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Found 20 results

  1. Procrastes

    Should Radio Location be removed?

    Hello, fellow forumites! After some procrastination, I have finally decided to address an issue that I have been chewing on for quite some time, namely whether I think that the much-debated captain skill 'Radio Location' is good or bad for the game. Should it be kept? Should it be removed? Or should it possibly be changed in some way? I will argue my point below, and I invite you all to vote and debate on the issue. Let me begin by stating that I try to maintain a positive attitude to those various changes that affect the game from time to time. World of Warships is an online game under constant development, with new ships, game modes and mechanics added on an ongoing basis. This is obviously a good thing. Change is vital to the game's continued survival, and I think we owe it to the development team to take our time and evaluate new features with an open mind. With that preamble out of the way, on to the point. How do I feel about the 'Radio Location' skill? In short, I don't like it. My reasons are as follows. World of Warships is an online arcade game of naval battles, where players compete against each other in a team-play oriented environment. Each battle is a test of wits, reflexes, personal skill and experience of those involved. While such factors as which ship one has and how upgraded it is certainly does matter, the level of individual player skill typically has far more bearing on the outcome. The same goes for acquired in-game Captain Skills, which can make a huge difference to the gameplay but whose usefulness ultimately depends on how well they are being handled by the individual player. (One example: The Captain Skill 'Priority Target' tells you how many enemies are currently aiming at your ship with their main guns. This is obviously very useful knowledge, but it takes a somewhat experienced player to know that a sudden shift in those numbers can signify that he has just been targeted with torpedoes - since aiming with torpedo tubes does not trigger 'Priority Target'.) Given that player versus player gameplay is the core of the game, the pre-eminence of personal skill as a deciding factor is not only a desirable thing; it is absolutely vital. Unless the game keeps rewarding players for learning and improving their gameplay, the game would quickly stagnate and die. At the same time, however, the game must also remain fun and entertaining for beginners and more casual players. In short, a game like this should ideally be easy to learn, but hard to master. To my mind, Wargaming has managed to balance these factors very successfully in World of Warships. In a PvP environment such as the one described above, a certain place is held by those kind of game mechanics that I tend to describe as falling into the "Clairvoyance" or "ESP" category. Simply put, they tell the player something he wouldn't otherwise know. A prime example is the aforementioned Captain Skill 'Priority Target', which tells the player how many enemies are at any given time aiming at his ship with their main guns. He might get a good idea of this simply by watching where their gun turrets are pointing, but the Captain Skill in question gives him immediate and accurate information. It should be said that these kinds of skills are not by their nature always a bad thing to have in a game; it is - as ever - a matter of balance. Another example of this kind of "ESP" game mechanic is, of course, the main subject of this poll: The Captain Skill 'Radio Location'. If your captain has it, it shows the direction to the nearest enemy ship, while simultaneously informing the enemy player that he or she has been thus located. 'Radio Location' is obviously a hugely useful skill. It will let you know where to find, and from whence to expect, your nearest enemy, making it easier to avoid or chase him down as you see fit. It will let you pre-aim your main guns, launch torpedoes with a fairly good chance of scoring a hit, and - with a little bit of team chat - keep your allies posted of his general movements. By working together with a team mate who has the same skill, you can even triangulate your enemy's position. 'Radio Location' does cut a bit both ways, however. In addition to supplying you with all this information, it will also let your enemy know that you have this information at your disposal. Being thus 'Located', he will know that you are on to him, that he should be on his guard, and that torpedoes and enemy ships might very well be incoming. Your chances of surprising him with, say, an ambush and a torpedo strike when he comes around that nearby island, will be severely compromised. One important and hugely rewarding aspect of any World of Warships battle, is - to my mind, at least - trying to outguess and outplay your opponent. Where is he going now? What will he do next? How can I anticipate him and defeat him? When 'Radio Location' is in play, a lot of this game element is lost. There is no outguessing your opponent, since you do not have to guess anymore - you know (more or less) where he is, just as he knows that you know. And knowing, while admittedly useful, is not always as fun as guessing. In short, 'Radio Location' removes an element of individual player skill, and replaces it with a game mechanic. This takes the game one step away from being a test of individual player skill, and moves it a bit further towards the realm of click-and-play. This, in my opinion, is the wrong way to go. I should make it clear, here, that I am seeing this as a small step along a sliding and continually shifting scale. 'Radio Location' is not in any way a game-breaking mechanic, as some doomsday prophets would have it back when it was first introduced. It's not even all that much of a game-changer, although for me there is this recurring mental pain whenever I see that dreaded word, 'Located', appear on my screen. It's not the end of the world, or even of the battle - it's just not very fun. In conclusion, it is my considered opinion that 'Radio Location' should be removed. I have voted as such in my poll. Appendix 1: I can see how Wargaming might not want a hole to suddenly appear in their neat little skill tree, and that having four rogue skill points on the loose might also have other detrimental effects on game balance. Ideally, a skill that is removed should probably be replaced with some kind of substitute. I have no definitive thoughts on this, but I invite debate. I will toss in the thought that a new skill that affects the upcoming carrier gameplay, or even submarines, might perhaps be one way to go about it...?
  2. Laurance_of_Arabia

