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Found 30 results

  1. I'm still scratching my head about the AA / CV rework and how it impacts Hood, which I used to run as an AA boat. The in-game info panel tells me nothing - clicking the individual mounts just shows the guns, doesn't give me info about which range-grouping each corresponds to; and looking at the info breakdown for those range-bands isn't massively helpful. A look on the WOWS fitting tool shows the close-range AA DPS is incredibly low, with rockets not apparently creating flak bursts nor making the base close-range DPS much better than KGV. Wiki is still recommending Advanced Firing Training, and saying the defensive fire consumable applies to the rockets with a x2 modifier which is still significantly less than KGV's base if we're to accept the short-range DPS value given. Could someone please explain to me what the hell is going on? Because as far as I can get a read on it, AFT is now "meh" for the Hood because it doesn't improve the close-range rockets' continuous damage, BFT is more appropriate because it DOES synergise with the defensive fire consumable - but is probably still a waste because the improved AA is lacklustre anyway; which makes both the AA upgrades on the ship redundant because it's no longer fit for purpose as an AA specialist. Is this about the size of it?
  2. I bought an airdrop container that had in it a bonus mission, the Vanguard Quest. For some reason I thought it stated that if you earn 5K base XP, then you get the Vanguard, and a 10 point captain. Now I did the mission this morning, and since I have the Vanguard, did not get any gold or anything else in lieu. However I welcomed a 10 point captain. Imagine my surprise when I find a 3 point captain. added. Has anybody else had this "bonus"? was it a 10 point or a 3 point? Memory not good these days. p.s. I am mildly miffed that they are giving away a ship that cost a lot of money to buy. I can understand why, as in the current meta, it is rather meh. Well crap really and hard work, not fun at all, and playing games is supposed to be fun? isn't it? But I suppose "targets" are need for the upcoming Napkin navy.
  3. Einzelheiten und Diskussionen zu Kapitänen mit besonderen Eigenschaften Da es momentan unter "Anleitungen" keinen entsprechenden Bereich gibt, erstelle ich den Thread hier. Kann natürlich gerne von einem Moderator verschoben werden. Da Rong / Quan Rong (NEU) Sprengmeister / Demolition Expert: Brandwahrscheinlichkeit beim Ziel 3 % (normal 2 %) Experte der Überlebensfähigkeit / Survivability Expert: + 400 Trefferpunkte pro Schiffsstufe (normal + 350) John Doe (bis 0.7.1: Steven Segal) / George Doe Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) Ladeexperte / Expert loader: - 75 % Nachladezeit beim Wechsel des Granatentyps (normal - 50 %) Jack Dunkirk / Bert Dunkirk Tausendsassa / Jack of all trades: - 10 % Nachladezeit für alle eingebauten Verbrauchsmaterialien (normal - 5 %) Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) Nebelwandexperte / Smoke screen expert: + 30 % Radius der Nebelwand (normal + 20 %) William F. Halsey jr. Vorläufige Eigenschaften (gemäß Entwickler-Tagebücher 0.7.5): "Hit fast": nach einer Erzielen der Errungenschaft "Doppelschlag" wird die Erkennbarkeit für den Rest des Gefechts zu Wasser und aus der Luft um jeweils 10 % reduziert "Hit hard": nach Erzielen der Errungenschaft "Unterstützer" wird für den Rest des Gefechts die Ladezeit von Torpedos um 10 % reduziert, die der Hauptbatterie um 20 %. Die für die Startvorbereitung benötigte Zeit bei Trägern wird ebenfalls um 20 % reduziert. Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) Ladeexperte / Expert loader: - 75 % Nachladezeit beim Wechsel des Granatentyps (normal - 50 %) Darüber hinaus ermöglicht es Halsey (wie bereits Yamamoto), das Schiff mit einem einzigartigen Wimpel zu zieren, eine andere Farbe für die Leuchtspuren der Hauptgeschütze auszuwählen und jedes Mal, wenn ihr „Doppelschlag“ oder „Unterstützer“ erhaltet, ein Feuerwerke abzuschießen! Franz von Jutland / Reinhard von Jutland Wachsamkeit / Vigilance: + 35 % auf die Erfassungsreichweite von Torpedos (statt 25 %) Tausendsassa / Jack of all trades: - 10 % Nachladezeit des Verbrauchsmaterials (statt 5 %) Jacque-Jean Honoré / Charles-Henri Honoré Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) Adrenalinrausch /adrenaline rush: - 0,25 % (statt - 0,2 %) auf die Nachladezeit aller Bewaffnung für je 1 % verlorene TP Aleksander Ovechkin (in verschiedenen Ausprägungen als amerikanischer, russischer oder binantionaler Kapitän) Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) Experte der Überlebensfähigkeit / Survivability Expert: + 400 Trefferpunkte pro Schiffsstufe (normal + 350) Isoroku Yamamoto Verborgene Reserven: Nach dem Erhalt der Auszeichnung „Erstes Blut“ erhält ein Spieler bis zum Ende dieses Gefechts eine zusätzliche Ladung jedes Verbrauchsmaterials. Zweiter Wind: Zweiter Wind wird aktiviert, wenn ein Spieler die Auszeichnung „Krake freigelassen!“ erhält, während er mit einem Schiff unter dem Kommando von Yamamoto spielt. Es bringt einen Bonus von -34% auf die Nachladezeiten der Hauptbatterie-Geschütze, -16% für das Nachladen von Torpedos und vorbereiten einer Staffel, sowie bis zu 48% für die regulären, innerhalb von 120 Sekunden wiederhergestellten SP. Die Fertigkeit funktioniert genau wie das Standard-Verbrauchsmaterial Reparaturmannschaft durch das Schaden am Schiff und an Modulen repariert wird. ab 0.7.5: Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) ab 0.7.5: Präventive Maßnahmen / Preventive Maintenance: - 45 % Risiko, dass Module unbrauchbar werden (normal - 30 %) Darüber hinaus ermöglicht es der legendären Admiral Isoroku Yamamoto, euer Schiff mit einem einzigartigen Wimpel zu zieren, eine andere Farbe für die Leuchtspuren der Hauptgeschütze auszuwählen und jedes Mal, wenn ihr „Erstes Blut“ oder „Krake freigelassen!“ erhaltet, ein Feuerwerke abzuschießen! Die Personalisierungen können wie Flaggen nach Belieben hinzugeführt oder entfernt werden. Auch wenn die Personalisierungen dafür sorgen, dass dein Schiff unter allen anderen im Kampf heraussticht, verrät das Feuerwerk deine Position nicht an den Feind, solltest du nicht bereits entdeckt worden sein. Genau wie Flaggen ist das Anbringen und Entfernen kostenlos. Viktor Znamensky / Vasily Znamensky Präventive Maßnahmen / Preventive Maintenance: - 45 % Risiko, dass Module unbrauchbar werden (normal - 30 %) Eliteschütze / Expert marksman: + 3 Grad/s Drehgeschwindigkeit von Geschützen bis zu einem Kaliber von 139 mm, + 1 Grad/s ab 140 mm (normal + 2,5 / + 0,7) Höchste Alarmbereitschaft / High alert: - 20 % Nachladezeit des Verbrauchsmaterials Schadensbegrenzungstrupp (normal - 10 %) Die Liste wird bei Erscheinen neuer Kapitäne ergänzt. Mehr zu Kapitänen auch hier. Alternative Bilder und Namen für die Kapitäne findet ihr in diesem Mod (von principat121).
  4. pvt_Felox

