Jump to content

Search the Community

Showing results for tags 'captain'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunità Italiana
    • Comunidad de habla española
    • Türkçe Topluluk
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section


  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL








Found 39 results

  1. Hello there, ever since the CV rework I have a bunch of unnecessary captains. Therefore I would like to ask for a one time chance to trade them into Elite experience. Especially with the upcoming second Azur Lane collab, as I am a highly addicted weeb, I will get new weeb biatches captains! Would really appreciate that. Greetings, (Loli-)Ali One and only Takao coordinator!
  2. Hallo, wir alle kennen es, wir fahren eine neue Line und testen die Captainskills durch. Oder WG ändert die Meta und man muss eh neu skillen (gut hier gibts von WG meist einen kostenfreien Umspecc aber darum gehts ja nicht). Wenn wir nu ein anderes Talent nehmen wollen um es zu testen, ob es besser zu unserem Spielstil passt, müssen wir den kompletten Baum zurücksetzen. Das geht auf Dauer natürlich auf die Captains EP bzw. auf die Dublonen. Daher dachte ich mir gerade, wär es nicht besser wenn WG uns die Möglichkeit bietet, Talentpunkte einzeln zu ändern? Ich spiele zB gerade die Aki und habe mit jap. DD an sich keine weiteren Erfahrungen und an DD spiel ich bisher nur die Russen. Daher bin ich zZ am testen welche Talentpunkte gut zu meinem Stil passen bzw. einen Stil zu finden der mit den Talenten gut funktioniert. Abgesehen von den Standartpunkten beim DD variiert man ja doch. Ich bin gerade am überlegen ob ich BFT mitnehme oder doch lieber DE. Genau so überlege ich ob AR sinnvoll ist oder nicht. Und ja, Einheitsbrei, sprich Skillungen die für andere Spieler top funktionieren mag ich an sich nicht. Denn nur weil ein Stil für einen oder auch viele Spieler gut läuft heißt das ja nicht, dass dieser Stil auch für mich funktioniert. Daher fände ich es gut, wenn ich halt nur das Talent umändern könnte um das es mir gerade geht und nicht den gesamten Baum resetten muss. Ist, wie eingangs erwähnt auch eine Kostenfrage. Preislich gesehen können wir uns ja am bestehenden orientieren, 10k CaptainsEP oder 50 Dublonen, meinetwegen auch gern etwas höher, meinetwegen 12.500 CaptainsEP und 60 Dublonen. Und nu bleibt sachlich (ja bin ich selbst selten, ich weiß) und sagt eure Meinung. @Sehales leite die Idee mal weiter büdde.
  3. Eexhaton

    Izyaslav captain build request

    Hi, I'm a little lost, looking for a pure/dedicated Izyaslav captain build. I have a 10pt captain so far, and was thinking of picking the following: 1: Prev. Maintenance 2: Last Stand 3: Super Intendent 4: Concealment Expert. Now.. I am really torn here about both SI and CE. Is CE worth it on a boat with 6.7 km detectability? - And SI really needed? I kinda feel like it does, however, running premium consumables give extra charges... BFT, DE and SI all three seem really good choices here. And AFT as well... I see Adrenaline Rush getting much praise too, but I'm not one who wants a DPM increase after getting hit. I like to keep a steady increase, like the one BFT provides. Also I see Survivability Expert getting recommended, but maybe i'm daft and miss the point here.. 1400 extra HP total? That's not a lot. So, anyone who has some good advice here on what skills to take and which ones to work to? Thanks in advance!
  4. Tazzelwurm

    Captain für Cossack

    Hallo Kapitäne Ich habe ein Luxus Problem - zu viele Engländer in meiner Kaserne und folgende Schiffe: - Leander, Fiji (12-er und 10-er Captains) - Warspite (10-er Captain) - Icarus, Jervis und jetzt Cossack (hier nichts vernünftiges) Frei zu Verfügung - 10-er Nelson, 10-er Dasha Petrova und Jack Dunkirk Um den Jack Dunkirk (bessere Eigenschaften in Tausendsasse, Eliteschütze und Nebenwandexperte) geht's mir auch - soll ich den in Cossack verfrachten oder macht er bessere Figur in einem Kreuzer? Wenn ich WG Empfehlungen anschaue, ist er sowohl für Zerstörer als auch für Kreuzer nicht geeignet
  5. Howdy sailors! I just recently unlocked the DM and I need some suggestions regarding speccing the captain. I tried youtube and shipcomrade. But most of those are "outdated" . I can only imagine her role might have slightly changed with the light cruiser split. Or not, idk. I need help! :D
  6. AzztheCruel