    massachusetts ifhe crossed

    Hi all Just wondering why my Massachusetts IFHE captain skill is now crossed out? IS there a suggestion that is doesn't work now on the secondaries or is this an error?
  3. Hi all, How many 19 points captains do you have? (February 2018) BTW, I have 5 and I got them in this order: Germany ("Bismarck" / "Tripitz" / "Scharnhorst" / "König Albert") US ("Montana" / "MIssouri" / "Alabama") UK ("Edinburgh" / "Belfast" / "Nelson" / "Duke of York" / "Warspite" / "Campbeltown" / "Gallant" = "Jack Dunkirk" <- specced for "Belfast" and compromise for others in one way or another although it is not bad) Japan ("Amagi" / "Musashi" <- very close to get her = "Yamamoto Isoroku") Russia ("Shchors" / "Mikhail Kutuzov" / "Oktyabrskaya Revolutsiy" <- specced for cruisers and compromise for battleship although it is not bad) BTW, I posted same thread 6+ months ago: and we had 250+ poll entries but the poll results are not showing any more (perhaps the forum software change accidentally deleted them)... Leo "Apollo11"
  4. Hi all, Do you use "Vigilance" Captain skill on your ships? I used to use it much more months (actually 1+ year ago) ago but now I find myself very rarely using it on my ships... the general map / threat awareness simply made it "obsolete"... Leo "Apollo11"
  5. HI all, Can player, with update v0.6.13, actually "free respec" the 3 captains of "rental" Tier X ships (2 IJN and 1 KM)? https://worldofwarships.eu/en/news/updates/patch-0-6-13/ Leo "Apollo11"
  6. HI all, Do you use "Adrenaline Rush" Captain skill on your BBs? Adrenaline Rush Increases reload speed of all armament as the ship's health decreases. -0.2% to reload times of all types of armament for each 1% of total health lost. If we take, for example, 30s reload time of main guns (very common value for BBs) the reload speed is: 100% HP = 0% "Adrenaline Rush" = 30,00 seconds reload 75% HP = 5% "Adrenaline Rush" = 28.5 seconds reload 50% HP = 10% "Adrenaline Rush" = 27.0 seconds reload 25% HP = 15% "Adrenaline Rush" = 25.5 seconds reload 10% HP = 18% "Adrenaline Rush" = 24.6 seconds reload Leo "Apollo11"
  7. Some_Bloke

    British BBs: Inertia Fuse?

