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Found 50 results

  1. Akula971

    How to make Jutland work?

    I just can't get this thing to work. I'm using an IFHE build, tried main guns and torpedo boost, not noticed much. I'm losing to Shima's in gunfights, Fletchers make mince meat of it. The only real success I've had is shooting down aircraft! It has a heal, but what is the point in a gunfight, that will see you reduced to a smoking wreck before you can activate it. Cap contesting is very dangerous, you don't have the speed to escape or get out of radar range. If you are having success and fun in it, please let me know your module choice, captain skills and tactics.
  2. It would be more than useful and would I guess save many an expensive error if when we're redistributing captain skills that there was a "Review/Accept/Reset" function at the END of filling in ALL your skill points rather than the present system of confirming and cancelling at each skill assignation. Firstly, this would allow players the opportunity ingame to experiment with different builds before committing though I'm aware that there are many online test templates that people can use to decide between differing setups for each ship. However, secondly at present it is entirely possible to spend 475 doubloons on redistributing your captain skills and make a mistake and be left with the possibility of living with your mistake or paying up to another 475 doubloons to correct it. It's almost as if the system is setup to profit from players' mistakes, stupidity or accidents. PS. No I haven't made that mistake yet, but I'm extremely conscious of the possibility of doing it everytime I do a redistribution. EDIT: Sorry this was meant for the Suggestions Thread. Could some Mod please move it to there.
  3. Second thoughts about my German secondaries When I first leveled up my German Grossadmiral, whom I put in charge of all my favourite battleships, there was little doubt as to which two level 4 skills I would train him in. I took Concealment Expert as the first one, and Advanced Firing Training as the second. Having that overbearing range on those glorious secondary guns was just too tempting, and the boost to my AA range was a nice bonus. I've stuck it out with this skill choice for the longest time. It's still fun lighting up everything that dares to even think about coming close enough to torp rush me, and having the edge in secondary gun range is always very useful in a brawl. But lately, I've begun to seriously consider switching Advanced Firing Training for Fire Prevention. I don't mind a barbecue party now and then, but sometimes - just sometimes - always being on fire starts getting on my nerves. In any other battleship than a German one, the choice would be pretty easy - I'd go for Fire Prevention any day - but those wonderful secondaries are such a big part of what it means to be a German battleship! So I'm putting the question to you, fellow forumites: What are your thoughts on this matter? What's your advice? Thanks in advance!
  4. LongJohn_

    IJN BB builds?

