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Vengarr
Jun 17, 2010

Smashed before noon

Cippalippus posted:

My idea is that US DDs are excellent anti destroyers and need not stealth, but rather close combat abilities.
Demolition expert helps against battleships and cruisers too. Concealment expert is good on paper but I never find myself really needing that extra stealth because I'm either shooting a destroyer or I'm sending torpedoes beyond spotting range.

This is just my opinion and my play style. If you prefer concealment, and make it work, don't force on yourself a playing style that you don't like.

Concealment is still important for anti-destroyer play because basically every other DD is going to have Concealment Expert now. So if you don't have it, you will not be killing very many DDs. They will see you coming and be ready for you.

My experimental US DD build is looking like: 1. Priority Maintenance (1), 2. Last Stand (3), Smoke Expert (19) 3. Survivability Expert (6), Superintendent (13), 4. Concealment Expert (10), RPF (17)

That will make you a really strong DD hunter/smog lord.

They just released a widget for creating builds here

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Phanatic
Mar 13, 2007

Please don't forget that I am an extremely racist idiot who also has terrible opinions about the Culture series.
Applying to DONGS as Phanatic1a.

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost
I'm curious about the smoke machine skill and how useful it will be. I grabbed it on my Fiji but didn't have a good game to try it out in since it was a blow out. I think on it more smoke is better since its less of a chance to accidentally nose out of smoke. I guess on destroyers it would be helpful on giving other ships more coverage.

dioxazine
Oct 14, 2004

I thought about taking it on my destroyers, but there simply isn't enough room if you want a combat-focused specialisation over support and I'm always an advocate of more damage over supporting random players. I could only find space on Z-52 to put SSE.

Devorum
Jul 30, 2005

I'd take IFHE on my Atlanta if I didn't need AFT so badly.

In other news, the Atlanta is a beast when you learn its tricks.

I finally got enough XP in the Langley to unlock the Bogue, and...the Bogue is a bad joke, right? When i buy it, the real stats show up? Or do I really have to choose between 1F/1TB, 0F/1TB/2DB, and 2F/0TB/1DB?

EDIT: Applied as Devorum. I'll endeavor to stop being a solopub and get on Discord...

JuffoWup
Mar 28, 2012

Devorum posted:

I'd take IFHE on my Atlanta if I didn't need AFT so badly.

In other news, the Atlanta is a beast when you learn its tricks.

I finally got enough XP in the Langley to unlock the Bogue, and...the Bogue is a bad joke, right? When i buy it, the real stats show up? Or do I really have to choose between 1F/1TB, 0F/1TB/2DB, and 2F/0TB/1DB?

EDIT: Applied as Devorum. I'll endeavor to stop being a solopub and get on Discord...

nope, keep looking up the tiers. That is a problem with US carriers.
Now go check out IJN carrier loadouts.

Mauzeraut
Aug 15, 2005

Ka-BEWWWWM!
Applied to DONGS as Mauzeraut.

Gwaihir
Dec 8, 2009
Hair Elf

Devorum posted:

I'd take IFHE on my Atlanta if I didn't need AFT so badly.

In other news, the Atlanta is a beast when you learn its tricks.

I finally got enough XP in the Langley to unlock the Bogue, and...the Bogue is a bad joke, right? When i buy it, the real stats show up? Or do I really have to choose between 1F/1TB, 0F/1TB/2DB, and 2F/0TB/1DB?

EDIT: Applied as Devorum. I'll endeavor to stop being a solopub and get on Discord...

No joke, nope. The Bogue has two options, either stick with the stock loadout and use your superior fighters to bully IJN squads while you torp things, or go AS spec and be a complete rear end in a top hat that only shuts down the other CV and spots enemy DDs. The stock option isn't bad, really, especially because it's the only way you get a decent number of replacement planes for your squads. The other options end up leaving you with like 5 spare planes or something anemic.

OSad
Feb 29, 2012
The Akizuki feels really specialized for killing other DD's. You have a near tier 10 health pool and Minotaur RoF, there is no other DD in the game that doesn't buckle under your weight. But as soon as any cruiser or battleship puts any sort of angling towards you, your AP damage drops to nearly zero and you almost completely lose your ability to ignite fires off of superstructure. IFHE helps a lot with this but then you have a build in your hands where you can't take CE, RPF, AFT and, IFHE all together without cutting something out.

If you cut out CE you can't stealth fire, without AFT your range is pretty crappy (and the AA range buff is appreciated as the AA on the ship is actually quite good), and IFHE actually gives your HE some appreciable penetration.