    Jingles for captain

    no issue, but was just wondering if your community contributor "themightyjingles" could get a captain in the game regardless of the "the ring" competition due to his current internet situation not allowing him to participate and the fact that, he has probably got the largest community in-game and the fact your scoring system really is counter intuitive. I feel his captain will sell very well. i for one will not buy the winner of the completion as i don't really watch their content. i hope this finds the relevant person within your company and thank you for listening
  7. Hello. I have finally trained my Akatsuki captain to the maximum 19 points. So far I have: Preventive maintenance, Jack of all trades, Adrenaline rush, Last stand, Torpedo armament expertise, Superintendent and Concealment expert. Where should the last 2 points go? I don't see an immediate, indisputable answer. I am hesitating between Expert marksman, High alert or Smoke screen expert. My play style is a bit aggressive, occasionally using the guns so Expert marksman can be useful, but not vital. Smoke screens - same: I do use my weed generator to hide teammates (and capture), but not so often. And finally High alert is somewhat useful, not bad, but not so important. What are your recommendations and what are the reasoning for them? P.S. I cannot see an option to edit my mistake in the title? Oops ...
  8. I wanted to retrain a British captain but this occurred .. First Premium ship I bought and I can't even use it in a decent way.
  9. I started playing this game, like a year ago. But one thing that I did not understand back then, and frankly still remain in question about is how the whole Captain system work. Each time you get a new ship, you get a new Captain along with that ship. You level this Captain up, but when you switch ship and place your old Captain on that ship, they are bumped back to 1 if I recall. So my question is; Is it better to switch out to a Captain you like or is it ideal to keep leveling different Captains over like that? As in, do Captains function as some sort of a skill-tree that you switch out and re-level or? It's just never been clear to me.
  10. NO1Z3TR4UMA

    [Question] Omaha crew skill(s)

    Hey Fellow WoW Captains, Let's introduce myself a little bit (yeeeey my first topic on WoW), first i took a long brake from Warships (was playing more tanks and some other games), second after not playing 1 year and half maybe longer or maybe less i thought i would suck when playing again (1 week so far) but actually i had pretty good games on my Omaha so far anyway let' get to the point and explain my question. I've read (most posts were from 2016 or older) that allot of ppl use "Vigilance" skill for the 3th skill for Omaha tier 5 American cruiser. Personal i have a double feeling about that skill coz i rarely use my torpedoes and 25% bigger range its about 1 km more range if i didnt calculated wrong. Most of the time i'm lowest tier, if a tier 6- 7 comes closer i try to keep them on my maximum gun distance so i dont use torpedoes in this situation. When playing this game for 1 week, i used my torpedoes twice i know it's not allot but what do you think i should do? What is your opinion about the 3th skill on Omaha? Pls explain why, vigilance or..... ? Thanks in advance and big love on the forums but destruction in the water! *edit* You can always say what skills your captain have with a small explanation if you want :)
  11. Alpheus100

