn't be bad if I wasn't getting 90% T6 games where everything out ranges me.

IJN cruisers don't really rely on torps. They're using them as area denial, hail mary potshots and/or the proverbial boot knife while the guns do most of the regular work.

For BBs, US ones keep being slow as poo poo until T8, but the New York is quite better and the New Mexico is one hell of a juggernaut between the 12 14in/50s and great armor. On the IJN side, Kongo is probably the most fun you can have in the game once upgraded. Stock Fuso is akin to repeatedly getting punched in the balls, but upgraded Fuso is also pretty good as a pure gun plattform. On T7 the Colorado is pretty poo poo while the Nagato is a glorious in-your-face brawling machine.

Magni fucked around with this message at 15:26 on Jul 26, 2015

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Anyone who has complained about the South Carolina has not had to put up with the loving Kawachi and Myogi.

22 Eargesplitten
Oct 10, 2010



I have played both the SC and the Kawachi. They both suck. The Kawachi has more HP than the STL, the SC doesn't. The SC has more range than a BB gun, the Kawachi doesn't.

OSad
Feb 29, 2012

Magni posted:

To be fair, Armored Warfare is still in alpha/early access testing instead of open beta. Much smaller player pool to begin with.

Armored Warfare let players buy into the game too, for the same prices you could pay for World of Warships, but had probably the added "benefit" of getting super special founder icons for your forums account or something. Plus the 70-dollar one would get you a lot of stuff, including a fairly high-tier MBT, 90 days of premium time and a nice chunk of gold to play around with.

But even in beta weekends, where you could not buy your way in, WoWs from what I remember could hold up 1500 to 3000 players. The problem is that AW doesn't feel that much different at all from World of Tanks, except for some funky vehicle designs, missile launchers, slightly different variations on armor and ammunition, and a rapid-firing prototype variation on artillery that doesn't do as much damage but is honestly just as annoying. Some of this may sound exciting, but I guarantee it doesn't hold the core gameplay any higher up than WoT.

Coupled with a somewhat barebones PvE game mode that got a really exaggerated trailer which really did not at all reflect on the actual experience of the mode, and it's no wonder that the game can barely hold up a player base. Honestly, it would do much better if it tried to portray itself as an actual modern vehicle combat experience instead of an arcade-y, WoT clone.

But hey, it's a beta. We'll see, right? :shrug:

OSad fucked around with this message at 05:04 on Jul 26, 2015

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang
The stock Clemson rocks.


Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Gapey Joe Stalin posted:

The stock Clemson rocks.

It only gets better. The gun upgrade turns the guns into double-turrets.

Thronde
Aug 4, 2012

Fun Shoe
Those dual gun turrets shred DDs too

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

American DDs are great at bullying other DDs and taking their lunch money before flicking out their torpedo switchblades and mugging a battleship.

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost
Downside with US DDs and tier 6+ battle ships is the crazy amount of secondaries that show up. Back in CBT I got a Nicholas up near a T7 ship and got mulched. Meanwhile some dude in a Minekaze is just clowning the poo poo out of them.

Thronde
Aug 4, 2012

Fun Shoe
For tier 10 it does seem the Gearing beats the Shimakaze because of its gun range. Can anyone confirm?

jownzy
Apr 20, 2012

I love Rainbow Moon.

It is the deepest game ever. Nothing compares to its epic story.
Can you earn Confederate in the Bot matches and get signal flags?

Hazdoc
Nov 8, 2012

Muscovy Ducks are a large tropical breed, famous for their lean and extremely flavorful meat.

Hazduck!

~SMcD

jownzy posted:

Can you earn Confederate in the Bot matches and get signal flags?

You can't receive achievements for bot matches, and therefore, cannot earn flags. You can't make any progress towards missions either.

Moatman
Mar 21, 2014

Because the goof is all mine.
drat. Nuked a Myogi for first blood, blew up a half-health Arkansas, killed both their carriers with a single torp salvo each, torped an AFK Phoenix while running away, and finally gunned a second phoenix to death because it spotted me (it was at like 1200 health). And then we lost because they had four cruisers left with 30 seconds on the clock and one DD can only move so fast. :negative:


And the replay.
Not sure if there was anything I could have done to save the game once I was the last one. If I had beelined for A immediately after killing the CVs we might have pulled it out but I don't really know.