So you cut out... RPF then? Played quite a few matches today and it felt like nobody was using this skill: only two matches out of twelve or so had someone with it on them, and maybe there's some psychological element to knowing that you're being traced that fucks up your play or something, but it honestly felt pretty inconsequential to be perma-traced. In a DD you also usually know that there's bound to be another ship pressuring a cap or something because... they'll be on the cap so you'll know what quadrant he'll be at.

Gonna be honest, I was pretty skeptical of the impact it would have on the game, and maybe it's too soon to tell, but it felt like nothing at all has actually changed as far as initial cap-contesting is concerned and this skill is more of a crutch than a blessing. It's obviously pretty strong in the niche destroyer-hunting situations beyond that but you actually have to get to that point in the game while having the skill or hoping someone else in your team has it if you don't. And it just doesn't feel like too many people are using it.

Edit: Please never go full-strike American carrier. Had a couple of games tonight while playing with dark and diogenespanda where we had full-strikers whom got easily zoned and barely did anything during the whole match, while our destroyers were perma-spotted and crapped on by enemy planes. It's better to have more fighters and actually be able to contest air superiority than to have nothing but planes that can't defend themselves and give that up from the get-go.

With fighters, you can deny the enemy airspace, you can scout and keep your ships safe. It's better to be 2/0/1 rear end-cancer Bogue than to be dead weight Bogue. You probably won't have an exciting match full of high damage numbers but you'll do your team a huge favor in the long run.

OSad fucked around with this message at 00:08 on Jan 20, 2017

Mauzeraut
Aug 15, 2005

Ka-BEWWWWM!

Devorum posted:

I'd take IFHE on my Atlanta if I didn't need AFT so badly.

In other news, the Atlanta is a beast when you learn its tricks.

I finally got enough XP in the Langley to unlock the Bogue, and...the Bogue is a bad joke, right? When i buy it, the real stats show up? Or do I really have to choose between 1F/1TB, 0F/1TB/2DB, and 2F/0TB/1DB?

Nope, IJN gets the variety pack, you get specialization:airquote: .

In practice the Bogue isn't terrible though, your torp bombers have a very tight spread and your bombers are tougher / more numerous per squad, and your fighters are a lot better than IJN variants. The tradeoff is not being able to do everything other carriers do, and you don't really get this back in strike format until the Essex/Midway.

MREBoy
Mar 14, 2005

MREs - They're whats for breakfast, lunch AND dinner !

Devorum posted:

I'd take IFHE on my Atlanta if I didn't need AFT so badly.

In other news, the Atlanta is a beast when you learn its tricks.

I finally got enough XP in the Langley to unlock the Bogue, and...the Bogue is a bad joke, right? When i buy it, the real stats show up? Or do I really have to choose between 1F/1TB, 0F/1TB/2DB, and 2F/0TB/1DB?

EDIT: Applied as Devorum. I'll endeavor to stop being a solopub and get on Discord...

Those airplane loadouts on the Bogue are real. The kicker is that the ship has such a low hangar cap. If you take either of the loadouts with 3 squadrons you have barely enough spare planes to replace each individual squadron once if they get wiped out completely. If you stick with the 2 plane loadout, you can replace each squad twice IIRC. Every US carrier (except the Saipan) has nearly the same arrangement of squadrons, in that the default is balanced (ie Independence with 1/1/1), and the other options are fighters and bombers only (Indy has 2/0/1) or torpedoes and bombers (Indy has 0/1/2). First one to tweak this pattern is the Essex @ tier 9 - default is 2/1/1, and the options are 3/0/2 and 1/1/3, with Midway default being 2/1/2 and options of 3/0/2 and 1/1/3. Oh just for comparison, the Saipan @ 6 gets either 2/2/0 or 3/0/1, with the planes being Tier 9. This is sort of offset by the squadrons being smaller, but getting that one Captain skill that increases the squadron size negates that :downs:

Why do US carriers get dive bombers and IJNs get torps ? If you want to play the "Historical accuracy!" card, it's all because of the Battle of Midway. Every single torpedo plane that tried to attack the 4 IJN carriers got annihilated, with all 4 carrier kills being attributed to dive bombers. High tier US DBs get 1000lb bombs by default, with IJN DBs I think maxing out at 250 or 500lbs. On the flip side, for all the other fuckups and issues with the IJN, the Type 93 torpedo (aka Long Lance) was an absolute loving monster as torpedoes go. Long range, minimal trail, big warhead and the IJN had been practicing/researching/doing things with ship/sub launched & plane dropped torpedoes for quite some time. Contrast to US torpedoes being a hot mess of defective poo poo until well into 1943.