    Hi, Started IJN BB line all over again. I once went up to Kongo and switched to CV branch never looking back. But now at Kongo. 8 points crappy captain and gaining xp and soon Fuso. But how to proceed? PM, AR and SI atm. Is CE good to have? AA skills? Secondaries? Looking for a universal captain that I can grind as far as I like. Kongo MM is intresting. As T5 you can have T4-5 team donkeys that go very fast one way or other or in the other end get into T7 match. How IJN BBs play? I am used to USN and KM BB lines up to T8 and both of them have pretty different playstyle.
  5. Most players agree, that Survivability Expert is a top choice for virtually every DD captain, providing a HP bonus ranging from 15.5% (Khabarovsk) – 20% (Shimakaze). Where it gets controversial is its utility for cruiser captains. Here many players argue that here the additional HP are not worth the 3 skill points and advise to not spec into it. In this post I want to show with a very short and simple argument that this is not necessarily the case. In my humble opinion SE on cruiser captains is not nearly as useless as commonly suggested and I want to back this up with some numbers. Note, that I am not trying to promote SE as a must-have skill for all cruisers, since its utility depends on the playstyles of both the ship and its owner. My aim is to look at the hard numbers to assess the usefulness of SE in the very same way, that numbers have to be involved in deciding wether to use IFHE for a given gun caliber. I like to know these things instead of only relying on gut feelings. Edit: The numbers in this tread are not correct, since contrary to a widely made assumption, SE does not increase the amount of HP healed by the Repair Party consumable. This greatly reduces the overall HP bonus provided, as you can see in a table at the end of this post. The obvious bonus SE provides at T10 is a flat 3500 base HP increase. However, since the amount of HP restored by the Repair Party consumable is derived from a ship's base HP (14% of base HP total, 40% for UK), it also increases the amount of HP healed per use. In the following table you can for each T10 cruiser see its (1) base HP, (2) base HP including SE, (3) HP / Heal, (4) HP / Heal including SE: Here I am just showing the obvious: the less HP a ship possesses, the more it benefits from SE. The real subject of the debate is, wether these boni are worth the 3 points one has to spend for them. When trying to quantify the usefulness of SE I look at the cumulative potential HP that a ship has access to over the course of the game: Potential HP = Base HP + #Heals * HP/Heal This represents the maximum amount of HP a ship can spend in order to exert influence on the course of the game and is effectively modified by the type of damage it suffers (not every HP loss can be healed 100%). The potential HP accessible by 4 uses of the Repair Party consumable with and without SE can be taken from the following table. The absolute HP bonus ist not surprisingly the same for all cruisers with Minotaur being the noteworthy exception. It gains 9100 potential HP by slapping SE on top of SI in your captain build. I am showing you these numbers in order to put SE into perspective by comparing it to another skill most people agree to be a no-brainer for high tier cruisers: Superintendent. The non-UK cruiser benefitting the most from SE is Zao. Here the sum of base HP increase (+3500) and the increased healing (+490 HP/Heal) almost has the same effect as getting a 5th heal (5460 vs. 5712 HP). Every Zao player using Superintendent obviously thinks that 5712 additional HP are well worth the 3 skill points. In that case, 3 points for 5460 HP (which is 95.5% of one heal) cannot suddenly become a horrible deal. That would be like saying: '3€ for 20 bottles of beer is a great price, but 3€ for 19 bottles is a ripoff'. I intentionally picked Zao here, because out of all T10 cruisers it benefits the most from SE and thus serves best to illustrate my point. A valid point of view here is, that skill points are limited and SE (assuming its non-uselessness is accepted) is competing against DemoExpert and Vigilance. In this context I will now make the most controversial statement. Please keep your pitchforks and torches in the shed for now. If next to Vigilance and DemoExpert there are just 3 Skillpoints left, then in some cases picking SE instead of SI is actually a good choice. That guy must be insane, right? Well, maybe. But let's look at the numbers again. In the following table you see for each T10 cruiser the total potential HP in the case that the captain has either SI (4 heals) or SE (flat bonus + 3 enhanced heals). Also we see a breakpoint value, that determines wether SI or SE is more effective for each player (more on that later). On Zao, Des Moines, Hindenburg and Henri replacing SI with SE nets a HP loss of less than 3% when all heals are being used. In return you gain access to these HP at an earlier time in the game, increasing your ability to survive until the late game. On top of that the increased base HP mean, that you can endure those extra few overpens, possibly allowing you to escape to use your next heal. A more aggressive playstyle thus favors SE over SI in my opinion. So can we quantify how much sense it makes to take SE instead of SI? This picks up the question of playstyle. If you want that 4th radar/hydro charge (i never find myself needing more than 2 or 3 DefAA charges), then of course there is no discussion. As a consequence I will limit my discussion strictly to HP considerations. A cruiser with SI will have more potential HP only if it is able to use its 4th heal. That means if you find yourself being unable to use that 4th heal on a regular basis, then you would benefit more from SE. Since the HP bonus that you get from SI compared to SE is quite small, you would indeed need to use your 4th heal in most of your games in order to break even with the HP advantage SE provides up until that 4th heal. This is described by the breakpoint value in the last table column. It means that e.g. a Hindenburg needs to use its 4th heal in 68.4% of all games so that when averaged over many games, SI provides as many potential HP as SE. If that Hindenburg uses its 4th heal in 100% of all games, then it will gain 2.9% potential HP over another Hindenburg that uses SE instead. Looking at these numbers it means that from a survivability point of view SE is still not perfectly viable in all situations, but it is far from being a useless captain skill for cruisers. Personally I will try replacing SI by SE on my IJN captain as soon as I reach Zao (on Ibuki now), since I cannot see myself using 4 DefAA charges and only consider my HP pool. Being an average player (at least according to WTR) I am not using all 4 heals all the time, so in this regard SE seems like a more effective choice. Even if my skill eventually becomes sufficient to be able to pull this off, I think paying a negligible 1.2% of my overall HP for being able to take more risks and get away with it in the early game is a really great deal. If you have read this wall of text until here, I thank you for your time. You may now bring your pitchforks and torches, but I am also looking forward to reading your more objective arguments concerning this topic Erratum: As it turns out, SE does not enhance the amount of HP healed by the repair party consumable, which stronly reduces the HP bonus when measured with the total potential HP in mind. As a negative side effect SE increases the amount of fire damage taken, since it depends on a ship's base HP. This effect would have canceled itself with the increased heal, but as it stands this does not apply. In the following table you can see the bonus SE provides with respect to base HP and total potential HP. This does indeed cast doubt over the utility of SE, since the total HP bonus is below 5% with the exception of Zao. Thanks to ColonelPete, Affeks and tmGrunty for bringing up these points!
  6. CptOddyB

