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Found 11 results

  1. Hello, I did a quick search and did not find a post about this question. What skills should a Japanese cruiser commander get? At the moment I have 'Basic Weapon Training' but what next? 'Aiming Expertise' or 'Torpedo Armament Expertise'? And after that? Will 'Defensive Fire' work with the Japanese cruisers?
  2. Rich9573

    Akizuki New Commander Skills Help

    Hi All, I've almost unlocked the Akizuki and I don't know quite what commander skills to go for. My commander is lv 16 and this means I cannot have all 3 T4 skills (only 2). Currently I have this: http://shipcomrade.com/captcalc/01000000000000010000001000000001 I'm pretty happy with all the T1-3 abilities. It' just what 2 should I go for out of: Inertia Fuse Concealment AFT If I have concealment and AFT I could fire around 12.34km from my calculation with a detectability of 5.82km so 9.82km after firing. So I would have a 2.4km invisible firing zone. If I have Concealment and Inertia Fuse I would have 0.4km invisible firing zone. (Hope my calculations are correct). So what i'm wondering is what would be better combination? Thanks in advanced!
  3. ImperialAdmiral

    4th row Atago commander skill advice.

    Hello. I would like to know which 4th row Atago commander skill would be the best to get. I was thinking about demolition expert. Any opinions if that is or isn't a good choice?
  4. I decided not to retrain my commander to 50% with 200k credits and after a match thought it was a bad idea. Sadly I now can't do the 50% training anymore, because the free re-training has already put some XP on him. But I don't see any reason not to be able to add the 50% for 200k at any time. Even if he were 49% re-trained for free, Why not let me keep the option of adding 50% for 200k? It makes no sense to me, please add this option
  5. I have never converted XP to Free XP as I am not into the Pay-2-Rush thing. So I'm annoyed to see that XP piling up on Elite and Premium ships. In particular I think it is a bit unreasonable where you have paid for premium ships to have part of their XP earnings only unavailable without additional payment.
  6. I have a suggestion for a Level 4 commander skill on visibility/stealth: "Extended Visibility". Once you fire the guns from your ship your ships has extended visibility. This lasts (I believe 20 seconds) but there is no way to know/display this information (that I know of). I suggest a skill like "Situational Awareness" that shows an Icon and a count-down. Once you fire your guns the skill will display until the extended visibility effect is gone from you and your ship.
  7. First of all im not talking about the basic command all player should have as that has its own discussion already. Because warships and naval action differs alot from tanks i think every battle should have coordinator, and preferably highest tier player in ship class most suited for this job. Carriers are bretty much the units that are most aware what is going on in the battle and already have stratetic view of the map, they should be the first pre chosen to the job by the game. But ofcourse not all want this demanding task, so ofcourse there should be option to give it to someone else. Next would be battleship players as they have the next most time/situational awarness usually. Cruisers and DDs wont be fit for the task at all. So on low tiers/on games wheres no CV or BB there is no commander, or if everyone passes the oppoturnity there wont be commander on either team for balance. Task shouldn't be too complicated, just basic capture area, defend area, kill priority target and draw a line wich route to take. Players who then complete these objectives, then should achive experience by doing so. This would activate players for teamplay alot more! Following attack route would earn experience by how long have you followed the drawn route, area objectives ofcourse by how long you have been there. Or some similar way. Ofcourse commander would get bonus XP from the battle, and it would be higher the people manage to complete hes objectives. Might be bold to wish this happen. But hey carriers at least would get something interesting to do, example if they are only fighter equipped and enemy carrier goes down.
  8. Isoruku_Yamamoto

