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Everything posted by Benser33
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ST 0.9.10, Arpeggio of Blue Steel and Black Friday (DB 86)
Benser33 replied to Tanatoy's topic in Development Blog
Another pathetic copy and paste ship that could have been a premium with unique flavour. Disappointing. And a highly uninteresting collab. -
Texas doesn't have 18x 127mm secondaries with 5.5km(max 8km) range, turtleback armor, the improved US heal and Oklahoma also has slight advantages in manuverability and AA.
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Why even test armaments other than HE dive bombers for the hybrids? If these ships launch anything except E16A dropping 250kg bombs I don't think you're going to have a lot of fans. The peculiarities of the Hybrids sound logical, planes dont return, squads refresh with restoration time, no consumables, reduced engine boost, etc. And like Pete said, I agree that adopting something like the ASW mechanics that you added for CA/BBs for these ships might be better, although how well it would work to use that system to strike beyond a few kilometers is probably the issue. I'm sure the ability to click an aiming reticle down on something that moves at 15knts which is only 4km away and get a hit with a wide area explosion will be much easier than trying to strike an enemy ship at 20km with a DB that takes 120s to arrive. And I suppose both of these ships will have their carrier based planes and ASW aircraft consumables, so combining them might not work. But, I don't see how you can profit from taking a 60-90s break from firing to launch aircraft when you lose all control of the hull.
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You're right (and I even though about how it has the same number of guns as NY but in a more comfortable layout so idk why I wrote 12), although this is still the joint biggest salvo at t5 (100k) besides Oktober (103k).
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The only missions you must complete to get Anchorage are the ones that award the Dockyard tokens. For each directive there are 2 missions that award Dockyard Tokens, they are generic missions with only tier restrictions. Then a 3rd Token is available for completing the directive, which requires you to complete 6 of the missions. Each directive is comprised of 8 missions, 2 generic that award tokens, 2 generic that reward resources and 4 missions that are each designed for BB, DD, CV and Cruisers respectively. Effectively, you can complete 2 of the class specific missions (BB and Cruiser for example) and the 4 generic missions and that will complete the directive and award all 3 Tokens. Collect all 3 Tokens from all 6 directives and youll have all 18 Tokens that are availble via directives.
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Oklahoma also has turtleback armor, improved secondary dispersion and now she even has 5.5km range. She was already the best secondary BB at tier 5 by quite, being the only tier 5 BB to really have any of the features of a secondary BB. With these changes and especially with the new commander skills she might be the first secondary BB to exist below tier 7. A exciting concept, imo, perhaps even Mikasa may see some changes some day... Her AP penetration needing to be reduced further seems pretty crazy considering how low it is already. But I guess at tier 5 such short range power (working secondaries, turtleback and 1210 gun salvo) must be tempered with lacking long range power.
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The PTS is not open right now, as far as I'm aware? The latest test session ended on Sept 22nd.
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Manfred von Richthofen, a study in insanity.
Benser33 replied to Gnolfus's topic in General Discussion
The issue with MVR is the same problem with the other most problematic CVs in the game, the alpha strike of AP bombs is way too strong. Even with the recent AP damage nerf the fundamental concept of AP bombs gives these strikes the potential to burst a massive amount of damage on someone. Balancing them with dispersion only makes them severely reliant on RNG which is pretty poor balancing, most players have no appreciation for when a CV strike narrowly but completely misses them, especially when the next strike gets 3 citadels for 24k. -
Manfred von Richthofen, a study in insanity.
Benser33 replied to Gnolfus's topic in General Discussion
Turns out that after implementing the diminishing returns on the AA aura they actually somehow broke it in a later patch. When they realised they broke it they said "hey this hasnt actually been working for a while but since AA doesnt seem too strong (which is why they added it) we'll just keep it disabled". -
Which forum members have you seen in random battles?