    The captain of my Iron Duke has just reached 10 skill points, 4 of those not yet used. Having the colossal British HE superiority in mind, I assumed it would be good if he learned how to penetrate better with high explosive (if you read this perversely, your military equipment consists of a baguette and a white flag). But, although the reduction in the chance of setting a fire is small, it might tip the balance, as I have good experience with the Fire Prevention skill on a Fuso. So: is Inertia Fuse awesome on British BBs? Is there a better skill to spend 4 points on?
  8. Hi all, On what USN ship are you having your "Steven Seagal" captain? I am asking specifically regarding his "special" skills: Expert Loader: -75% to reload time when the shell type is switched (Ordinary Skill gives -50%). Expert Marksman: +3 deg/s to the traverse speed of guns with a caliber of up to 139mm, +1 deg/s to the traverse speed of guns with a caliber above 139mm (Ordinary Skill gives +2.5 and +0.7). Leo "Apollo11"
  9. Hey, with the destroyer split I am grinding the new IJN DD line. I am currently on Hatsuharu and I would like to get Shiratsuyu. When I get that ship I will stop. I am wondering which third row skill would be the best: vigilance, superintendant or torpedo acceleration. I am not looking forward to the vigilance, due to the fact that I don't get hit by a torpedoes a lot. So I am considering either superintendent which will give me 4 smokes (I use premium smoke) or torpedo acceleration which will decrerase my torp range from 10 to 8 kilometers, but will increase torp speed from 62 to 67 knots. What would you suggest?
  10. robihr

    Keen Intuition

    description of skill: -Keen Intuition, displays, only to you, the direction of the nearest enemy to your ship, even if the enemies are not spotted ok i know this is not official info, but if it gets to be official, it will be too late to change it for at least 1-2 updates. if it gets to public test in this state it will be incorporated into live server. personally i find this skill utterly broken against any class that relies on stealth (dd and ca primarily). also it makes smoke redundant (specially for RN) and it will almost point where to aim for kills.
  11. Lordofdroid

    RN Cruiser 4th Captain Skill

    Sorry, I am bit late to the party of RN Cruisers and have reached Leander (which am in love currently!) My captain has now option to get the 4th captain skill which is either DE, AFT or Survivability Expert. And to me, none of them make sense. DE is out of question because of no HE. AFT is maybe so-so but the lack of CVs on T6 makes me wonder if this is a waste of skill point. Survivability Expert sounds great but 400x6=2400 HP extra points sound inviting but meh. What have you guys trained your captain for RN Cruisers for this tier? I absolutely want the Concealment expert for T5 so I have to take 1 T4 skill. Makes me wonder why WG does not introduce 1 captain skill at this tier to suit the current Cruiser population. Thanks!
  12. cro_pwr

    Benson 5 point skill

    So, I'm wondering, is it really crucial to get CE on your Benson captain? How much does it even drop your concealment? Since with camo + upgrades its on 6.4km. And skipping CE can give you DE + survivability expert (aka better fire chance to burn down things, and +3.2k hp for brawling). In addition to that, you could go for extra Torpedo armament or whatever you want to get. So I'm really considering different options here...
  13. BIANiklasNiko

    Suggestion for a Skill Tree overhaul

    Hello Community, I have some ideas for a Skill Tree Overhaul and im looking forward for your Feedback (Opinions,what´s bad, what´s good, more suggestions to improve and Names for the Skills if they don´t fit) Im hope you´ll like it guys ^_^7 Please no flaming these are just ideas and still need improvments ! Instead of Flame spent some Mintues and give me your Feedback. So I Begin : Artillery Secondary Armarment Ships Survivability Concealment Planes Special Main Gun Loading Expert No Changes No Changes Incoming Fire Alert Rear Gun suppression fire No Changes -2 % Reload speed for -20% DMG of enemy Fighters calibere above 139 mm (Won´t work for Strafes and get weaker when squad lose planes) No Changes No Changes On your Positions ! Vigilance Engine Maintance No Changes -7 % risk of fire +5% Speed Boost and flooding (All Plane Types) Main Gun Aiming Expert No Changes No Changes Ready for impact ! Elite Pilot Training No Changes -3 % Main Gun Dispersion Starts an Air Siren Uses 20 % less Ammunition when Attack Planes moving for strafes in your direction/Attacking you No Changes Advanced Firing Training No Changes Hold your Fire ! Aircraft Servicing Expert Advanced Training +20 % Range for guns with calibere The Concealment nerf you (The HP Buff won´t work For AA Gunnery Crew under 139 and 20 % Accuracy for recieve after shooting work for Fighters) 20 % AA Range and 100 % Secondary Armarment pass 30 % faster Average dmg for calibere above 85 Crew Adrenalin Kick Vateran Status Preventative Maintance No Changes Air Supremacy Jack of all trades (At 20 % of ships Health) - +55 % Secondary Accuracy -50% to the risk of incapacitation + 1 Fighter per squadron -15% to reload time - Main Guns -20 % Reload - +10 % Average DMG and range of modules + 1 Bomber per squadron of all consumables - Torpedos -20 % Reload - for AA (caliber at and under -10 % risk flooding and fire + 5 % Torpedobomber HP + 1 Consumable (Max 5) - AA +15 % Average DMG 25 MM) - Secondarys -25 % Reload - Planes -30 % Service Time I hope you guys like it as I already said im looking forward to your Feedback to Improve it.
  14. dasCKD