    Isokaze et Commandant

    Bonjour à tous les marins, j'avais une question à propos de l'isokaze, et plus généralement des dds jap' bas tiers: je ne sais pas quel skills mettre en 4 ligne pour le commandant. des suggestions ?
  5. Well, since we are now getting the awesome legendary commanders with 2 special skills and I hear a lot of moaning about them being OP (which I do not agree with BTW), why not introduce the possibility of each player being able to give / buy each of their own ELITE (19 points) commanders just 1 improved skill from the standard skill tree. For example a +25%-50% extra buff to expert loader or Marksman skill or some such which could be selected by the player himself. Of course, skills such as priority target, air superiority, radio locator and incoming fire should be excluded from this, as there would be no particular benefit for buffing them (unless WG can think of one), but it would work just fine for the others. Personally I enjoy developing my commanders and it gives a nice persona touch to gameplay, so to further be able to enhance them in some way might keep it interesting. Initially, this could be made hugely expensive (as it should be), like say 500.000 elite commander points (so this cannot be bought by doubloons, you'd have to earn it). It could be either re-skillable (at horrific cost, of course) or not, I have not thought about that too much. But this would be a nice personal touch, as many of us have at least one elite commander already and once you're there then what? Would be nice to have some project to develop them a bit more.
  6. I think that Survivability Expert skill need buff/Improvement now it give 400HP/tier which make it almost no useful for grab especially for 4 XP points. So I suggest some improvement like this: that skill give 550 or 750HP/tier + 5% armor bonus for BB, 10% for CL and 15% for DD/CV or 10% flat bonus for everyone What you think?
  7. Hi, I don't know if it's working as designed, but if you buy a new ship with a commander you can pay some extra to get 3 skill points. When you assign this commander to another ship before using the skill points then they are gone even if you do the "full" training option for 500 doubloons. I would expect to keep the skill points. EDIT: forget that report. I totally did not get it that I did not really select the option for the 3 extra skill points. *facepalm*
  8. Currently there is a fixed price for retraining your commander to another ship if you decide to pay gold or credits. On the other hand the skill reset features price is depending on how many skillpoints the commander has accumulated. Can't we have the same for retraining? While this fixed price might be worth it for a very high Tier commander I guess there's not a lot of players actually using it for their lower tier commanders. Currently I usually just got a new commander since retraining for gold is way too expensive and retraining without means I'd have to wait for 'perks' like situational awareness. But I don't really want to drive my USN DDs without... not even just a single game so I'd rather get a new one for 10k. The credit option for retraining is therfore also quite useless on lower tiers. I believe this way you will actually increase the amount of people using this feature while not losing out profit on the higher tiers where people would have already used it for the current price.
  9. Daego