    Suggestion: Promotion

    It would be very nice to have the option of promoting a Captain to a new ship. This would combine the following actions: Sell the ship currently displayed in the Port. Buy the new ship (selected from the Modules display or the Tech Tree) without a Captain. Assign the Captain of the currently selected ship to the purchased ship. Select the purchased ship so it is displayed in the Port. All of these steps can be done currently (as long as there is a free slot in the Reserve list) but this would simplify the process and make it easier.
  12. Hi everyone, I'm opening this topic regarding Captain experience reward for every battle during first weekend after Grand Naval Battles. I've played a few battles and realized that two rewarding missions are available, however my captain receiving standard 100% experience per battle, the same as my ship. Is this reward not working just for me or there are some other great players around with similar problem? I hope that someone can explain me how it works Good luck and fair seas!
  13. We have the Arpeggio of Blue Steel ships for quite some time now in the game. As a matter of fact, they have inspired me to look up for what this fictional universe even was. By now I’ve seen all the animated adaptations (honestly there aren’t too many) and I’m up to date with the manga. Now – the ships we got have their own voices and looks (although only colour-wise), so I thought to myself – why not make them have their own personalities? They are not meant for competitive gaming anyway, why not go a little bit crazy and create captain specs that reflect what the mental models behave like in the Arpeggio universe? Anyway, I’ve been trying to make those setups diverse enough, yet not overly ridiculous. (the missions took place before I had some of the ships required tier-wise), but I’ll describe what I think should be an option for such an approach. I’m not covering upgrades, consumables, and I leave the order of picking those skills to you. If need be, I may recommend something there as well later on. I don’t have all of them This presentation contains explanations, so obviously some spoilers are coming, though most of you reading this are probably keeping track of the Blue Steel. In case of conflicting information, I preferred to stick with the manga. First of all: the Kongō sisters. 1. Kongō As a flagship of the First Oriental Fleet, she is commanding and playing a role of a spectator, until the circumstances force her to deal with the I-401 herself together with an assembled task force. She covers herself in spatial distortion to call in Ise as support, and when she’s immobilised and struck by aerial-dropped warheads, her bow continues a descent towards Matsushima II, with an eye of capturing Chihaya Gunzō. She is usually judging the situation correctly, although her overconfidence in technical superiority can make her vulnerable. Her sinking by airplanes made me go for absolutely no skills that can be effective against planes. · Priority target – she’s the flagship, of course someone wants her down. But she also seems to have some kind of an insight into the enemy attack, much due to the information provided by her subordinates. Besides, Kongō’s ability to perceive threats is explicitly mentioned by Hyūga while creating a diversion against Hiei. · Preventive maintenance – not that easy to get to the Kongō herself, which is why it’s even harder to aim at specific parts of the ship. · Expert marksman – a good commander can react to enemy movement quicker, in fact I remember at one point she says something along the lines “Swift and decisive should be an ideal of a warrior”. She also has a very good sense of target selection, as stated by Iona in chapter 70. · Last stand – even after breaking into multiple parts, her bow continues chasing the Matsushima II. Do I need to say more? · Superintendent – additional flagship equipment can be introduced from the orbit. · Vigilance – see the comment on the priority target. · Basics of survivability – Kongō can adapt to the situation pretty well, a bit like in case of the expert marksman. · Concealment expert – while using flagship equipment, the actions of Kongō remained pretty mysterious for 401’s crew. In fact, they had to rely on Hyūga’s experience of what a use of this equipment might even mean. 2. Hiei Hiei is very strict and wants to rely on an analysis of the Joint Tactical Network resources, consisting mostly of past records of Fog experiences and engagements, that are being uploaded by all the ships. She admires Kongō, but lacks her insight. Incapacitated by Hyūga bringing a gun turret at her face. Not a very bright way to go. · Preventive maintenance – preventing damage to vital parts can be somewhat improved by analysis of damage sustained by other ships in the past. · Jack of all trades – Hiei surely has went through multiple pre-arranged scenarios, so in most situations she’s able to get her assets out a bit more quickly. · High alert – not really a good name for a skill for Hiei, but the thinking behind it is sort of similar: she has stored the things needed in an order that allows her to access them a bit more freely if an opportunity arises. That’s not en equivalent of a tactical flexibility however. · Superintendent – I’m sure they can find some spare space for additional nanomaterials being stored. And who would arrange this space better than Hiei does? · Basic firing training – purely because training, Hiei loves it. · Advanced firing training – just as above. · Fire prevention – even the Fog has to possess manuals for that. 3. Haruna Haruna seems calm. She usually is. Unless she gets into some serious combat for someone she wants to protect. Sunk by Hakugei 3’s torpedo at Yokosuka. In the defence of the Osakabe residence she has torn vehicles apart with her bare hands and taken out helicopters by hand grenades. A truly manual AA and close combat platform, isn’t she? Owner of a very large coat with plenty of spare volume underneath. · Preventive maintenance – a bit boring? Haruna doesn’t think so. She’s just the one responsible for technical calculations in her duo with Kirishima. Perhaps that’s why she survives the explosion at Yokosuka much better. · Expert marksman – at close range there’s a lot of aspect changing, better be prepared for that. And apparently she could outpace her adversaries easily. · Adrenaline rush – the only Fog ship who has gone berserk, almost annihilating Japan by overriding Maya’s fire controls in anger. It took an intervention form the Admiralty Code to stop her. · Superintendent – the coat! She surely has something extra hidden in there! · Basic firing training – when fighting multiple enemies at close range, every gun has to do its job as fast as possible. · Advanced firing training – being the first to strike is an advantage by itself. · Manual AA – you surely can handle those guns by hand, if you can throw grenades at aircraft! 