    IJN gunboats

    War gaming has recently given us a very generous discount on captain skills. I have gone through most of my captains, respeccing them for battle. I managed to give my CV captains the rear gunner skill and now my USN DD captains have the torpedo acceleration skill I always wanted. Apart from that, I just had to move my first skill point to BFT. When I reached the Fubuki however, I paused for a moment. Below, I have laid out my thoughts for your consideration. Now the standard choices for destroyers have always been quite simple: Last Stand at tier 2 and depending on the nation usually Demolition Expert, Advanced Firing Training, or Survivability Expert is taken and these choices are normally accepted as the correct ones. AFT is great for harassing battleships and even cruisers at max range of the SN destroyers, DE is greatly beneficial to the high speed USN guns as it nearly doubles their chance of fires, and the SE is great for all destroyers but especially the IJN ones due to their small health pools. With the new patch however, I have began to consider more possibilities in regards to the IJN DDs. Currently, IJN DDs don't have a niche that they occupy. They carry some of the best torpedoes in the game, but USN torpedoes and higher tiered SN torpedoes are nothing to sneeze at and in both examples they can be launched from invisibility with the prerequisite upgrades that all destroyers take when they can. USN DDs can act as AA support for BBs and then can quickly shift to work as capping boats, torpedo boats, and gunboats. The SN can protect their fleet against enemy DDs with their rapid firing guns and they can then shift to aggressive capping vessels. This means however that IJN DDs are left somewhat wanting at the higher tiers. Not to say they are useless of course, the relative invisibility of IJN DDs is an invaluable trait. IJN DDs have the highest HE alpha of any destroyer, their shells are virtually cruiser tier or better at times. I have recently seen some players of late shred gunboat destroyers that are meant to be the predators of IJN DDs by playing to their strengths and annihilating the destroyer from other nations using heavy maneuvering that comes with having a ship with relatively slow reloads. This, in many ways, makes me think of the Zao. She has slow reload speed, slow turret rotation, a small HP pool, and good but not excellent maneuverability (from my admittedly very limited test server experience) but nevertheless she is one of the best performing ships in the entire game by firing HE from stealth. IJN DD guns have two strengths and two weaknesses as far as I can see. The arc is flat and the alpha is devastating but the rate of fire is rather poor and the turret rotation is bad. The first flaw can't really be addressed without making the line completely ridiculous but Expert Markman will significantly improve the 127 mm IJN guns. I recently verified that my Fubuki will be able to fire from invisibility at 10.1 km without Concealment Expert. With AFT and CE, this would extend my firing range to 12 km and, if my calculations are correct, would bring down my detection range whilst firing to 9.5 km, giving me a 2.5 km region on invisibility which is generous even with the relatively poor maneuverability of IJN destroyers. BFT brings my primary artillery reload speed to 8.1 seconds which can be brought down to 7.1 seconds with the tier 9 reload speed upgrade. Even if these statistics aren't particularly useful against other destroyers, the faster turret rotation would make the IJN DDs much more competitive in DD on DD fights and the artillery skill can be used to harass battleships and even cruisers to great effect whilst waiting for the two minute torpedo reload or whilst on the transit from one cap to another. I personally have great games with my Kamikaze using my Amagi's captain who has both AFT and EM. Due to the recent nerfs to Last Stand, I personally burn my damage control when I'm no longer detected because the disadvantage that a semi-broken engine and rudder can prove to be terminal with a ship as small and fragile as an IJN DD which means that whilst it might take some adjusting it may be possible to play DD games without Last Stand which many have opted to do when it was still a tier 4 skill. The question I want to ask here is therefore quite simple. Is it worth trading either LS or SE for AFT or EM? Whilst I have great games in both ranked and regular battles with my Kamikaze with that configuration(If I ever repurchased a Minekaze, I would give her the same configurations I have on my Amagi captain), I am also aware that higher tired meta is significantly different from lower tiered meta and so I came here to hear some other opinions. I wanted to ask for advice from more experienced captains out there as well as everyone else. What are your thoughts?
  15. cro_pwr