Pacra
Aug 5, 2004

Let's talk about this adrenaline rush skill. Summary at bottom.

Essentially it's 2% increase in rate of fire per 10% health lost.

For the first half of your health, it's not going to be that noticeable. This skill will only really kick into gear once the end of the match comes around (if you've been playing aggressively like a good goon), and/or you've managed to get focused or received an unlucky RNG citadel/bunch of normal pens early on. For this reason, we'll start looking at benefits at 50% and lower.

10% increase in fire rate at 50% health, 12% at 40%, 14% at 30%,16% at 20%, and 18% at 10%.

Here's a scattering of cruisers and battleships and the Gearing to look at. I've rounded their fire rate (in terms of seconds before next salvo) up or down to simplify numbers since the game will only show whole numbers, so gearing for instance will actually be a bit faster shooting than minotaur.

Nagato = 32 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
28.8 --- 28.16 --- 27.52 --- 26.88 --- 26.24

Scharnhorst and Bismarck = 26 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
23.4 --- 22.8 --- 22.36 --- 21.84 --- 21.32

Shchors = 8 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
7.2 --- 7.04 --- 6.88 --- 6.72 --- 6.56

Minotaur/Gearing = 3 sec (Minotaur is a tiny bit slower than this)

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP 1% HP Gearing
2.7 --- 2.64 --- 2.58 --- 2.52 --- 2.46 2.436 = 24.63 salvos per minute, max fire rate in game?

Atago = 16 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
14.4 --- 14.08 --- 13.76 --- 13.44 --- 13.12

Yorck = 12 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
10.8 --- 10.56 ---- 10.32 --- 10.08 --- 9.84

Moskva = 10 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
9 ---- 8.8 --- 8.6 --- 8.4 --- 8.2

Zao = 14 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
12.6 --- 12.32 --- 12.04 --- 11.76 --- 11.48

Yamato/Warspite = 30 sec

50% HP --- 40% HP --- 30% HP --- 20% HP --- 10% HP
27 --- 26.4 ---- 25.8 --- 25.2 --- 24.6

Summary
Hmm, this skill actually looks... viable for tanky ships that like to brawl, retreat, brawl, retreat, etc.
If you find yourself taking glancing damage or small chunks during the match, leading to half health or less often by mid-match, this skill may be worth looking into.
Especially if you are an aggressive player that can also evade well. Also if you can often survive at low health for a long time while kiting, this skill may be a decent.
This bonus likely rewards very good players while not being of much use to less skilled players. I think BBs would overwhelmingly benefit - the Yammy, the warspite, scharnhorst, bismarck, and nagato that I listed, can find this to be very useful. How many times did you wish you had the time for one last devstrike in these boats before blowing up, with the ticker a second away? Now you'll have had that time taken back.

I may pick this up on some of my battleships to see how it plays out ingame. The fact that it's a 2-point skill isn't so bad, my nagato can easily miss out on something else to give it a try. It wouldn't be recommended as a 3 point skill, and if they nerf it to 1%, that's not a good trade at all. But this very well might be useful if you find you have room for it in your build. Think about it - a Yamato at 20k health with this, will have a reload 1 second faster than a Scharnhorst. Mmmmmmmm.

Also, I really want to see a Gearing at 1% health in smoke shoot a rolling salvo at a thing with this skill.

Devorum
Jul 30, 2005

Gwaihir posted:

No joke, nope. The Bogue has two options, either stick with the stock loadout and use your superior fighters to bully IJN squads while you torp things, or go AS spec and be a complete rear end in a top hat that only shuts down the other CV and spots enemy DDs. The stock option isn't bad, really, especially because it's the only way you get a decent number of replacement planes for your squads. The other options end up leaving you with like 5 spare planes or something anemic.

Yeah, I'm almost at T7 in IJN Carriers, which made this even more of a shock. At T5, I had 4 squadrons up, regardless of loadout. At T6 I have 5 squadrons in the air. It kind of makes me feel bad for pooping on enemy Indepependences in my Ryujo.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Vengarr posted:

Concealment is still important for anti-destroyer play because basically every other DD is going to have Concealment Expert now. So if you don't have it, you will not be killing very many DDs. They will see you coming and be ready for you.