4. Kirishima The most aggressive of all four. To a point she basically becomes target-fixated and doesn’t want anyone to interfere in her dealing with it. She doesn’t mind firing everything at what she wants to see go down. Kirishima doesn’t care too much about safety procedures or checking surroundings – target first. Sunk by Hakugei 3 in Yokosuka with Haruna. Further records might show a character evolution towards a calmer approach, a bit more like her twin sister, but as seen in the encounter with Atago, Kirishima is still willing to advance despite the odds not being in her favour. Or rather not considering them at all. · Expert loader – it’s better to take out a target fast, with a weapon that gives the best chance of success. · Expert marksman – every gun on target as soon as possible! · Adrenaline rush – she indeed has more fun the harder the situation gets. · Basic firing training – extra rate of fire. No need for further comment. · Basics of survivability – in case a turret gets knocked out, she will surely work hard to get it back into an operational status. · Advanced firing training – extra range for reaching engagement distance quicker. · Manual fire control for secondary armament – everything at the target, no distractions shall be given a thought! Then we have Takao, many fans’ favourite: Takao Takao is very mission-focused and has a “bad habit of putting firepower first”, as she describes herself at one point. Obviously caring for the captain, a ship that has weathered more than a single storm. When in control of herself she wants to pose as indifferent and elegant, though in reality not many ships outmatch her very emotional approach. Takao has gathered a fair amount of information about tactics and has developed a brilliant insight into what the next enemy move might be. Oh, and she loves heavy and destructive armament. · Priority target – in her battles Takao is aware of the enemies facing her. Only her sister Atago was able to outsneak her. Even so, this was some mental model adventure, not an actual combat. · Expert loader – this is one of the firepower skills. Takao likes hitting hard and decisively, which is hard to do with the wrong type of ammunition loaded. · Jack of all trades – having performed almost every mission conceivable, Takao has skills that allow using her specs to the maximum extent. · Adrenaline rush – for the captain she shall not fail, no excuses. · Basics of survivability – in a battle against U-2501, Takao has performed one of the most extensive repairs ever commenced by a Fog ship. · Superintendent – mostly for the sake of the additional heal, reasons as above. · Vigilance – she has a fairly decent record against torpedoes, but of course no ship is capable of taking them all day long. · Concealment expert – this is Takao when she sneaks up to watch Gunzō, or when she gets into Chihaya Saori’s house. And finally, four Myokōs, although those are the least developed characters, so I went with quite basic ideas as a base for my work here. I got somewhat compelled to rely much more on their versions form the movies, because that’s what made them more developed as characters. It became a weird mix of those as a result. In the manga they are quite plain and acting as a background. In fact, we’d be able to say much more about Lexington, Vampire, Yukikaze, Repulse, Chōkai, Nagato, Zuikaku, even though many of them haven’t fought so far at all. It’s not a criticism towards the original plot, as the animated version is already closed and it has created its own universe. The much more complex comic-universe keeps expanding, so it makes sense some characters seem incomplete for now. 1. Myokō Myokō is the most serious mental model of all, comparable in my opinion to some extent with Atago only. Keep the jokes away. She leads the other sisters into combat, maintains order amongst them, and keeps a large part of communication with Hiei. Because of this, I decided that she should get a pretty “boring”, purely utilitarian WoWs Myokō-class setup. · Priority target · Preventive maintenance · High alert · Jack of all trades · Expert marksman · Adrenaline rush · Last stand · Demolition expert · Concealment expert 2. Nachi Eyes and ears of a fleet. This lady will see you before you see her, transmit your location to everyone, and let them sink you once she stretches her back sitting calmly on a deck pillow she owns. No damage-wise improvements, every intel perk you could possibly imagine. · Priority target – there’s no way you get close to Nachi and aim at her unless she lets you to do so. Or unless you have a supergravity cannon with a horrendously strong tractor beam like Matsushima II. · Direction centre for catapult aircraft – 2 planes for double spotting of torpedoes and ships. · Incoming fire alert – a shot can be detected quite easily by her surveillance sensors. · Jack of all trades – not a straightforward pick at 2 points level, so I went with an idea that we’ll at least get the access to hydroacoustic search faster. · Superintendent – more charges of hydro or floatplanes per battle, less likely to get surprised · Vigilance – I don’t think I need to explain that · Radio location – some additional info as to what is the nearest threat or target. · Concealment expert – to make Nachi spot first, instead of being spotted first. 3. Haguro A racing boat of the Fog. You’ll have a hard time landing a hit, and if you do, the engines will probably be held in a decent condition by the operator herself. She likes to move. Got sunk by I-401 after mistakenly colliding with Nachi in a sharp evasive turn, which is perhaps partially in line with her reluctance of maintaining order or in this case – formation. · Priority target – for the very sake of dodging · Preventive maintenance – to reduce the chance of rendering propulsion or steering inoperable · Incoming fire alert – as in case of priority target · High alert – fix everything as fast as possible · Expert marksman – in quick engagements slow turret rotation would have been a liability · Last stand – let’s say she can protect her vital areas so that only a part of the crucial system may get disabled with one shot · Basics of survivability – for the times when it’s better to conserve forced repair · Vigilance – harder time for torps to hit as well · Concealment expert – coming in and out so fast you may not notice when 4. Ashigara A crazy mental model, a direct contrary of Nachi. She goes as close as you can to hit as hard and as often as you can. Always in the vanguard, always as aggressive as possible. But make no mistake – she’s still a part of the Fog and does not do it because of selfish desire for glory. If need be, she can take a hit so that other ships will be able to endure longer. Still – perfectly honestly – she loves doing things by herself. · Expert loader – as expected of a hyperactive ship skipper. · Direction centre for catapult aircraft – since we can’t equip double energy swords, nor a launched spike… · Expert marksman – at close range this is necessary. · Adrenaline rush – Ashigara is used to “stressful” working conditions, yet they still manage to excite her. An adrenaline addict, I’d say. · Torpedo armament expertise – as with expert loader. · Basic firing training – because more shots is what she really likes. · Demolition expert – some ships just want to see the world burn. · Advanced firing training – because Ashigara really wants to bring out every weapon as soon as possible. So it’s mainly a trait of impatience. (As an alternative you may even want to switch demolition expert and double fighter plane for manual secondary armament, but I just think this is starting to take too much toll on the in-game ship’s performance. Not recommended, but closer to the personality.) Maybe I’ll revise them as new chapters come out with additional information on the characters, but right now I feel like those options are the most relevant set I could make.
  14. Lord_Kazuki