    4th skill for my Comrade

    so, what to put for the 4th skill on my russian cruiser captain? I'm thinking about soaking my shells into vodka to make my enemies burn better, but seeing that AA is quite meh, maybe AFT for AA boosting isn't such a bad idea... I'm lenient to put it into DE since CVs aren't really that popular, and I don't plan to act like an AA escort, but what are your experiences on high tiers? (currently on t6, planning to go at least to t8, maybe even higher)
  16. Yes, I am aware how very often "secondaries need a buff" topic gets brought up, and so I am going to take a full view on secondaries as a whole.The Problem (Gameplay):Important Issues with secondary armaments that all need to be considered:-Range -Accuracy -Shell type When ever an adjustment is made to them, considerations in all 3 categories need to be made. Shell Type is probably the most ignored stat that has a significant impact.Range: As it stands, the range on secondary armaments is lack luster, and useless to 80% of the vessels in the game at the current moment. As it stands, even with buffing with skills and hardware, the only a few ships in particular that can do secondary gun builds "well" is Warspite Nagato, Izumo and Yamato. Accuracy:Accuracy is the 2nd most complained issue on secondaries, the "drunk gunner" problem. In Game the Manual Fire control of Secondary Armament skill does solve it, but the cost of it being a 5 skill points makes it so it is usually only attainable when you have grinded a line with a captain until tier 8-9 at minimum. (unless you play ALOT of games with premiums)Shell Type:This is a very important factor as it defines whether or not your secondaries will set fires for passive damage. In game as it is, the size of the secondary gun more-or-less defines what shell type it will fire, but it is a somewhat blurry line as guns between 1mm-150mm fire HE, however guns between 140mm-155mm fire AP. that small overlap is more or less picked by balancing. This shell type issue is why USN BBs, of which ALL secondary guns on them are 127mm, all fire HE shells. As opposed to all the casement guns lining IJN bbs till tier 8 which are 140mm-152mm all fire AP shells. This is the probable reason as to why USN BBs get shorter ranges on their secondary armament. This theme is quirked by the fact that Izumo and Yamato switch over to primarily 127mm guns, and in addition receive even farther range on them. Overall conclusion on problems:As it stands, if a player wishes to do a secondary gun build, they really have to choose IJN, and only really to start to be effective at tier 9/10. Aswell, even with the maximized ranges, the range is still so short that in order to use them you must close in within a range at which your risk of receiving damage from your opponents is greater then that of the damage output that your secondary guns can output. Possible Solutions: 1) An all across the board buff to secondary gun range, with accuracy and chance of fire setting nerf to balance. IMHO, the loss in accuracy and fire chance to get better base ranges on all ships of all classes is preferable then sticking with the current base ranges. 2) Significantly buff the "Manual Control of Secondary Armament" captain skill. As it stands, the accuracy buff that it gives still leaves the weapons relatively balanced for longer range combat. What should be buffed is the skill should be moved to level 4 skill level, and give an additional range boost to them, even if the accuracy buff is reduced as a cost for the range boost would be acceptable.3) Seconadry Gun Accuracy could be affected by range. Primary Armament of BB guns allready have an accuracy buff to targets less then 5km away, so to make a similar effect to secondaries is theoretically doable in regards to how RNG gets calculated. (targets within 50% of their range are 50% more accurate, as an example, testing would need to verify what numbers works) If it were up to me, I'd implement number 2 and 3 solutions. They together would open up viability for secondary gun builds for battleships, and even cruisers, of both the IJN, USN, and even the KM and IRN. The Destroyer issue: With all the buffs that I suggested, clearly, DDs would be completely and mercilessly murdered, other classes would do rather fine I think. So, here are 2 solutions: 1) A class bonus, in which DDs just will have a bonus to their class as a whole in that the firing accuracy on them from secondaries is reduced (perhaps an upwards of 15-20% accuracy nerf for secondary gunners when they are firing at a DD)2) An active skill bonus. As it stands, the speed boost active skill doesn't give a real big effect. Sure, you are slightly faster while its active, but thats it aside from your