My experimental US DD build is looking like: 1. Priority Maintenance (1), 2. Last Stand (3), Smoke Expert (19) 3. Survivability Expert (6), Superintendent (13), 4. Concealment Expert (10), RPF (17)

That will make you a really strong DD hunter/smog lord.

They just released a widget for creating builds here
I'm going for a 1/1/4/1 build on my US DDs, gonna see how well that goes.

Priority Target (might swap it out for PM, but in theory PT should let me know how cheeky I can get while detected)
Last Stand
SI/SE/BFT/DE
Concealment Expert

Grab SI first, then CE, then go back and grab the other 3 skills in that order.

Gwaihir
Dec 8, 2009
Hair Elf
Sweet mother of god the Kutuzov is insane with IFHE.

Timmy Horsey
Dec 13, 2012



Applied to DONGS as Timmy_Horsey

Lord Koth
Jan 8, 2012

OSad posted:

The Akizuki feels really specialized for killing other DD's. You have a near tier 10 health pool and Minotaur RoF, there is no other DD in the game that doesn't buckle under your weight. But as soon as any cruiser or battleship puts any sort of angling towards you, your AP damage drops to nearly zero and you almost completely lose your ability to ignite fires off of superstructure. IFHE helps a lot with this but then you have a build in your hands where you can't take CE, RPF, AFT and, IFHE all together without cutting something out.

If you cut out CE you can't stealth fire, without AFT your range is pretty crappy (and the AA range buff is appreciated as the AA on the ship is actually quite good), and IFHE actually gives your HE some appreciable penetration.


Honestly, I don't feel RPF is that great for Akizuki in the first place. Mainly because you're not that good at actually hunting down enemy DDs due to how slow you are. You can kill them if they appear within range, especially now with IFHE so you don't have to worry about using AP on T8+ ones, but your speed and relatively lovely turning circle means trying to chase one down is an exercise in frustration, RPF or no. And with only the single quad launcher, even if you know roughly where they're hiding in that smoke cloud you can't saturate it enough to reliably hit or force them out.

My T4 priority skill order goes AFT, IFHE, and probably CE for my last one (which since I don't have a 19 point captain is going to take a while). Manual AA or Superintendent are other ones being considered. You don't actually need CE to stealth fire assuming you have Concealment Mod. 1 and camo, because your base range is 10.2 km while your detectability while firing is 9.6km, giving you a small but existent 0.6km invisifire area. AFT pushes your range up to 12.2km, giving you a comfortable 2.6 km invisifire area. CE is certainly nice to add on to that, but by no means required.



And I should probably get around to applying to DONGS, but haven't really felt like getting on much after burning out finishing up the two limited time campaigns with honors.

Xae
Jan 19, 2005

I'm loving RPF on my Russian DD Captain.

It is just so broken it is amazing. You can track in and kill an IJN DD and there is nothing they can do. It is a straight up hard counter.

Stevefin
Sep 30, 2013

Dumb question, what does RPF stand for? I can not find any skills that have that letter combination

Pacra
Aug 5, 2004

Radio Position Finder.

Somebody Awful
Nov 27, 2011

BORN TO DIE
HAIG IS A FUCK
Kill Em All 1917
I am trench man
410,757,864,530 SHELLS FIRED


MREBoy posted:

Why do US carriers get dive bombers and IJNs get torps ? If you want to play the "Historical accuracy!" card, it's all because of the Battle of Midway. Every single torpedo plane that tried to attack the 4 IJN carriers got annihilated, with all 4 carrier kills being attributed to dive bombers. High tier US DBs get 1000lb bombs by default, with IJN DBs I think maxing out at 250 or 500lbs. On the flip side, for all the other fuckups and issues with the IJN, the Type 93 torpedo (aka Long Lance) was an absolute loving monster as torpedoes go.

The Type 93 wasn't an aerial torpedo, though. IJN planes carried the Type 91.

Also "Long Lance" was made up by an American after the war.

Hazdoc
Nov 8, 2012

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

Hazduck!

~SMcD
Don't forget that it applies to torpedoes, too. A DD that comes out of a scuffle on a point with some damage is rewarded with faster reloads on their torps... and if you came out hurting bad, you can at least turn that into a pretty hefty reload reduction. I wouldn't say its an optimal skill, but it sure is a drat interesting one.