    My Commander get no more XP ?!

    ok ok i see it now sry, my mistake /closed /delete
  10. Edit: Ignore the message below, the flags DO stack, sorry for the confusion. (I wrote down the wrong numbers on my first observation, Commanders really do get +100% XP when both flags are equipped.) Can somebody else please confirm that the flags for +50% Commander XP (Zulu Hotel) and the normal +50% XP flag (Equal Speed Charlie London) do NOT stack, i.e., the commander of the ship does not get +100% XP and instead only gets +50% XP more than the base XP (as seen in the in the aftermatch team panel). That means that mounting both flags simply wastes the Zulu Hotel flag. At least to me this seems to be a bug. Edit: Did the Equal Speed Charlie London flag give XP bonus for both the ship and the commander before the 0.5.2 patch or did the commander always only get the base XP?
  11. DrDimkaZ

    Commanders

    Hi, is it possible to use the same commander on several ships? Say it was trained on St.Louise and then on Phoenix. Can I use him again on St Louise?
  12. 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.
  13. Diabetius

    Biggest exp gain on commander?

    So, what's the largest exp number you guys have seen on your commander from a single game? I don't really pay attention to it normally, but this commander is in urgent need of leveling up, so I have stuck all of the flags and best camos and whatnot on there to speed him up. It's only a 1600 base exp game, but he ended up gaining close to 30k exp with all the modifiers in place. That's nice to see when you need to rush to get the IFHE perk.
  14. ax3man

    Commander retraining

    Hello to all forum readers! There are many things lacking compared to WoT, since this is beta,but in this topic i would like to discuss one thing that is in WoT, but not in WoWs: commander retraining. As most of you know - in WoT, once you research a tank, you can start retraining your crew right away, even though that tank was not purchased yet. Unfortunately, in WoWs it is not the case: one must own the ship before choosing to retrain the commander, thus not allowing us to use premium ships to their full potential (retraining commander on premium ship while earning money for that brand new ship). Or... maybe this feature is hiding somewhere i have not checked yet? Please let me know if that is the case. What are your thought of this? Do you miss this feature aswell? Or maybe you think this is the way it should be? Please share your thoughts and discuss them
  15. Major_Damage225

    Admiral William H. ST & Yamamoto buff

    SO for those who dont speak german here is the short version. Yamamoto get's some slight improvements added to his skill set: ST. Yamamoto Isoroku commander. -Expert Marksman +3 (up from +2.5) deg/s to traverse speed of guns with a caliber up to 139 mm +1 (up from +0.7) deg/s to traverse speed of guns with a caliber above 139 mm. -Preventive Maintenance -45% (up from -30%) to the risk of incapacitation of modules. The new US commander details: William Halsey is added to the game as a unique commander. He has both talents and improved skills. Expert Loader skill -75% (up from -50%) to reload time when shell type is switched Expert Marksman skill +3 (up from +2.5) deg/s to traverse speed of guns with a caliber up to 139 mm +1 (up from +0.7) deg/s to traverse speed of guns with a caliber above 139 mm Hit hard! talent After receiving the Confederate achievement, the ship under Halsey's command gets following bonuses: -20% to the main battery reload time -20% to plane service time -10% to torpedo reload time Hit fast! talent After receiving the Double Strike achievement, the ship under Halsey's command gets -10% to base detection radius, which can accumulate if a player receives the achievement multiple times during a battle. The ship that William Halsey is assigned to will have a unique pennant and colored tracers for the main battery shells. Upon receiving achievements that activate the talents, fireworks will be launched from the ship. Also the US get's a second flag and color options for the cammos like the IJN
  16. Hello players. I have the Wickes destroyer and am looking for advice on what skills I should give the Commander. I'm very noob, so I'm only going to play Co-op battles until I have my Commander skilled up sufficiently, and I get a better grasp of the finer points of ship warfare. Any advice you have would be very welcome. I've earned 1 skill point so far on that ship but don't want to just get the first random skill I see.
  17. 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?
  18. ButterflyHunter2019