Moatman fucked around with this message at 06:30 on Jul 26, 2015

Hazdoc
Nov 8, 2012

Muscovy Ducks are a large tropical breed, famous for their lean and extremely flavorful meat.

Hazduck!

~SMcD



The Kuma owns. If only I could use this boat to retrain my commanders, I'd be happy.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
Just to make sure I'm not missing anything, once a ship gets epic elite status, the XP you earn with it can only be used if you spend cash right?

Also, can anyone give me a really simple babbies first bote rundown of the differences between USN and IJN ship classes? Like USN DD apparently rely more of guns than their IJN counterparts. And supposedly IJN CVs are more torp bomber spewing paper sacks while USN CVs are more armored? (According to puppies) I'm trying to figure out which lines I wanna focus on first.

counterfeitsaint fucked around with this message at 06:53 on Jul 26, 2015

cheese
Jan 7, 2004

Shop around for doctors! Always fucking shop for doctors. Doctors are stupid assholes. And they get by because people are cowed by their mystical bullshit quality of being able to maintain a 3.0 GPA at some Guatemalan medical college for 3 semesters. Find one that makes sense.
It feels dumb but I'm getting noticeably more citadels in my Fuso by aiming at or even slightly below the water line. Who knew?

AngrySpork
Nov 9, 2003

The most powerful voice in gaming

grrarg posted:

Replays work. You have to edit the .xml file since there is no UI button for them yet. It is even in the OP:

I have that in my xml file, in fact, I even used the mod to do it, and checked the xml file. Still not working

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


3k+ xp draw just cause the enemy carrier ran away for the last 5 minutes :/

Firstscion
Apr 11, 2008

Born Lucky

The Omaha is really fun ship you guys.

pidgeotto-san
May 1, 2003

The whole carbon copy of WoT's standard match system is just incredibly lazy and produces lovely draws that have no business being there. I mean they could have done much better, like maybe a win condition on time expiration based on the HP of the remaining ships? How about a n# of kills sudden death? I mean have it not be WoT on water.

*~Wargaming~*

pidgeotto-san fucked around with this message at 09:03 on Jul 26, 2015

johnsonrod
Oct 25, 2004

Hazdoc posted:

:words:

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. :wiggle:

~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.

Quoting this from a few pages back. Good advice and should be added to the OP post haste.

Groggy nard
Aug 6, 2013

How does into botes?
DD thunderdome at the middle channel in Two Brothers can produce some hilarious Magoo moments. Most of them involving multiple destroyers beaching themselves to avoid eachothers torps, and then the American DD's using their Turrets to blow the hell out of the Japanese ones while they both try to reverse.

And then there are the Battleships who try to enter right when my Torpedoes reload. It's like they didn't even try to aim their turrets towards my last known location, or even notice that the map was showing my location beforehand, just a big fat dumb xp pinata with too slow moving turrets and not nearly enough armor to stop six torps launched from just under 2 kilometers.

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MREBoy
Mar 14, 2005

MREs - They're whats for breakfast, lunch AND dinner !
Why Pubbies Suck, Example 4.2 x 10^7

Me and Hayrick17 are in a division, tier 5, me in an Omaha and him in a Murmansk. We get a match where we have 1 Independence and other team has 2 Indys. I decide to hang around our carrier initially. Things start going :shrek: quickly.

I meant to say West when I said East. Sue me, its 4.45 a.m EST.


Not pictured: The other 2 bomber groups and 1 fighter group. I've downed 5 planes at this point. One torpedo group went past me, managed to get one fish in a spread into the Indy.


The other torpedo group goes after me, I take one in the bow.


I'm like, whatever shitlord, cya ! :byewhore: Fucker follows through and dumps a spread on me, 1 torpedo hits - "oh it was a misclick, I use ALT to see HP" WHAT A CROCK OF poo poo :wrongful:


I dedicate this final image to Shanky McStabber, from the WoT thread.


We actually won by capping, I got a total of 7 plane kills & a base capture :downsgun:

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