    Minotaur Captain Skill points

    I have just recently unlocked and bought the Minotaur, I have a Captain with 16pts 3 of which are not used. So far the Skills my Cpt. has are PT, AR, SI, Vig, CE. The 3 extra points I do not know what to do with for the best with this ship, The Capitan is nearly to 17pts. I thought of using the points on PM & HA as I do not know which are benificial. Any suggestions as to where better to use the free points? Thanks
  7. Ok, have had Hood since release (I know, I have more money than sense, hey ho) I am an average player - average win rate about 49, recent 53 the recent win rate is down to the hood, I find this better for me than the Warspite as it seems to suit my style, Current stats on the Hood for me are: Battles - 223 Win Rate - 55% Average results; destroyed - 1, aircraft 2.8, xp - 1372 have had some fab games in the hood, much better than in the Scharnhorst (prev best ship), at least 3 krakens and generally seem to play better. Massively tanky if you use her correctly, guns are meh but work when you are used to them. Against high tiers often seems to pay to use HE due to the high number of shatters/over pen that hood seems to get. Have tried a number of different set ups for the captain and modules; have tried full AA set up; main battery set up, steering gears, aiming mods, secondary set ups. for me the set up I have settled with is; main armaments mod 1 secondary armaments mod 2 damage control mod 1 propulsion mod 1 The rationale for this set up is; guns are meh therefore going down the aiming/main mod 2 route doesn't really make that much difference. The secondaries and the addition to the AA does make a difference in the right place/time. The propulsion mod I settled late on having tried steering etc, hood seems a bit sluggish in its speed up (not top speed, acceleration) and this makes a big difference in battle. Captain skills have gone with (after trying a few different): Preventative Maintenance Jack of all, Adrenaline Superintendent AFT and Concealment I agree with the other reviewers, not OP not UP but interesting and think works for me, better that others at the same tier - even the Scharn. What do others think?
  8. Hola buenas, el motivo de escribir este post es para saber vuestra opinión sobre que habilidades son más eficientes para el comandante del Missouri. El caso es que la idea de una build a AA es tentadora, pero estando ausentes los portaaviones en más de la mitad de las partidas me planteo llevar el barco en modo tanque, ya que el barco de base tiene muy buenas AA. Unido al módulo de +20% de alcance de las antiaereas, puede que vaya muy bien sólo con esto. Bueno, la duda es si ponerle como última habilidad entrenamiento de fuego avanzado lo que le daría otro +20% de alcance AA o incluso meterle entrenamiento básico de fuego, o por otro lado, optar por prevención de incendios y una build más de supervivencia. Bueno, agradecería mucho vuestras opiniones al respecto. Pd: Os dejo las opciones que tengo en mente. Saludos. 1º Opción con prevención de incendios: http://shipcomrade.com/captcalc/0100000000100010100001000100000119 2º Opción con entrenamiento de fuego avanzado:http://shipcomrade.com/captcalc/0100000000100010100001000000100119 3º Opción a AA: http://shipcomrade.com/captcalc/0100000000100010100010000000100119
  9. Hi there, because currently there is the opportunity to change Captain Skills for 0 doubloons, I'd like to know your opinion on 4 points skills that I have to use on Mogami and Bismark. For Mogami I red that could be interesting to set Inertia Fuse Skill as I use mainly the 155mm setup. If not how to use those 4 points I have (I've already Concealment opt)? For Bismarck I've always used the Manual Fire Secondary with those 4 as my setup include Upgrade for Secondaries, but I've also red that could be interesting to use those 4 points for Inertia Fuse also, because it looks that HE secondaries make more damage with it. Is it worth it or is just some speculation not important and useful as Manual fire Secondaries? I play quite aggressively with my beloved Bismarck. Thank you for your point of views!