    Ibuki captain skill 4: need advice

    Hello, guys. A bit buffled at selecting level 4 skill for Ibuki. There are three options IMO: Demolition expert - stock 17% chance of causing fires +3% from the skill. Doesn't sound a lot, does it? AFT - possibly get better shots on enemy DDs for close encounters? Because current AA abilities are enough as there are less CV players in higher tiers these days, alas. Survivability expert - would boost HP from 39K to 43.6K. Looks fine but at this tier it is rather unimportant. You get under fire from, say, Yamato, Des Moin and Roon (like yesterday) - your extra 3600 HPs don't matter much. I am more inclined to survivability but maybe you guys have really good improvement with DE and AFT? Thanks) PS Level 5 is concealment expert all the way, of course )
  15. StanleyHTweedle

    Drop the retraining

    Guys @WarGaming. Drop the captain retraining mechanics. It's counterproductive. It's only 200k. It doesn't add up to monetization of the game. It just annoys people.
  16. Hi, I'm just asking here about people's opinions regarding commander skills for higher tier IJN cruisers. More specifically, about tier 4 skills, but opinions generally about skill builds are welcome as well. Main point of this post: Which one first, Last Stand or Advanced Firing Training? For IJN cruisers from tier 6 to tier 10, which one do you prefer to choose first? I would definitely pick the latter if I was commanding the USN cruisers from Cleveland upwards, since their AA power is the real deal and they tend to take less citadel and engine hits (specially Cleveland). However, in comparison the Japanese cruisers still seem to suffer more from their paper armor and huge citadels. Their engine gets knocked out relatively often whether the ship is angled or not, or whatever direction or angle the shells are coming from. Also their AA power is not as good as their US counterparts. This is why I'm having a hard time choosing which skill would be more useful for cruisers from Aoba till Zao. I have no personal experience from Ibuki and Zao. Obviously I will eventually take both skills, but it will take a good while as I will prioritize a tier 5 skill before taking another tier 4 skill. Which skill would you guys opt for? I personally lean towards Last Stand. As for other skills, I prioritize: T1: Situational Awareness > Ship Survivability > Basic Firing Training T2: Fire Prevention (duh) > Torpedo Armament Expert > Aiming Expert T3: High Alert T5: Concealment Expert > Preventative Maintenance > Jack of All Trades The skills I didn't mention above, don't appear too important to me when it comes to high tier IJN cruiser captains Discuss.
  17. Hadizor

    German BB commander captain skill

    Ive soon got a lvl 17 Captain on my German BBs and dont know if i should coose BFT or DE, i mean its mostly fires doing dmg with the secondaries and having a 2% bigger chance would be nice. But on the other hand 10% faster fire rate technically also gives me more fires as i fire more often and also increases my AA protection. But i cant decide what would be best :/
  18. Captain retraining is way too hard at 18+ points. To get from 18 to 19 points you need 10 million captain XP. To retrain an 18 point captain from one ship to another you need to get 5 million retraining XP. 5 million! Even if you pay 200k then half of it is STILL 2.5 million. The only option seems to be to retrain using doubloons. Video as proof: What gives? Is it supposed to be like this?
  19. fighting_falcon93

    [SUGGESTION] - Captain Skill Points

    Currently we can only have a maximum of 18 captain skill points. Considering that there currently are a total of 26 skills which results in a total of 80 points, that feels a bit too low. I like the fact that we must actually make a decision, but currently we can't even pick 2 skills from level 4. I'd therefore like to suggest the following: Allow a maximum of 20 captain skill points. The 19th and 20th skill should follow the same kind of increase that the previus skills have done. Once the captain has 20 skill points, he'll simply stop gathering any more XP. Add 4 new skills to the 4 slots that currently are empty. Allow players to increase captain training on ships that are elited ("Accelerated Captain Training"). Having this feature enabled should take the battle XP and add it to the captains XP, resulting in getting 0 battle XP but twice as much captain XP. What do you think about this suggestion? Please discuss and vote in the poll above! Note: I know that it's possible to actually get 19 captain skill points, but since that 19th skill point requires you to grind 9.99 million XP, I don't find it a viable option.
  20. I'm deciding how to spend my points on the Yamato captain. Manual Secondaries seems a waste of 5 points. You lose the ability to automatically engage any target that pops in your secondaries range, and to engage more than 1 target. You get somewhat improved secondaries accuracy for a whooping 5 points. The buff is not spectacular even, you still miss most shots. In the end, it's more of a sidegrade, but too costly for the job. I doubt I will use it as much on Yamato as I do on Tirpitz for example, and there are viable options for spending those 5 points. Feedback is welcome ^^
  21. viceadmiral123