    Commander Skill XP Calculator

    Hey guys, Ive written a simple Excel file which can calculate the amount of XP needed to get your commander to higher levels. Simply fill in the 3 greenly highlighted cells with the level (total points) of your commander and the level you want to get your commander to. Note that your commander cannot get higher than level 19 and that level 19 takes a huge amount of XP to unlock. Hope you guys like it; feel free to share the file but please credit me for it lol Grtz Isoruku_Yamamoto Please contact me for further calculator suggestions (i hardly doubt ill be writing serious mods but for simple calculators i probably can help) WOWS Commander XP Isoruku_Yamamoto v1.1.xlsx
  9. Hello there With this post I try to say what needs to be changed in my opinion. As of now (5.15.1) there are some illogical things (Normal for WG) and unbalanced ships (especially at higher Tiers). I will start with the current Tier 10 Battleship Balance since that is one of the biggest problems right now. I will only talk about the Tier 10's since that is what matters me the most. Battleships Yamato is the absolute god of them all, Kurfürst is a playable but mostly inferior ship and Montana can't even be called a proper T10 BB. I'd buff the Montana in the following ways: -Increase maximum speed to 33kts -Increase secondary gun range to 7km (same for Iowa, keep 6km on North Carolina because reason) -Reinforce citadel front armor -Lower the citadel by a bit -Increase accuracy a bit more (just a tiny bit) Changes I'd make to the Yamato: -Decrease accuracy by a bit -Add the AA guns it had in 1945 (on the second turret for example) Kurfürst: -Increase accuracy -Decrease reload of 406mm guns to 28 seconds -Increase reload of 420mm guns to 35 seconds Some of these ideas are most likely controversial, but I think it would make the Montana a much more viable option when it comes to playing a BB. As of now the Yamato is superior to both the other BBs in so many ways. Cruisers Hindenburg -Increase secondary range to 5km (standard for cruisers, except Moskva) Des Moines -Decrease reload time to 7,5 seconds -Shorten citadel -Increase deck armor to 30mm -Decrease detection range by sea to 13,1 Zao -Decrease fire chance from 19% to 15% -Increase detection range by sea to 12,9km -Increase detection range by air to 9,7km Moskva -Increase reload time of main armament to 12 seconds -Increase secondary gun range to 7km Minotaur -Decrease AA damage -Allow for Radar+Smoke combination Destroyers I don't know much about them so I will keep my mouth shut. Aircraft carriers (Economy) This deserves an own forum, too many changes needed in order for good balance. The fixed repair costs should be removed from CVs since they don't take any damage in most games. At least lower it. Commander Skills -Remove/Rework Air supremacy -Fire prevention reduces the actual fire chance by actual 3% -Decrease the XP needed for the 19th skill point to a human level (like 450K) -Expert Loader allows to load different shells in different guns instead of faster loading when guns are loaded -Incoming fire alert triggers at 4 second shell travel time instead of 6 -Jack of all trades reduction increased to 25% -Preventive Maintenance reduces the chance of incapacitation by 70% instead of 50% That's about it. I will (probably) edit this post later on and add new ideas and changes I'd make. These are my personal thoughts, neither I know how WG agrees on them (probably not in a single way, because WG logic) and some changes are most likely controversial. Feel free to share your personal opinion below. Have a nice day.
  10. Widmooo

    Hindenburg Commander skills 0.6.0

    Hey! I'm looking for good build to commander of Hindenburg? Anyone got ideas? I've got skils: 1. planes 2. adrenaline 3. intendent 4. CE I dont know waht to do with 9 points.
  11. This is Vigilance: Everybody gets a 20% increase in the detection range to see incoming torpedoes. How are torpedoes spotted in the first place? Someone on the ship sees their wake and calls them out, maybe even a dedicated "torpedo watch". The way I figure, the bigger the ship the better the chance to see the torpedoes earlier, as there are many more eyes available. A CV, BB and even some of the bigger CAs are more than 180m long and have a large crew to operate the vessel, while a DD might be manned by less than a hundred. This would make the skill a viable choice for slow and sluggish ships, as the 20% increase is not enough for the fast torpedoes out there. You can read about the Spotting mechanism here in an excellent summary, but let me point out this list: Ship Torpedo Type Detectability range Umikaze 457 mm Type 42 mod. 1 0.7 km Umikaze 457 mm Type 44 mod. 2 0.8 km Wakatake 533 mm Type 44 mod. 2 1.3 km Wakatake 533 mm Type6 1.3 km Isokaze 533 mm Type6 1.3 km Isokaze 533 mm Type 92 1.6 km Minekaze 533 mm Type 92 1.6 km Minekaze 533 mm Type 89 1.3 km Mutsuki 610 mm Type 8 mod. 1 2.0 km Mutsuki 610 mm Type 8 mod. 2 1.8 km Hatsuharu 610 mm Type 8 mod. 2 1.8 km Hatsuharu 610 mm Type 90 mod. 1 1.9 km Fubuki 610 mm Type 90 mod. 1 1.9 km Fubuki 610 mm Type 90 mod. 2 1.8 km Kagero 610 mm Type 90 mod. 2 1.8 km Kagero 610 mm Type 93 mod. 1 2.1 km Shimakaze 610 mm Type 93 mod. 1 2.1 km Shimakaze 610 mm Type 93 mod. 3 2.1 km Let me take the Minekaze (tier V jap DD) and his torpedoes as an example: 1.3km acquisition range + 20% (0,26km) = 1,56km For a rather slow and long ship that increase is negligible. For a fast turner this might mean the difference between a hit and a miss. My 190m long Cleveland CA (only 4m longer than a Wyoming BB) will never benefit from this skill, as it simply will not be able to avoid an acquired torpedo this late, the torpedo is simply too fast (57knots = 106km/h or 66mph). So to make that skill a worthy choice it should be adopted to the ship size / length to represent the increased awareness by the bigger crew and its designated torpedo spotters.
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