  10. Welcome to the new captain skills guide for 0.6.0 As usual, a disclaimer and some general information first: A) your mileage may vary as skill choices can depend on your playstyle. These distributions are merely recommendations and not the ultimate choice to beat all others.B) Apart from the Light Cruisers, these distributions assume you keep moving your captain along to the next ship until you reach T10.C) Captain skills in bold are those I recommend the most. Information about skills and general game mechanics: HE penetration is the gun caliber divided by 6, except for German BB main guns and 128/150mm BB secondary guns, for which it is caliber divided by 4. HE penetration is rounded up or down to the nearest value. HE penetration is the same at any angle and range and has to be above the thickness of the armor to penetrate. The Donskoi with exactly 30mm of HE penetration cannot penetrate 30mm plates. If a HE shell dealt no damage, it has either failed to penetrate, hit a module or the torpedo belt. AP shells overmatch (ignore angle and ricochet mechanics) if their caliber is at least 14,3 times bigger than the thickness of the armor they try to penetrate. Auto-ricochet angle is 60° for all ships except high-tier US cruisers (67,5°) and British non-premium cruisers (~75°). Technically these are 6° to 10° higher for each ship as shell normalization is applied before checking if the shell bounces. "Expert Loader" only works if all gun barrels are currently loaded, not including those that are destroyed. "Incoming Fire Alert" only warns you of incoming shells that have to travel for at least 6 seconds to arrive. For the skill "Preventive Maintenance", these are ship parts that count as modules: Main guns, torpedo tubes, propulsion, steering. (Thanks to shamelesscreature for the info) "Survivability Expert" increases flooding and fire damage, which deal a certain percent of your total HP each second. Basic Firing Training and Advanced Firing Training apply to ALL secondary armaments regardless of caliber, even the 155mm on ships such as the Yamato. The 139mm limit only applies to primary guns. The 100% damage bonus for Manual Control of the AA guns multiplies with the defensive AA barrage. This makes the skill especially useful for cruisers, assuming they got enough 85+ mm AA guns to make the investment worthwhile. Torpedo Acceleration increases the arming distance for CV-dropped torpedoes. The 10% fire reduction of Fire Prevention is multiplicative. If a shell has a 20% chance to set you on fire, the chance will be reduced to 18% should you have the skill. In reality the reduction is even lower since there are other factors further reducing fire chance, such as natural fire resistance. Please do not use IFHE on any ships with a caliber of 203mm or above. DE and IFHE also affect secondaries. Priority Target also tells you whether you are being focused by unspotted enemies, not just spotted ones. Builds for specific ships are mentioned at the bottom of the guide. If a ship you would like a build for is not listed, feel free to ask. Battleships Light cruisers (not including British AP cruisers) British AP Cruisers: Heavy Cruisers: Japanese and German Destroyers (excluding Akizuki): US Destroyers: Russian Destroyers: Aircraft Carriers: Akizuki Gremyashchy/Leningrad/Anshan/Blyskawica: If you prefer to watch videos rather than reading text, you can watch these videos by iChase and Flamu:
  11. elblancogringo

    French BB captains, hybrid build?