camouflage nerf that temporarily occurs whilst it is used. I would suggest that when a DD uses this consumable, in addition to the speed boost, it also adds an accuracy nerf to secondary guns that fire at a target using that consumable. A DD could use the consumable more tactically for an offensive strategy rather then using it for just getting across the map faster or running away a tad bit faster. A similar effect could be applied to when a DD is in or behind a smoke screen. If both consumables had this additional effect, it would balance out the accuracy gain in my proposed solutions.In my honest opinion, either one of both of the solutions to help DDs survive would be viable. The Problem (GUI): For the most part, the GUI for secondary gun usage is simple but lack luster. I only have 2 issues with it: Damage Numbers: As it is, there are no damage numbers displayed when a secondary gun deals damage. This is annoying as you have no real time conception as to how well they are doing, are they penning armor, etc. This could be easily remedied by the damage dealt popping up the same way as it does for primary guns, but perhaps with secondary gun damage being displayed in italics for easy comprehension. In the very least, this would allow damage counter mods to be able to read and add this damage actively. Target: A minor option would could be useful is the ability to right click a username in the enemy team list and click "Target Secondaries" which would be useful to getting a lock unto a DD popping in and out of detection. Banner: For some reason or another, their is no banner for secondary gun hits. I have actually made a banner on what I could imagine that the banner could look like: If this banner would show up under the conditions of a secondary shell hitting AND damaging the target, I'd be happy. The only rational argument against it is "but its an AI getting banners for you!" the counter to this being of course, plane kills are also AI kills that you yourself didn't do actively. An additional reason as to why this banner would be useful is for missions. There are missions that require to get certain amount of banners, as it stands, BBs are the least capable for acquiring large numbers of badges. This would level the playing field for them potentially. Visual:As it stands, secondary shells look a lot dimmer then regular shells. A 155mm shell from a yamato looks half as bright as a 155 from a mogami. If secondary guns are going to be nothing more then light shows for some ships, then they actually should be light shows. I like to see my secondary shots, but as is I have to actually distract myself and focus on looking at them to see where they are going, are they hitting, etc. This should be remedied IMHO.Ships I believe need secondary buffs.Montana; 7km, (currently 5km) -To help her compete against Yamato, since Montana does suffer compared to her. Aswell, Montana's secondaries are 127mm/54, her predecessors are 127mm/38 and yet montana's range is the same. This seems unrealistic upgrade-wise. (in regards to competition, Yamato's are 127mm/40) Amagi, 6km, (currently 4.5) -For progression and gameplay, the Amagi is a let down. All ships previous to her in the tech tree have increasingly good ranges on their secondary battery. Nagato is a highlight with her 5km range, with her 18x1-140mm(AP) guns and 4x2-127mm(HE) guns. The Amagi has 16x1-140mm(AP) guns and 8x2-127mm(HE) guns. Allthough it is true the Amagi is an upgrade for HE output, its completely nullified by the reduced range, and doesnt suit the progression system at all when you consider Izumo gets 7km. The Amagi's secondaries should actually be an upgrade, as is, due solely to the range loss, they are a downgrade despite the player moving up a tier from Nagato. 6km would flow the transition of Nagato to Amagi to Izumo. Zao and Hindenburg, 5km, (currently 4.5km)-Again, its the progression through the tech tree, the ships before her get 5km, and the when a player upgrades to Zao/Hindenburg, they lose range on secondaries. 4.5km is pretty useless at tier 10. North Carolina/Iowa, 6km (Currently 5km) -This would help flow the transition if Montana had 7km, plus, it would add the relevence of USN secondary gun builds. As is, it does feel unfair in that such builds are exclusive to the IJN. (Allthough the Tirpitz and Warspite suggests that there could be competition for secondary gun builds in those nations) If there are ships that in particular you believe need buffs to secondary range, comment them and why! If I could make only one single change, I would have the "Manual Control of Secondary Armament" skill also add a 30-50% range boost. Comments, questions, suggestions, concerns? I run a duplicate thread in NA
  17. piritskenyer