Astroclassicist
Aug 21, 2015

Asked to join [GOON] as LordStrange

OSad
Feb 29, 2012

Lord Koth posted:

Honestly, I don't feel RPF is that great for Akizuki in the first place. Mainly because you're not that good at actually hunting down enemy DDs due to how slow you are. You can kill them if they appear within range, especially now with IFHE so you don't have to worry about using AP on T8+ ones, but your speed and relatively lovely turning circle means trying to chase one down is an exercise in frustration, RPF or no. And with only the single quad launcher, even if you know roughly where they're hiding in that smoke cloud you can't saturate it enough to reliably hit or force them out.

My T4 priority skill order goes AFT, IFHE, and probably CE for my last one (which since I don't have a 19 point captain is going to take a while). Manual AA or Superintendent are other ones being considered. You don't actually need CE to stealth fire assuming you have Concealment Mod. 1 and camo, because your base range is 10.2 km while your detectability while firing is 9.6km, giving you a small but existent 0.6km invisifire area. AFT pushes your range up to 12.2km, giving you a comfortable 2.6 km invisifire area. CE is certainly nice to add on to that, but by no means required.

Yeah, I felt like I was driving a cruiser rather than a destroyer during the evening. Terrible turning radius, bad acceleration, bleeds a lot of speed during turns... I got stuck on rocks and blown out more than once trying to do the turns I would comfortably do on any other Jap DD in the Akizuki. If the enemy DD stands there and has a side-on shootout with you, you will melt any sort of HP pool he has within twenty seconds or less, but as soon as he turns away and starts running, say goodbye to that guy until he chooses to engage you again.

Then again, I did get IFHE first on her and I really wish I had the extra range instead. While I only have one four skill to pick on my captain, maybe I'll respec and go for AFT to see if the range difference makes her more comfortable to play.

Stevefin posted:

Dumb question, what does RPF stand for? I can not find any skills that have that letter combination

Radio Position Finding. It's not called that any longer though, they changed the name to Radio Location because... I guess Radio Position Finding was a bit of a mouthful and difficult to remember. I'll still say RPF because it's cooler than RL and just like the renaming of Senjo to Zao, Wargaming wouldn't recognize a good name if it hit them in the face.

Pacra
Aug 5, 2004

Hazdoc posted:

Don't forget that it applies to torpedoes, too. A DD that comes out of a scuffle on a point with some damage is rewarded with faster reloads on their torps... and if you came out hurting bad, you can at least turn that into a pretty hefty reload reduction. I wouldn't say its an optimal skill, but it sure is a drat interesting one.

True that mate, although I feel like DDs may have way more higher priority skills to select from then hoping it'll become useful if they somehow survive hits or a torp that brings them that low; I guess I think that BBs with their larger health pools have more leeway to actually make use of it all the time rather then situationally.

Godlessdonut
Sep 13, 2005

Pacra posted:

True that mate, although I feel like DDs may have way more higher priority skills to select from then hoping it'll become useful if they somehow survive hits or a torp that brings them that low; I guess I think that BBs with their larger health pools have more leeway to actually make use of it all the time rather then situationally.

It's a pretty good use of your last 2 points on a 19pt destroyer captain. At least for ships like the Gearing and Khab.

Hazdoc
Nov 8, 2012

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

Hazduck!

~SMcD
The Gearing gets the most use out of it, IMO, though German DDs could too. You are a ship keen on contesting caps and hunting down DDs, so you'll incidentally take damage as you do it. You can take advantage of that to get your loving stupid ridiculous torps reloaded faster, and your machine gun 5 inchers firing even faster (as if you needed that).

jownzy
Apr 20, 2012

I love Rainbow Moon.

It is the deepest game ever. Nothing compares to its epic story.
Just need someone in your div to tk you a bit so you can start spamming those shima torps.

Hazdoc
Nov 8, 2012

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

Hazduck!

~SMcD
Oh, also to note. IFHE is actually fairly good for increasing your fire damage output. Why? HE shells that fail to pen (or only hit via AoE) have a harshly reduced chance of causing a fire. The full chance to cause fire, however, is applied on a penetrating hit. Hence, why a decrease in fire chance but an increase in the number of HE pens can boost the number of fires you set.

Pseudophile
Dec 25, 2007

Applying to [DONGS] as Faustfick

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Hazdoc posted:

Oh, also to note. IFHE is actually fairly good for increasing your fire damage output. Why? HE shells that fail to pen (or only hit via AoE) have a harshly reduced chance of causing a fire. The full chance to cause fire, however, is applied on a penetrating hit. Hence, why a decrease in fire chance but an increase in the number of HE pens can boost the number of fires you set.
According to a dev this isn't actually true:
https://www.reddit.com/r/WorldOfWarships/comments/5niuro/dev_qa_round_8/dcbu3ag/

Lakedaimon
Jan 11, 2007

Applying to DONGS as Agent_Aika

BIG HEADLINE
Jun 13, 2006

"Stand back, Ottawan ruffian, or face my lumens!"
Alright - I really enjoy playing my Scharnhorst, but I haven't played since 0.6.0 went live, and I've got ten points to spend (and about halfway to the 11th). I'm thinking Preventative Maintenance for the one point unlock, and then what? The Scharn's turrets are already quite swift for its size, so I wonder if Expert Marksman is worth it. Advice?