    Dear battleship captains, I've seen some videos about upcoming french BB line, and I have been thinking about how to spend skill points in my captain. I like the gameplay of secondary builds, and even though some people would argue that any secondary build is sub-optimal at tier 9 and 10, I don't want to pass on that with French BB with their good fire chance. I would like your opinion and comments on a hybrid captain build, the one I think could be fine with my play style and desire. I indeed think that French BBs are a line where you have the opportunity to go in many different ways, hence the hybrid possibilities. How to spend the points in the best way to be a Jack of All Trades with at the same time good enough AA, survability and secondaries? Here is the build I will probably do. Please note that I plan to use Jean Jacques Honoré, which is why I take EM and AR at tier 2. Thoughts?
  12. Just bought a Zao and planning to retrain captain for the ship. Not sure however how important Last Stand is on it. Can some Zao users tell how often this ship losses steering gears to HE spam? My playstyle with IJN is to trail close behind a DD using superb concealment, then alpha strike enemy DD at least once, and withdraw by angling / maneuvering. This leads to a lot of HE return fire landing on stern of your ship, which may knock out steering. Played this way with Myoko, Mogami, Takao and Ibuki. I observed that Mogami and Ibuki rarely lose steering, on the other hand Takao (and Myoko) suffer a lot. I lose steering at least once in about 30% of my Takao matches. So is Zao more like Takao or more like an Ibuki?
  13. DFens_666

    Idea: Captain skills

    Giving this some thought lately, and i think it might be a bit more interesting in regards of using skills on captains, but lets explain my idea first. - Make captain skills so that u can level each skill multiple times, why is the benefit at maximum by only one time skilling it? F.e. Expert loader u could invest 1 point for 15% faster shell switching, 2 points for 30% and 3 points for 50%. - This would ofc need to have more captain skills available, its roughly 4 times as much with the system i think of. Captains level faster, which makes the grind seem less long, even when the endresult stays the same. - Introduce skill-trees, which means if u want a certain skill, u have to skill other skills before. This cant work for all skills, but some skills could be seperated and they can be skilled seperately on which skill-tree u focus (f.e. CE is one that comes to mind) Just made a quick example for CV skill trees (because seems the easiest to show my idea) First skill needs 1-6 skill points to achieve maximum (1 point then 2 points then 3 points to achieve maximum result per skill), second skill needs 2-9 points, third skill 3-12 and forth skill 4-15 points total. F.e. 4 points on AS gives u +1 fighter, 5 points gives extra bomber and 6 points extra Torpedobomber (just an example) What it makes possible, if u are halfway skilling offensive skills, and u feel the need to get some defense, u can start skilling those a bit to help u on that side.
  14. So last night I reached 18th point captain on Chapayev and I'm going to get 19th as soon as I can. So far I have these captain skills 1pt - PT 2pt - AR 3pt - DE, Vigilance 4pt - CE, IFHE I can't find good skill for last 2 points. Thinking between LS, EM or JoAT. Chapy has decent turret rotation and EM will give only a second or two tops. 5% JoaT doesn't sound that much. So far I consider LS as the best option but still not quite sure. Would like to hear about your experience and propositions.
  15. Hi there, I searched the forum first, but could not find the answer to my question which is following: In the upcoming patch the smoke mechanics will change, which we all know and is hotly debated, but what I don't find is how will the change effect the captain skill: smokescreen expert? You get 20% more smoke or so, so it will be logical that firing from smoke will decrease the detection also by 20%. Thank you in advance for the answer.
  16. Is the 4 point Fire Prevention captain skill worth it? I think I've only had 4 fires once, and usually if things are that bad I'm probably being focus fired to death. What do people think of this skill, even on a BB? Is slipping away into concealment just a better idea and use of points instead?
  17. dasCKD