    Changes to BFT and AFT

    We all know what this is about: BFT and AFT are supposed to get limited to guns up to and including 130mm guns instead of the now effective up to and including 155mm. (It has also been rumored that it would be changed to to affect secondary battery only, but then the calibre clause is pointless as there is currently no secondary battery exceeding 155) Why do/don't you agree with/like this change? I for one do not like the idea of such a change for two reasons: I have a Kuma that has been geared with BFT and AFT (call me a clubber if you will, but I love that ship) and with those skills I can take her to games higher than its MM range. Not to say she'll become useless without the effect of B/AFT, but she'll become much more limited, especially that she'll not only lose range, but also rate of fire and thus DPM. I'm on the way to unlock the Mogami, which has rather short firing ranges for a T8 CL/CA. I was planning on keeping to the CL configuration and installing the Kuma cpt for the duration of the grind, extending the range and thus usefulness of the ship. Now I can't count on that anymore. Which bothers me. Now recently I read a nugget of information somewhere (for the life of me I can't find it), which was basically a question directed to one of the devs/producers/community contacts. The question was something like this: "Will people with BFT and AFT trained get a free skill tree reset after the cahnges are implemented?" to which the answer was along the lines of "there are new skills being introduced, wait until the see them, and only then pass judgement". Something like that. Now this answer makes me think that there may be new skills being introduced with similar effect to that of B/AFT, maybe in a split of 130mm and down, 131-155mm and 156mm and up (a bit like the turret rotation skill). This is of course pure speculation, but I'd like to hear what you think of that anyway.
  18. I put together a video which highlights my thoughts on the future 0.5.3 patch that Wargaming is planning. I am very interested to see what you all think about this patch and I want to know if you are looking forward to it. How do you all feel about the Captain skill changes? How do you feel about the changes to the AA guns? How do you feel about the carrier nerfs? Are you looking forward to the new map or the new music?
  19. Since I had to "retrain" my Essex captain, started thinking about what skill to choose at level 3... This topic is not much about what is the best skill for it but rather why arent any usefull skill at all? Used to be dogfighting right? But since they changed parameters from "slowest" fighter to "lower tier" fighter that skill became useless for a tier X CV (since its fighters are always the higher tier and so can never use that skill) Superintendent? Well there is nothing a CV can use there so about as useless as the dogfighting skill. Vigilance? Planes will spot any incoming torpedos (and whatever launched them) long before that skill even came to effect. So another waste of 3 captain points. High Alert then? Again not of much use to a CV despite its the only skill of the four that can actually be used. But... its not that much usefull anyway. Guess we're stuck with wasting 3 points (just so we can unlock the level 4 and 5 skills), rather then having an advantage of a higher skilled captain. I know there were discussions about new skills (and changing condictions on existing skills like AFT giving range to the main guns) but never heard anything about the possiblity of a actually usefull CV skill for level 3 (unless you wanna give CV's defensive AA ability so superintendent can be a actual choice... its not like any cruiser and DD dont have it anyway already so wouldnt mind it)
  20. Hi all, Is this true? Will upcoming 0.5.1 "Advanced Firing Training" Captain skill (4th row) no longer apply to main battery guns up to 155 mm? Currently it is like this: Advanced Firing Training +20% to firing range of guns with caliber of up to 155 mm +20% to AA defense firing range But 0.5.1 testers report that it now only applies to secondary batteries (i.e. AA)... :-( This skill was pretty substantial for all cruisers with main guns up to 155 mm - if it is removed it will be very very bad for them... Leo "Apollo11"