    ARP ships captain skills

    Ahoy! I am having a lot of fun with ARP Kongo, and I am wondering what skills to choose. The captain will be permanent for this ship, for this tier. Right now I am leaning towars picking Last stand (engine/gears working) at t4, and then spending the rest on t3 skills and below. At this tier, the problems for BBs are fires and the occasional engine or steering being broken by a torpedo. I would like to take the usual AFT, but the secondaries and AA are not that great. I don't like the Myoko that much, but I'd like to level her up as well. Probably stick around a similar skillset, with the thought of not going to play higher tiers with that captain.
  22. GenerallKrizmuz

    Idea: crew compatibility camouflage

    In my opinion the rigidness of the crew system is the main reason why we don't play nowhere near as many ships as we would like to. It's problematic, really. You have grinded through a great ship that left you in awe and you want to keep playing it. But your soon to be Tier X is supposed to get the best commander and you decide to leave the Tier 8 in port and 'train a commander for it someday'. But it takes 600k XP of spadework so you never do it and miss out on playing the enjoyable lower tier ship. My idea is to introduce a crew based permanent camo 'any captain of the same nation can command this ship penalty-free' no XP bonuses no credit bonuses Premium ships combine credit farming, xp farming and crew compatibility. Since camouflages for the former two aspects already exist, why couldn't there be one for the latter? The value of premium ships would not be diminished since neither camo covers all advantages at once. I don't even want to farm any money with this ship. Just the enjoyment of playing it with my strong captain would be enough. A camo like that, for me, would pose an invaluable improvement of comfort and variety in the game. Details can vary but the general idea is to not having to grind a new captain for every ship you want to keep in port.
  23. Elbschlucker