    Skills should be upgrades

    The department head is leaving me alone and idle for now, so I thought I might as well get a little writing done. No images on this one either, I'm making it a habit now. Inertia fuse high explosives, torpedo acceleration, advanced firing training, and survivability expert should be ship upgrades. Basic firing training, expert marksman, smoke screen expert, demolition expert, and aircraft servicing expert should probably receive the same treatment. Air supremacy should be removed (honestly, why hasn't that skill been removed yet?). One of the things that have always bothered me was WG's tendency to base so much of their balancing around the captain tree. In many ways, a ship isn't even fully upgraded until they have a 14 or 15 point captain. I think that the most obvious are ships like the Khabarovsk or the Akizuki. Without AFT, the Khabarovsk is well within the secondary ranges of some of the most common battleships in the entire game. Without IFHE, the Akizuki's HE can't even hope to hurt the softest part of the battleships she routinely has to face. Carriers need torpedo acceleration and air supremacy, light cruisers need IFHE, destroyers (the real destroyers) need concealment expert, and just about everyone needs superintendent. With some consideration, I think I always will be against skills that modify the combat effectiveness of a ship. Seal clubbing is a thing. A very big thing. Lower tiered premium ships allows players from the higher tiers to enter the lower tiers and, with night impunity, exploit ships that are inherently superior to the ships of the competition. Destroyers that might as well have an extra hull and gun upgrades. Cruisers that can ambush ships identical to them using far superior concealment. Battleships have far better effective health and can recover from fires and floods far faster. Seal clubbing is fun, but I'm certain that those of us who are here are more than capable of seal clubbing without needing inherent advantages over the already inexperienced new players. There are issues with both sides of this. On one hand, a fully upgraded ship (with a high point captain) is nearly untouchable by a fair few things, the obvious example is aircraft. On the other hand, a ship without an optimum captain setup will be utterly at the mercy of the enemy team. I personally have been humiliated by being a Neptune captain who struggled to shoot down the planes of a Ranger. A RANGER. Arguably, premium consumables and flags also causes this issue. I am fine with those however, as they are accessible to just about any player by the time they reach tier 4 or 5. For a ship to even reach optimum performance, players probably need to get to tier 7. This is a far smaller problem for me, as with a fleet of tier X ships and 19 point captain I know I could personally have a 14 point captain virtually on command, but the same can't be said about a new player with 3 tier 5 ships and a tier 7. The game should be set up to help these new players where they can, not burden them with ridiculous disadvantages that they have through no fault of their own. I think, as soon as reasonable, War Gaming should start phasing out performance enhancing captain skills. I think that the only captain skills that should be in the game are the skills that a captain would have. Skills that would provide extra information, acquisition range, evasive abilities, or otherwise improve the quality of life. It shouldn't give tangible advantages, especially not to the experienced and well positioned players who need it the least. Even the detestable RDF skill doesn't actually alter the performance of the ship. Manual AA is a bit different, but a crew with better aim would indeed perform better with their AA and so I'm somewhat OK with said skill. No matter how good you are as a captain however, you can't force a shell to explode harder, set more fires, or cut through more armor. Skills like that should be reserved for ship upgrades, not captain skills. There are various reasons that this upgrade system for the mentioned skills are better than the current system. Less need for captain grinding. For the Akizuki, IFHE is nearly mandatory to deal any meaningful damage to any battleship captain who is not literally brain dead. Before IFHE however, you probably need concealment expert. You are a destroyer after all. Superintendent is basically mandatory, and BFT is probably needed as well considering that you are basically a light cruiser without defensive AA and every carrier within an ocean's radius will be coming over to have a piece of that. This allows for a ship to reach maximum combat efficiency the moment that the ship is fully upgraded. This arrangement is far better than the current arrangement where the captain basically has to have 15 points before the ship could even be called fully upgraded. More value for premium ships. There are light cruisers like the Belfast or the MK which are placed inside of a tree that either simply does not need or will eventually grow out of al la Moskva. There are also ships that grows into certain skills like the Gearing and arguably the Shima with torpedo acceleration. This means that the captains higher tiered ships have far less application in lower tiered premium ships which usually mandates a specialized captain for said premiums, something that causes its own issues. If ships that specifically need those skills i.e torpedo acceleration and IFHE then those traits could be simply attached to the ships where those modifications are relevant. It also makes it possible for a player to maintain fewer captains. Less advantages for seal clubbers. Whilst seal clubbing is fun, I think that we all feel at least a little bit guilty after partaking. It would be far better if skills were limited towards simply getting more information which is already a big advantage. By having a more even playing ground, lower skilled and less experienced players will stand a better fighting chance instead of perpetuating a cycle of newbie bullying that is currently a part of the game right now. More potential for balance. Currently, every single skill has to be balanced around the potential that it could potentially be taken by any ship in the game. If each upgrade is specific to the ships they are on, then it is much easier to balance ships around the performance that they need. An Akizuki could for example get a -2% penalty for her shells, whilst a Chappayev could get a -5% to correspond to the larger shell caliber. A Gearing could get -20% range reduction, whilst a Shimakaze could get -10% instead to correspond to the shorter torpedo ranges. It also makes it possible to tune the range of ships like the Khabarovsk to the optimum level without requiring unneeded global buffs or nerfs to the skill tree or extensive class or shell caliber specific skills. This also makes it possible to limit the power of ships like the Belfast or Kutuzov by increasing the fire chance penalty on IFHE, or balancing ships like the Khabarovsk by giving the health granted by the survivability expert upgrade a smaller increase compared to the other destroyers. The ideas suggested here are quite vague and nascent, but ultimately I think it could improve the health and longevity of the game whilst at the same time making it possible to keep the game competitive for all players, and not just those with game numbers approaching the tens of thousands.
  18. Ubertron_X