Iceshade
Sep 15, 2007
Tactical Ignorance

BIG HEADLINE posted:

Alright - I really enjoy playing my Scharnhorst, but I haven't played since 0.6.0 went live, and I've got ten points to spend (and about halfway to the 11th). I'm thinking Preventative Maintenance for the one point unlock, and then what? The Scharn's turrets are already quite swift for its size, so I wonder if Expert Marksman is worth it. Advice?

FYI, preventive maintenance does nothing to prevent secondaries or AA guns from being blown up. The 30% less chance for modules to get disabled is for the standard rudder/engine/torps/guns, and that hasn't been a big deal in my shiny horse or any BB really (except Dunkerque, not a day goes by without it losing both turrets in a match).

Probably good for DDs and cruisers though.

Iceshade fucked around with this message at 08:45 on Jan 20, 2017

saihttam
Apr 15, 2006
Enter sadman
Flamu mentioned you can take that skill on a BB if you take 100% survive mod for secondaries, I use it on Bismark

NTRabbit
Aug 15, 2012

i wear this armour to protect myself from the histrionics of hysterical women

bitches




BIG HEADLINE posted:

Alright - I really enjoy playing my Scharnhorst, but I haven't played since 0.6.0 went live, and I've got ten points to spend (and about halfway to the 11th). I'm thinking Preventative Maintenance for the one point unlock, and then what? The Scharn's turrets are already quite swift for its size, so I wonder if Expert Marksman is worth it. Advice?

Expert marksman and high alert are really the only level 2 choices for a battleship

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Iceshade posted:

FYI, preventive maintenance does nothing to prevent secondaries or AA guns from being blown up. The 30% less chance for modules to get disabled is for the standard rudder/engine/torps/guns, and that hasn't been a big deal in my shiny horse or any BB really (except Dunkerque, not a day goes by without it losing both turrets in a match).

Probably good for DDs and cruisers though.
I took PM on my BBs because it feels like I'm constantly getting my turrets knocked out of action temporarily in my NC/Missouri/Warspite, but I don't know if that's because I'm always just remembering the times it happens or if it actually does happen frequently enough to justify PM. I'm not too sure what I'd take in place of it though, especially on my BBs that don't have fighters. I guess if worse comes to worst I can just swap out my slot 1 mod for the aux mod to slightly better preserve my AA.

Insert name here fucked around with this message at 09:09 on Jan 20, 2017

Aramoro
Jun 1, 2012




I've decided my Colorado is cursed in some way, I'm doing 50K damage on average, so 24K less than my Fuso as the guns seem widly inaccurate just bracketing everyone I shoot at, no matter the range. On top of that the main guns seem to be made of tin foil or something as they get knocked out in every battle, quite often permanently destroyed. My WR in it is now 28% which is not a number I thought possible. Steven Segal has failed me.

NTRabbit
Aug 15, 2012

i wear this armour to protect myself from the histrionics of hysterical women

bitches




I've discovered how the two catapult fighter skill actually works - just having them on your ship is rubbish, but when you have 8 players on your team who all do what Flamu tells them to do, you end up with 16 of the loving things in the air at once, which basically makes a low rent US drone surveillance network - no DD can get around it, and even if you have an AS carrier there is too many of them to shoot down.

e: There's a new set of missions up on NA for the lunar New Year, 20k base xp gets you 5 dragon flags for each of Germany, Japan, USA and USSR, complete it on all 4 and win an extra battle and you get the Southern Dragon premium that's been lurking around in the client for a while, and a year of the rooster flag... which it turns out is just another Myoko with a skin, as though I don't have four of those already :jerkbag:

NTRabbit fucked around with this message at 14:04 on Jan 20, 2017

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Iceshade
Sep 15, 2007
Tactical Ignorance
80k base(!!) xp for 20 dragons flags and another Myoko clone is a bit steep. But hey, it's free.

EU doesn't get 30 days like everyone else to complete this. They get 20. :downs:

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