    A recent review of captain skills

    When the rework of the commander skill went live I did a review of the skills and since the topic is archived I post a new topic. This will be a review of my review and my new opinion on how those skills worked out for me. My old opinion is in gray. So here we are: LEVEL 1: Priority Target: rather useless skill, knowing the number of enemy ships aiming at you gives you no advantage whatsoever. You should know when you're the priority target and often if you are the priority target you did something wrong in the first place and can't do anything about it Still rather useless, Accidentally I kept it on my American BB captain. I see no benefit of this, especially as a BB I have to expect to be aimed at any time and the maneuverability can't help you. If the reskilling is on sale sometime this skill will be exchanged. Preventive Maintenance: powerful skill (the most powerful Level 1) for cruisers and destroyers who suffer most from module damage. BBs (maybe if your main guns are fragile) and CVs not so much as with the first modules do not get damaged so often and for the second you should stay out of the fight anyway. I use this one on all my ships and still see this as the only viable option on level 1 (unless you're a CV). The problem however with such "math" skills is that you do not have real feel what this skill does. Over many games you may get the impression: "yes I do less often loose my steering" but in a single battle you do not know if the skill helped you and a hit you just received would have otherwise disabled a module... Expert Loader: Not a real option as it is most of the time useful to just fire the rounds you have just loaded and switch with the next reload. Nothing changed my mind here. Aircraft Servicing Expert: must have for CVs. More HP and faster servicing are just good. Also here. The effect of 5 % HP and -10 % servicing time is noticeable but due to the way "HP" works on planes you have the "math" problem explained above. Direction Center for Catapult Aircraft: I like this one as it brings lone BBs the opportunity to better defend themselves and since there is no better option. I kept this on my Amagi as she often gets the attention of the enemy CV and the two catapult aircraft are good. This skill is the exact opposite of "preventive maintenance" in terms of feeling. Here you have one plane in the air without and two with the skill in the air. This type of skill is what I would like to have for all skills. Dogfighting Expert: Another pure CV skill. Might become more interesting with other nations CVs but for a slight more ammunition of fighters sacrificing HP and servicing time? No. My old comment was misleading as you can skill both this and "aircraft servicing expert". The 10 % more ammunition are noticeable here, the fighters of my American CV can stay longer in the air. Incoming Fire Alert: Useless, keep your eyes open and you can ignore this one. Nothing to add, I tried it on my Russian DD and forgot to re-skill it. Useless. Evasive Maneuver: Misleading name. I thought a long time if it might be a good choice for my IJN CV but realized that the speed loss is just too severe, resulting in way longer servicing time (return flight) and therefor attack potential. Also this skill has no effect on the attack run where most of the planes are shot down. This skill is harmful. Enemy CVs who had this one suffered a lot since my planes could easily catch up and with the manual fire control devastated the returning squadron. Overall: bad composition of Level 1, 3 out of 8 are CV only. DDs have no real option and the other basically only two 4 useful ones (PM, ASE, DCfCA, DE) 4 garbage (PT, EL, IFA, EM). LEVEL 2 High Alert: A classic, mainly useful for BBs and cruiser as the other two classes want to avoid using this so often. I would narrow this one down to BBs only. The 10 % aren't that noticeable Jack of All Trades: A good alternative and useful for every class except CVs as it can boost your HP recovery (BBs), AA fighting capability or DD hunting (cruiser), smoke or fast movement (DDs). Found that that I use this only on my New Orleans where it helps to get the AA consumable faster up again. But also 5 % are even less noticeable. Expert Marksman: The must have for every ship with poor gun traverse. Can be skipped if you can play your ship with that bad traverse. I use this on a lot of ships. Was it buffed? I thought the traverse speed upgrade was less than 3 deg/s as it is now. Torpedo Acceleration: Useless skill as I found out, the 5 kts are barely noticeable the 20 % less range are! Changed my mind here: The long-range Japanese torpedo boats benefit from the 5 kts and can compensate the rather large 20 % less range. Eight kilometer range is still more than enough to stealth-fire. Smoke Screen Expert: I do not see the big benefit of a bigger screen, either you move around to cover your team or stay and then the 20 % are not much. Never tried it out and still do not see the point of why I should. Expert Rear Gunner: While there where 3 options on level 1 this is the only pure CV here, maybe High Alert if you're bombed often. CV only skill, not very noticeable but the only option really. I never feel that I missed something in my Ranger. Adrenaline Rush: A BB or last ditch cruiser skill (maybe Gunboat destroyer can benefit from it as well). Can be confusing with Repair Party II as you constantly change your reload time. But interesting option as in BB you can be more risky and do not repair but benefit from a faster reload or repair and lose that bit of DPS. Only now as I write this I saw that I use this on my Amagi, never realized it... This speaks for the skill. Assuming 99 % damage you receive a 19.8 % reload boost which translates into a 5.94 s reduction in reloading. So 24.06 s instead of 30 s (depending on how it is actually calculated, correct me if someone knows more) for my Amagi which isn't that much. It is more for a standoff where it counts who fires the follow-up salvo. Last Stand: A classic, the must have for all fragile cruisers and aggressive DDs. Must have for knife fighting DDs. Found that my fragile cruisers are better in not getting hit at all than relying on that skill. Overall: much better than level 1 but for Torpedoboats is nothing to go for. Beside SSE, which might be useful in ranked battles, I found use for all skills. LEVEL 3 Basics of Survivability: A very strong skill. Good on every type of ship the no brainer if you dislike the other skills. I found that I rather use other skills of this level and compensate this skill with the premium consumable. Having one consumable more (Superintendent) is more worth it. Survivability Expert: Feels not so strong compared to other skills, mainly useful for DDs as this skill gives you flat HP, might be an more interesting option if it would be percentage based. Nothing to add. Use it on my gunboat Japanese DDs. Torpedo Armament Expertise: Finally something for Torpedoboats. IJN DDs click here. See above and as an alternative for CVs who are willing to sacrifice AA for better torpedo bombers (if you use them) Emergency Takeoff: A clear nerf for CV hunting DDs as they are not be able to suppress such CVs. This skill is very strong in some rare circumstances but most of the time it is useless as you can extinguish the fire or wait until it burns out without much punishment (except as said a DDs is hunting you). Nothing changed here. As a CV if this skill is handy for you, you're doing something wrong. Basic Firing Training: A BB skill, regardless of nation, competes with BoS on this level. Interesting that is is listed as "Support" as it boosts your aggressive play (secondary buff) and keeps fighters away. The 20 % damage for AA is good selling point. Still wondering