    Incomming fire alert

    Is there anybody else who is using IFA on his cruisers a lot and is also super annoyed that spotting messages now commonly overwrite the incomming fire alert message? WG please fix the priorities of the displayed messages...
  19. Gojuadorai

    [LFA] FLINT build

    Hi, just got my flint and dont own an atlanta so i want to know a couple of things from flint/atlanta owners, that already have the ship for a while and are non-potato. so heres the build i plan on runing: Flint cpt. build my questions are: - would i go AFT or IFHE first? - should i drop demo expert in favor of vigilance? - is superintendant needed for 1x smoke charge (AA already unlimited) or is vigilance/BFT better? - how often do i loose ruder steering? -> last satnd mybe more worth than JoAT?
  20. Well with WG generously gifting us a free 10pt French captain and a unique camo as the prize for a mission that even a scrub like me can do, I decided to buy the Baguette and toy a bit with her. However, I'm a bit confused as to how spend the skill points on her captain (which is specific for her by the way), and would like to request some assistance. Looking at her stats and overall playstyle I tend to think of her as a Tier 6 Moskva with bad AA (please don't laugh too hard), so Yuro's 'How to' video was an interesting starting point, though the video itself is pretty old. A more recent review by ValkyrWarframe from the NA forums was more up to date with the current captain skills, but again, that was for Moskva. I've had a look at the available skills, and tried to draw up a list of what COULD be useful, but so far can't sort things out: ...and that's it I guess. Now, if you are willing to help me out and contribute, please be patient because I'm still inexperienced, so some stuff you think obvious might not be so for me.
  21. Hola buenas, tengo una pequeña duda sobre como distribuir los últimos 4 puntos de habilidad del capitán. Es un North Carolina y dudaba entre meterle full ocultación o full AA. El caso es que se queda al máximo de ocultación con su módulo correspondiente en 11 con pico, lo que es muy buena distancia para un acorazado. Por otro lado, el NC tiene como su punto fuerte las AA. Meterle control de tiro manual del armamento AA, le daría unas antiaéreas demenciales, pero quizás se desperdiciase el hecho de poder tener ese rango de ocultación. Sin la habilidad se queda el rango de visibilidad en 13,7 que tampoco está mal. En fin esa era la duda, agradecería vuestras opiniones. Un saludo Pd. Aquí dejo la build que tengo hecha para el barco. http://shipcomrade.com/captcalc/0000100000100010100010000000100019
  22. Dear Wargaming, Can you please explain this utter nonsense: "If a player had Commanders with a specialization for Udaloi (Tier IX) before the update release, then the Commanders will be retrained to have a specialization for Tashkent (Tier IX). In addition, a Commander with 65,900 Commander XP (9 skill points) and a specialization for Udaloi (Tier IX) will be added to the player's account." The Udaloi is not changing. It is not being replaced, just moved to another line to which you are adding a different T10. So why other than a nasty means of forcing me to part with my money (500 gold) do I have to retrain my existing Udaloi captain back to the Udaloi that he was in already before you mucked about? I already paid 500 gold to move him from the Trashkent to the Udaloi, why do I have to pay to move him out of the Trashkent to the Udaloi again? Also, I have an 18 skill captain who you intend to replace with a 9 skill captain. So is this you giving me a choice between spending 500 gold or dropping all my built up captain skills on training up a cpatin to be vaguely competeitive in high tier games? I get that to increase sales you feel the need to screw up another set of ships, but I have capatins in my Khaba, Udaloi, Trashkent, Kiev and Og that I am happy with and who should remain in the ships they are in. Which brings me to another point. The captain skills best suited for the Trashkent are completely different from those required to maximse the Udaloi. I already paid 350 gold to reskill the captain (long before the big skill rework), why should I pay again to reskill the captin to suit the ship that you have forced him into without my agreement or approval? Appreciate WG care as much about their customers as I do about rats in the sewer, but for once to be treated like you want people like me to keep spending €200 a year on your service would be nice.
  23. aleksandrov3