Benser33 replied to Cobra6's topic in General Discussion
Fortunately it was the enemy that were the passive ones. No radar and no will to push. Comfortable game. -
Being in a clan is required to play clan wars, the seasonal game mode which is most comparable to random battles except usually with greater degree of competition, stricter organisation and higher standards. The most common reason people play clan wars is that success awards some limited amounts of steel. That said, clan wars are not the only reason to join a clan, each clan also has a naval base that provides economic benefits like reduced exp and credit costs for progression and increases to exp and resource gains. You contribute to the development of the naval base by earning oil (a resource specific to clans which is earned whenever you open a container, among other things) and in return you reap the benefits of the base. Joining a clan can also be worthwhile for their own community, although a lot of these exist in apps like Discord outside of wows so without those you may rarely see or hear from clanmates. Some clans also offer no sort of community at all, ideal for lone wolf players who want the benefits of a clan with no obligations. To answer your questions directly. You help your clan develop its base by earning oil, which you will earn for the clan just by playing the game (specifically by opening containers and taking part in naval battles which are a weekly set of mini objectives). If the clan plays clan wars then they progress by winning battles in the dedicated clan wars mode, a pvp mode where teams of clan members face off. Clan wars is one of the most challenging modes of play available, it can be difficult to succeed and harder still to enjoy. Each season of clan wars is played in a specific clan battle game mode, just like ranked is played in a specific ranked game mode, outside of randoms and co-op. The upcoming season will take place over 6 weeks and will be comprised of 7v7 pvp battles using tier 10 ships. The mode is only playable between 6-10pm UK time on weds, thurs, sat and sunday. In order to play you must be part of a team of players all from the same clan. Although I can't name any specifically, I am sure there exist clans that form a community suitable for the older generations of players among us. Clan wars may not be your cup of tea, but to contribute oil to the development of the naval base and gain the economic benefits (the small discounts and income boosts) should make joining a clan worthwhile, and hopefully find some decent folk as well. At the very least, a no obligation clan could make progress a little easier.
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ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
You are right, my thinking on the overmatch was totally backwards. I was thinking about the existing thresholds and what calibres they can ricochet while forgetting that some intermediate values also work. I did not deny that going from 25 -> 27 does something, 27mm is already a commonly accepted threshold. But it was my mistake to forget that 406mm shells, which are ricocheted by the existing 30mm plating which is commonly available can also be ricocheted by 28mm if it existed ingame on any ship. I think there still exists the issue that this would be far too strong on the ships it does work on. DM for example really does not need to be able to bow tank 406mm guns. -
FDR is honestly, such a fun, engaging, wholesome edition to the game.
Benser33 replied to Riggerby's topic in General Discussion
He took 46k damage from 6 torpedos. FDR torpedos do 4k damage each. If all 6 torpedo hits were from FDR it would have been <20k damage. So, obviously, the torpedos were not all from FDR. -
FDR is honestly, such a fun, engaging, wholesome edition to the game.
Benser33 replied to Riggerby's topic in General Discussion
You're assuming the torps are from FDR. FDR torps do less than 4k damage each. So, obviously, the 6 torpedo hits which did on average 8k damage are not FDR torps. 30k bomb damage 16k fire damage if we assume FDR was the only ship to set him on fire. 8k flood damage if we assume FDR was the only ship to cause a flood 5 torp hits at 4k would mean the 6th torp did 26k which is impossible, 4 torp hits at 4k would mean 2 torp hits doing 15k each which is possible, 3 torp hits at 4k would mean the other 3 torps did about 12k each which is more reasonable so lets assume 3 torp hits from the FDR and 3 from elsewhere meaning 12k damage. A generous total, then, is 30 + 16 + 8 + 12. Which is 66k. -
While I certainly could be mistaken, I understand the flow of the new ranked mode to work like this example below; Season 1 of new ranked begins. The Season consists of 3 leagues, we'll call them bronze, silver and gold. Each league consists of 10 ranks. During the season there will be 5 sprints; periods in which you can play the ranked game mode. You start this season with Sprint 1 and you are ranked at rank 10 of bronze league, the bottom. During Sprint 1 you progress through the ranks, just like before, earning 2-3 stars in order to progress to the next rank or be demoted. You reach rank 1 which begins the qualification series for promotion to Silver. You must earn 4 stars to be promoted, and you cannot be demoted back down to rank 2. You suceed with your qualification series and are promoted into Silver, this ends the progress you can make during Sprint 1. Rewards are given "for a certain number of victories in the League, for reaching rank 1, and for passing qualification." A few days after the end of Sprint 1, Sprint 2 begins. You start this at rank 10 of Silver. You cannot be demoted back down into Bronze. Again, you progress through the ranks from 10 to 1 and begin your qualification series for promotion into Gold. You cannot be demoted back down to rank 2. This time you make it to rank 1 but you dont complete the qualification series in time and the sprint ends. A few days later, Sprint 3 begins. You start this, again, at rank 10 of Silver because the qualification series was not completed in the previous sprint. This time you have much more success, reaching rank 1 and completing the qualification series for promotion into Gold. Sprint 4 begins. You start at rank 10 of Gold due to your success in the previous Sprint. You cannot be demoted back down to Silver. You progress through from 10 to 1, earning rewards for progressing through the league and upon reaching rank 1 you have effectively completed this Sprint, there are no more qualification series and upon reaching rank 1 you cannot play further. Sprint 5 begins. You are returned to rank 10 of Gold and can progress through Gold ranks 10 to 1 again to earn new rewards. Once more, your progress is complete upon reaching rank 1. When Sprint 5 ends, Season 1 ends. When Season 2 begins you will begin at Bronze rank 10. The number of leagues in a season, the number of ranks in a league (which is apparently 10), the number of sprints per season, the available rewards per sprint and the time frame that WG anticipates this ranked mode will take place over are all unknown at the moment. I'm most curious to know if the rewards "for a certain number of victories" means that if I win-lose-win-lose-win-lose my way through 20 games so that I am still at rank 10 with 1 star do I still get 10 wins worth of rewards, whatever they may be, with the most precious rewards being reserved for reaching rank 1 and promotion?