    Opinion on the best Amagi setup for Team battles

    Hi guys, what do you think are the best skills for Amagi for team battles? I took:1. Basics of Survivability2. Expert Marksman3. Vigilance4. Advanced Firing Training?. Now I have 4 skill points and need 80k exp for 5th one. I was thinking, that maybe beacuse of lack of AA I will take Manual Fire Control for AA - but no sure how much effective it is on Amagi, she has 8x2 127 mm with 82 dps and 6 km range. Manual Secondary Control seems interesting too, Amagi has 16 guns per side, seems more situational but maybe lifesaver in close range battles for extra damage and against suicidal dds. __ Also please include what upgrades you suggest with your choice, I currently have Main Battery Modification 1 (survivability of main guns) and Gun Fire Control System Mod. 1 (accuracy, is it -7% max dispersion?) Thanks for any advice and opinion
  19. GeneralSavage

    Commander retraining dilemma

    Hey captains! I seem to be a little confused right now. Let me narrate relevant information in points: 1) Found a 10 point Russian commander in reserve. (Fully trained) 2) Assigned it to Budyonny. Selected option to retrain for free. 3) Sold the Budyonny for quick cash. Commander sent to reserve. (Still retraining) 4) Bought Derzki. Assigned retraining Budyonny Captain for free. Started retraining from scratch. 5) realized I have an Oktyabryskaya Revolutsiya (premium ship- USSR) 6) Assigned Budyonny Captain (which is now in Derzki) to oktyalutsiya. 7) realized that Captain is NOT retrained completely. 8) assigned previous oktyalutsiya Captain back into it. 9) realized that oktyalutsiya Captain needs to be retrained as well. 10)assigned 10 point Captain back to Derzki. Still reading from scratch. I have learned the fact that premium ships can retrain completely for free. Anything that I'm missing here or is it because of too much vodka? Valuable inputs are much appreciated.
  20. Karasu_Hidesuke

    'Commander unavailable'?

    Can anyone explain why most of my ships (ones without a commander assigned currently) have 'Commander unavailable'. When I click on the ship to assign a commander from reserve and/or other ships of the nation, all I get is the recruit option... what's going on?
  21. I point out I had trouble to get out of this mode, I went out just by clicking the random battles then entering port. I hope this message will be useful
  22. Phroco

    Boot Camp - Commander XP Reward

    I don't think this has been asked before. At least I've done a search a search for this but not found anything (it doesn't help that you can't search for two letter words, e.g. xp!) The final part of the current Boot Camp mission has a reward of 25k Commander XP. This is the first time I've seen this as a reward but I'm not sure how it will work. Is it 25k XP to _all_ commanders or just the one that completes the mission? Or something else entirely? Anyone know?
  23. Bonjour, J'ouvre un sujet dans cette section, suite à d'autres discussions : http://forum.worldofwarships.eu/index.php?/topic/47607-extraction-du-capitaine/page__pid__980701#entry980701 http://forum.worldofwarships.eu/index.php?/topic/48295-arp-girls-voices/ Il semblerai que la plupart des voix pour les divers capitaines de la flotte Arpeggio soient en fait les mêmes. J'ai extrait plusieurs fichiers au hasard avec ww2ogg et revorb, pour les avoir en *.ogg et les lire avec un lecteur externe (winamp en l'occurence). Or, il se trouve que Haguro, Hiei, Iona, Kongou et Myoko utilisent toutes la même voix, celle de Iona. Haruna a sa voix correcte. Kirishima_Bear a sa voix correcte également. Kirishima , je n'ai pas vérifié. Il faudrait donc vérifier tous les fichiers audio et remettre de l'ordre dans tout ça (Entendre Kongou avec la voix de Iona, c'est vraiment ridicule xD)
  24. For Level 1 I usally pick Ship Survivability which is imho useful for any class, but from Level 2 onward I am not sure anymore. Torpedo Expertise is a must for destroyers and Aircraft carriers, but also for cruisrs with Torpedo launchers? Is the +0,7 degree/second for big guns of Aiming Expert realy worth it taking? Will -7% chance of fire from fire prevention make a big Impact or rather take Incoming fire alert? What about about those skill in higher Levels? Only playing since last week so looking forward to your guys input and expertise.
  25. Hello, new player here. If I sell a ship and keep the commander who's at 10k/25k xp, and then assign him onto the next tier's ship, will the doubloons retraining option allow me to keep the 10k ? Or will it be more practical to grind the remaining 15 on the older ship, and retrain, like, a 36/37000 xp commander ? Thanks a lot!
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