    So I heard that by reaching rank 1 three times you get a Flint, which is a light cruiser with 127 mm guns and smoke. Basicly it is atlanta with 2 less turrets and better torpedoes with the range of 9,3 km. Then I started thinking what commander skills are best to use and realised it is a very hard desicion indeed. These are all skills which I think are usefull. Tier 1: I would take priority target as I think this is best skill for any cruiser. By knowing how many people are targeting you, you can decide when to angle, make a turn and smoke up. Although some people suggest Preventative maintenance, because you lose turrets offten. Is that really an issue? Does Flint often lose turrets? Tier 2: Here I would go strait for adrenaline rush. Due to the fact that you have smoke, you can survive long even on low health and take full advantage of better reload. Tier 3: Here you have a problem because all skills are good. I can't decide between Demolition expert, Basic firing training, Superintended and Vigilance. Demolition expert buffs your fire chance from 5 to 7 %, which is a 40 % increase and makes you a real fire started due to the large amount of shells you are able to pump in the air. Basic firing training gives you 10 % faster reload of your guns, which decrese reload from 5 to 4,5 seconds. Skill also increase your AA dps for 20 % and since you are AA monster this really helps. Superintendent gives you one more smoke and who wouldn't like that. Flint also uses american smoke that blooms and lasts very long. Vigilance helps you to avoid torpedoes while you are hiding inside your smoke. Tier 4: I would take consealment, which enables you to be detected at only 9,3 km. Advance firing training is also good as it increase you AA range and your firing range. Your main battery can fire 11,12 km, but with this skill the range extendes to 13,34 km. The third skill you would want to have is IFHE for more damage, but I don't know if it really helps. Has anyone done some testing whether overall damage is really higher??? So basicly as you can see you can not take all these skills even with 19 point captain, therefore I would like to hear you suggestions of how to spec 10 point captain and then which skills to choose later. For 10 point captain I would choose Priority target, Adrenaline rush, Demolision expert and Consealment expert. Then I would choose IFHE, Basic firing training and Last stand to get a full 19 point captain. I didn't choose superintendent, because if you use premium smoke you will have 3 smokes available and those are american smokes which lasts very long. Vigilance is also less important for me, which makes me thinking should I swap Defensive fire consumable for Hydro, because without Vigilance I would feel vulnerable inside smoke. I also left Advance firing training, due to the lausy shell arcs you will have very hard time hitting anythink 13 km away. What do you think, how would you spec you 10 and later 19 point captain?
  24. aleksandrov2


    So I have bought Kutuzov lately and am wondering which captain skill should I pick first: consealment expert or IFHE? I know the optimal 19 point build, but am hesitent to decide on which of these two most importaint skills to take first. @Flamu suggested consealment expert first, but why did he then suggested to pick IFHE first on Belfast, because Belfast and Kutzov are very similar??? Please help and explain why you think one is better to pick first then another.
  25. Updated the Captain Skill Calculator over the weekend. Not only does it allow you to generate a Build URL for sharing via social media/forums, but now it also has a Recommend Builds by Ship based on community submitted specs to the site. If someone submits the same build for that exact ship, it will upvote the spec. If you load a recommended build, you can then also upvote it or modify that build as a starter. Right now the system is brand new so the top builds are limited. I am asking the community to help populate it by submitting their favorite builds by ship and also upvoting the good ones. This is just the start, wanted to get it out soon as possible as many in the community are looking for guidance on what builds they should use. http://ShipComrade.com/CaptCalc P.S. plan to add a mouse over on the builds & optimize some code (to speed it up) in the near future. Also plan to add these top builds on the individual ship pages in our ship trees.