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While there exists evidence of the development of 510mm guns by the IJN (and turret mounting was manufactured even though the guns themselves had no official designation) I'm not aware of a single real example of an Italian 406mm gun, nor 457mm gun. UP.41 was intended to have 406mm guns, as was originally desired for Roma, but no designated 406mm gun reference exists that I'm aware of. So Italian 406mm guns would actually be more fantasy than the Japanese 510mm gun, unless you have some examples?
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FDR is honestly, such a fun, engaging, wholesome edition to the game.
Benser33 replied to Riggerby's topic in General Discussion
The only damage dealt by FDR evident from your screenshot is 30k damage from bombs. I'm pretty sure it didn't do 32k artillery damage to you and it's torps hit for 4k each so not even all (or potentially any?) of the torpedo damage is from FDR. So, no, you did not trade 122k HP with an FDR for 11 plane kills. You seem to have sustained, at most, 60k damage? That's assuming all of the fire and flood damage was caused by the CV attacks.- 89 replies
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Hi Brickdust, Congratulations on the 19 point commander. 1. Everyone has their own playstyle that they tend to adapt their commander skills for, as they can significantly impact how a ship behaves. I would like to suggest the following for your Scharnhorst, considering that I understand you play mostly coop, it focuses mostly on survivability skills (reducing the frequency and impact of fires, increasing repairs and making modules harder to knock out) and improvements to her main guns (more accurate, faster turning, faster reload at low hp), with a few minor improvements to her secondary guns (to increase their range and accuracy). (Click image to zoom) And to clarify for the redistribution of skills. When you redistribute skill points, any point that you have spent are refunded. The cost to redistribute depends on how many spent skills a commander has; 25 dubloons or 10,000 exp per skill point spent (a commander who has spent all 19 skill points would cost 190,000 exp or 475 dubloons to reset). 2 and 3. You ask how you can help your other commanders and also what you can use Elite Commander Exp for. Well, you can use Elite Commander Exp to help your other commanders! Now that your commander is the maximum rank they will no longer earn Commander Exp to improve themselves, instead their earned Commander Exp goes into a shared pool called Elite Commander Exp. You can find this on the bottom left of any commanders skill screen (in your screenshot you have 180,911). Elite Commander Exp has three purposes; A) to train a commander to the next rank, granting the another skill point, B) to retrain a commander so that they can use a new ship or C) to redistribute a commanders skill points. A) Training a commander increases their rank and gives them additional skill points up to the maximum of 19. The amount of exp required increases with each rank.To increase a commanders rank using exp, with the commander selected in the port click on the green + icon that is adjacent to their exp progress bar near their portrait. This screen displays your current Elite Commander Exp (1) and your current Free Exp (2). It lets you choose how many skill points you would like to promote your commander to and the exp cost of doing so (3) and then it shows you how much of your exp will be left over afterwards (4), your Elite Commander Exp is used before any Free Exp is used. The exp required increases with each rank. B) Retraining a commander is necessary for their skills to work when they are transfered to a new ship. When you begin their retraining you can choose to either 100% complete the retraining for dubloons, 50% complete it for credits or 0% complete it for free, after which they must earn an amount of exp before their skills start working and they can continue to progress to the next rank. The exp required to retrain a commander is based on their rank and increases exponentially. If retraining is partially complete you can accelerate it using Elite Commander Exp (and Free Exp) in the exact same way as you can use it to train a commander. If a commander is in need of retraining you click the same green + icon and get a similar window listing the cost to complete this task, how much exp you have available to use for this task and how much will be left over afterwards.. C) The last thing Elite Commander Exp can be used for is the previously mentioned redistribution of skill points, the cost is 10,000 exp for every skill point the commander has currently spent. 4. The transformer commanders look (and sound) like their respective characters from the franchise. I'm sure this is fun for fans of Transformers but for the rest of us they are just regular commanders in most practical terms. There are commanders that have improved skills or special talents; legendary and unique commanders. Some of them are available from campaigns, some of them are available in the armory.