what is the "support" part. I forgot to include all those pesky DDs that benefit from this skill. Mainly BBs and low tier cruisers love this skill. Higher tier cruiser who really want the best AA, make check here too. Superintendent: A good all rounder for every class except CVs. Also "Support" is rather weired as only DDs and AA cruiser are getting more supportive others can be more aggressive. Maybe the best skill of all level 3. If you survive long enough this is really helpful to have another HP replenishment or another smoke screen to disappear into. Demolition Expert: Do you like spamming HE? Yes? Here you are. Nothing to add. A bad "math" skill, you never know if the shell that just started a fire would'n have without the skill... Might be interesting for aggressive CV players that only have dive-bombers as strike aircraft. Vigilance: For everyone who is frequently running into torps and will still do even with this skill. Map awareness is more useful that this skill. The black sheep of level 3 skills. Overall: Feels much more balanced but gives you the feeling to miss a lot of good stuff. What I mean is that all skills here give you all bonus with no drawbacks. Even though Evasive Maneuver is a bad skill, in my opinion it brings exactly what I think off, sacrificing something for another thing within a skill. More well rounded than I initially thought off, if "Vigilance" gets buffed it might become an option: Two ideas for the concept of vigilance: variant 1: + 25 % to acquisition range of torpedoes + 5 % rudder shift time variant 2: + 25 % to acquisition range of torpedoes and aircraft detection LEVEL 4: Manual Control for Secondary Armament: I like this one, clearly specializes people who want a powerful secondaries armament. Really powerful on my Amagi and exactly the sort of skill I would like to see more. You sacrifice the ability to fire to both sides and have to manually select a target but gain a lot more single target damage. Fire Prevention: A BB Skill, now buffed with a reduction of total fires. I rarely have more than two fires on my BBs. A more elaborate use of the repair party can save you the skill points here. Inertia Fuse for HE Shells: So far I do not see the point of this skill, either you fire HE for fires or AP into the weak but strong enough parts. Also completely useless for most British cruiser. Haven't tried out the Inertia fuse yet. Seems to be a real buff for some cruisers and DDs. But again, good type of skill gaining something but lose something instead. Can be compensated by skilling DE in level 3. Air Supremacy: Good for IJN CVs and US CVs who really want a lot of planes in the air. Might be more interesting with future CVs. Nothing to add here. Advanced Firing Training: This and MCfSA for your dream secondaries. A very powerful skill, creates the german BB secondaries plague ;) Manual Control for AA Armament: Alternative for all AA specialists, sacrifice range for harder hitting AA? or get both. Without that skill long range AA barely shoots down any plane. Look at your AA setup first as you might not get a huge buff out of this if your AA mainly consist of medium range guns of a caliber less than 85 mm. Radio Location: Oh the controversial or just hated skill. In its current state a very strong skill, especially for non AA cruiser as they do not find much alternatives. My idea to optimize this skill (except from removing it) is that is only active if the nearest ship has selected you as the primary target. This gives players the opportunity to avoid beeing detected if they wish so. A DD waiting behind an island can wait undetected for the surprise attack as long as the DD does not lock onto the target for a torpedo bearing. A gunboat DD can still fire undetected but must be aware that the enemy may then take a bearing on him or keep the guns silent and escape undetected for repositioning. The way Radio Location is right now the impact is rather slim. Other skills are more useful in casual games. Due to the removal of stealth firing (oh bless you WG) this skill is even less good. It becomes very powerful in late game when positioning and mind-games come into play. Concealment Expert: Still the must have for every DD and certain cruisers. Is a bit watered-down due to the mentioned stealth-fire removal but still very effective for all ships with already good camouflage as you can decide even better when to engage and when to disengage. Overall: 50 % are gun driven skills. It is lacking the versatility part. There should be more skills than MCSA and IFHS. Best Elbschlucker
  24. This will be my second batch of suggestions (first one http://forum.worldofwarships.eu/index.php?/topic/9522-my-feedback-regarding-wows-so-far/ ): Camera after being destroyed v2: If my free roam camera idea will not go through, at least this should be implemented. And it's also faster to do too. You use both mouse buttons to switch between allied ships but pressign them makes no sense cause both switch forward. RMB should go forward and LMB should go back. And increase the speed of switching. Right now it goes so slow that is gets annoying. I bet many people noticed this anyway because a lot of them, myself included, stay often after there were already destroyer just to observe how the battle progresses. Captain recruitment. It's very unintuitive and clunky. Doesn't feel right. Once I sent a a captain from my Fuso (which I sold afterwards), looked at the reserve and the Captain wasn't there o_O. I bought the Nagato and looked at the reserve again and saw the captain. Why? I have no idea. The first time I clicked on the reserve I saw only American captain (I don't recall clicking an American ship. It might just be something you need to get used to but beginners might make some mistakes. Turret rotation on some ships. For example on the Minekaze or the Nagato, some turrets (perticularily those at the stern) could easily turn to one side or another without doing the full rotation. I don't know if this is a balance thing so that you suffer more if you make a bad decision of turning your ship or your turrets but for now it's a logical thing not to have your turrets turn all the way around of they don't have to do it. Ability to lock turrets in a fixed position. Sometimes using your LMB to just look around while your turrets stay fixed isn't enough. On my DDs I sometimes have to meneuver a lot to launch those torps and then when I am trying to run away or go to some hiding I would like to use the remaining time to shoot my guns at the enemy. On Japanese DDs it's especially annoying because of the BB turret turn rate. A single button would suffice here (or two for aft and stern guns). Different weather conditions affecting gameplay. Although you have maps with different weather, it doesn't affect much of gameplay. Perhaps it would be good to release a map during CBT (or a version of an existing map) where you have: - an intense storm. Big waves that make your ship go down and up (without exaggerating). Wind that pushes your ship a bit when you face it broadside, - night map. Where vision is reduced by a certain percentage. You can further turn the lights off and on to light up enemy ships so they can be spotted easily for your team and revealing your position more (like making your ship brighter than ships that have thosel ights turned off). Using star shells (suggested by ciarancummins here http://forum.worldofwarships.eu/index.php?/topic/10111-the-new-map-ocean/page__pid__172621#entry172621 ) by DDs to light up other ships.
  25. BC99


    Hello people! I started today playing WOW, and I had some problems to get a ship work afther I buy. How captain works? How I get one? And for the Admins, I think that shoud be a tutorial with all that explanations... Thx for your time BC99