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WoWS is not designed to have some people playing a high APM RTS game ontop of everyones elses 3rd person action game. The interaction between the two never worked and probably never could. You are asking for the return of a poorly balanced and badly designed minigame that should never have been part of WoWS to begin with and WG are not likely to abandon all of the time and money spent developing the reworked CVs. The perspective and mechanics of new CVs are more involved, the variety in nations is greater, there are twice as many CV lines that would not be possible with the limited parameters of the pre-rework CVs. It's a shame that you find it boring now but if RTS CV was the only thing about wows you did find interesting then maybe you were playing the wrong game.
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ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
The problem with trying to enforce a meta of pushing people into close range is that this is how people get killed early in a game and waste their potential. No matter how many skills endorse or reward close quarters play, players in most ships will do the most tactically advantageous and proven method of controlling a winning a fight, which is maintaining an appropriate distance and playing with their concealment ranges, whatever that distance may be. If you want all players to rush into the middle of the map and fight it out then play against the bots in coop who don't know any better. Most real players know that to make the most of their games they need to survive and use their concealment to attack as close as possible to an enemy they can outtrade, or maintain distance and disengage from enemies they cannot. No skills can force players take keep getting closer to an enemy when getting closer increasingly lowers their odds of success. People who sit at the limits of their range and always run away are just as stupid as the enemies who dont even think once before pressing the W key straight down the middle of the map until they are dead. That said, I agree with a few things you've said about skills. I'd like the flak skill to add +2 clouds like the old slot 3 mod used to do. But other than that there are issues with a lot of your conclusions and suggestions. I believe nerfing TA is the intention with this skill, as the percentile scaling makes it very bad for the CVs with 30knt torpedos. And increasing the torpedo speed by 5% still adds 2-3knts to IJN and KM torpedos without any negative effect on range. But TA is a strong skill for most CVs, I am not surprised it has a weaker alternative in the new concept. It is exactly the same as the existing Demolition Expert skill except that rockets get +2% fire chance instead of +1%. This is a great skill for US/UK CVs. My personal opinion, I would never consider this skill. They already do sufficient damage to knock out the modules of most ships when they actually hit the modules, a 10% increase to turret damage will do almost nothing when you can rarely aim specifically for turrets just to hit them with 1/2 rockets that deal 10% extra damage if they even penetrate (which they wont against most non-DD targets). This idea just is not good enough and absolutely such a concept is not worth 3 points. Navigator Bombardier is easily one of the strongest 4pt skills, as it is one of the two 4pt skills that has a direct impact on your ability to deal damage in a battle by reducing the time between launching and attacking with your bombers by 5%. This makes all bombers 5% faster than they are right now on live. The secondary battery skill, the stealthy skill which negatively impacts plane return time, and the patrol fighter focused skill are all situational utilities whereas this skill is a direct buff to your ability to deal damage every single battle. Aircraft speed reduces the amount of time spent travelling (and travel time is time you could spend attacking) and also increases survivability by reducing the amount of time you spend inside enemy AA auras. If the torpedo protection penetration skill did not exist this would easily be the best skill at tier 4. The value of the anti flak skill really depends on whether the player knows how to dodge flak or not. It is not bad for secondaries, although it is quite a lot lower than the existing demolition expert skill is (from 2% chance to 0.5% chance), but, this version only costs 1 point instead of 3. Even 0.5% can have an impact with enough guns firing fast enough. A Shikishima with Threshing will see fire chance on her Type 98s increase from 3% to 3.5%, a 16.67% increase. You don't understand the point of IFHE on secondary BBs on live? Because that is what this is, it is exactly the same as the existing IFHE skill, except it only costs 2 points instead of 4. So that is the point, secondary spec BBs that would use IFHE on the live server right now can get the benefits of IFHE for half the price. No one takes it to buff their BB main guns unless they are an idiot. You massively underestimate the power of Priority Target, as a 2 point skill it is probably balanced. The amount of intel you gain from this skill which is otherwise unknowable is incredible for a 1pt skill. You can tell when a nearby DD has momentarily targetted you, probably to launch torps. You know when someone is turning their guns on you before their guns even turn. You know that there are 6 enemy ships on that flank when you first get spotted before any of them even fire. All of this early warning can save an entire game. For BBs you can also know just how many of the enemy team intends to focus on you which can aid a decision to disengage. Useful skill? Yes. Worth 2 points? Maybe. I agree that the AP shell skill is not worth taking, taking up to 40% more damage from fires and floods to increase AP damage by 5% is already a considerable trade, ignoring that you also spent 3 points on this skill that you could spend elsewhere. However, the skill does still reduce the time it takes to kill someone by 5% (roughly, BBs are much more about alpha threat than DPM so it may not even save you 5% of the time it takes but technically on paper it achieves that) which is a bonus that is otherwise impossible to obtain elsewhere. 5% extra AP damage is a useful bonus, but the downside of the skill is extreme. However, again, your skill concept is not a good alternative, it is far too extreme a change and the percentile chances to flood a ship do not account for the frequency that a ship could potentially cause flooding with shells. Floods are a powerful affect that cause damage and reduce speed, being able to cause one every 5-7-10 seconds by staggering fire or using reload boosters to cause someone to be in a state of constant flooding, unable to manuever or run away. Overpens lose a third of their 1000 damage to gain an 18% chance to flood a target for 10-20% of their HP, which stacks up to two times, and losing their engine speed? Way too strong. You had a problem with campers but no issue with the Marksman skill that rewards a BB player for keeping enemies further away than their base concealment? This idea is basically adrenaline rush, which cruisers still have. Survive with 10% HP left and you have an 18% reload speed boost. It's a powerful skill that rightly costs 3 points. There is a reason why all AA range modifiers have been removed from the game and a 20% increase to range for 1 point skill would be absolutely crazy, because the old +20% range skill used to cost 4 points. There is nothing wrong with this skill, however, it would be nice if the secondary spec skill was somewhere on the Cruiser skill tree even if there is really only 1 cruiser in the game that can effectively use it. But for 1 point? It's too strong. Only cruisers with 25mm bow/stern armor will see any benefit to this skill. 27 -> 29 does nothing 19 -> 21 does nothing 16 -> 18 does nothing 13 -> 15 does nothing Only increasing from 25 to 27mm will make any difference that it only protects you from 380mm guns. So it's useful on maybe less than 20% of the cruisers in the game and only against 1 calibre of gun. This would also make certain ships who are mostly immobile but already very durable even stronger, when they are already too strong, like Stalingrad and Petro. And also, keeping PT as a 1 point skill is very strong for a cruiser. Many of them can abuse this information. I would say replace Enduring but that's actually not a bad idea, it would be nice for FP to be back in the skill tree for super cruisers, unless WG removes the extended fire duration from super cruisers instead. Again, just too strong to merge all those features together. It is difficult to quantify the power of RPF but it can be invaluable on certain cruisers, especially those with low concealment. Adding PT and IFA features onto this is way too much information for a 4 point skill. If -5% reload with +10% AA damage is a 2 point skill, why would -5% reload with -50% switch time cost just 1 point? The skill is fine, there are plenty of good 1 point options for DDs, including gunboats, if faster shell switching is not desired. Economically, Pyrotechnist is a better skill than the existing Demolition Expert skill which is already one of the best skills available for DD guns that don't have the calibre to penetrate and rely on fire starting to deal gun damage to larger targets. Your alternative for rewarding spotting damage is not a bad idea except A) it does not scale, 194k spotting damage at tier 4 may as well be impossible. B) you suggest that the total reload bonus available from all skills combined (including your earlier suggestion) is now 50% and C) again for a 1 point skill if the goal of spotting damage was moderately achievable the reward of 10% reload is way too strong. It also doesn't really make sense from a perspective of why spotting would increase reload speed. Spotting could improve ship speed or concealment, features that actually help the DD do even more spotting if that is their goal. Regardless, HE firing DDs are already nerfed by the reduction of fire chance lost of the demolition expert skill, removing the last 1% they can gain by replacing Pyrotechnist is a bad idea anyway. Absolutely no. 25% increased velocity and 15% increased damage? This is way too strong for any skill, especially a 3 point skill. You correctly identify Kleber as one of the prime candidates for this skill, 5% increase to its already incredible AP DPM makes this skill already mandatory for a Kleber build. Other DDs that can make good use of this skill include the enhanced AP firing RN DDs Jutland and Daring, the high AP penetration RU DDs like Grozovoi and Khaba and the already high AP DPM KM DDs like Z-52. Giving these ships another 10% DPM and 25% increased velocity would be purely insane. Current TAE is already 10%, there is no nerf. -
The images are clearly placeholders, WG has no reason to hide the silhouettes of the ships in that list because we already know what ships they are (except for Lepanto), so the only reason they are not using the ships icons are because they don't have them ready yet or something like that. I don't know of a single example of a ship ingame that existed in reality and is not visually represented in such a grossly incorrect way as to have a ship like Dante Alighieri resemble Andrea Doria for some reason. Just be patient.
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It means that if the season consists of 3 leagues there will be 3 or more sprints. If you start in league 1 you'll need a single sprint to qualify and promote yourself to league 2, and then another sprint to promote yourself to league 3. Thereby going from league 1 to 3 in just 2 sprints. But, there would be at least 3 sprints because " There are always no fewer Sprints than Leagues", meaning you wont have to win a qualification season of every single sprint of a season. A season may consist of 3 leagues and 5 sprints, so you'll only have to hit rank one 3 times, and with 5 sprints you will have 5 chances. A season will consist of multiple sprints, each sprint is a chance to promote yourself to the next league via a qualification series. There is no mention of any safe ranks in this new concept, you will have to keep winning to reach the promotion qualification series. But, once you reach the qualification series it says you cannot lose rank so you can only complete the qualification series or not, you cannot fail it and get demoted back down from the qualification series once it has started, you will only fail if the sprint ends before you complete the series.
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A standard BB survivability build would look like this; PT helps keep you aware of when you are targetted which can provide otherwise unknowable intel and some degree of risk assessment and second hand detection of enemies. AR is a powerful damage output increase, particularly for ships like BBs which can manage their HP more closely (keeping it low for a higher buff) SI gives you an additional heal, which by itself can extend your survivabiity by a considerable amount if you can manage the rate at which you take damage. Other extra consumables are a bonus. CE lowers your concealment, reducing the range that you must maintain to keep control over your own detectability and forcing enemies who wish to spot you when you try to drop concealment to be closer in order to spot you. FP adds a massive amount of protection against HE by combining the 2 superstructure fires into 1 single fire, reducing fire damage on a ship like GK which is resistant to HE but still vulnerable to the fires they start. BOS further protects you from fire by reducing the potential damage of individual fires, allowing you to let a single fire burn while sustaining less damage and conserving damage control for when you sustain multiple, simultaneous fires (which should be less often thanks to FP) and adds some similar protection against floods. EM helps to keep your guns on your targets as you turn or reduces delay when you switch target, reducing the chance you miss an opportunity to fire at an exposed broadside. HA and JOAT are less desirable because for 2/4 points you are only reducing the cooldown of these consumables by a small amount and most of them you are not going to be pressing the very second they are available, but rather when you need them (which more often means holding on to them). Whether you take PT or PM is personal preference mostly but BBs rarely need the added protection to modules that the skill provides, whereas PT can be valuable every game. SE is a popular skill on the huge HP GK to push it closer to 110k hp, but the added ~3% hp does little to nothing to extend the ships survivability, even with the small bonus to repair party that it causes the total effective HP added by the skill is much less than other skills when the ship is played correctly.
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127/50 3rd Year Type (mod. C) AA gun Inconsistency.
Benser33 replied to Kazomir's question in Q&A Section
This error is because Yugumos gun mounts are incorrectly named ingame. Yugumos guns are mounted in a type D turret. The Type A and C turrets for the 127mm gun are not considered DP due to their lack of elevation. Ingame ships that use these mounts do not include their 127mm guns in their AA; Fubuki (A) Shiratsuyu (C) Kagero(C) Asashio (C) The Type B and D turrets are considered DP as they could elevate up to 75°. Ingame ships that use these mounts do include their 127mm guns in their AA; Akatsuki (B) Yugumo (D, incorrectly labeled C) Shimakaze (D) -
ST 0.9.10, American Battleships, part 2 Event and other news (DB 80)
Benser33 replied to YabbaCoe's topic in Development Blog
So that's why it got nerfed into the floor.- 20 replies
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