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Found 23 results

  1. Hi, I was wondering what Modules you use on your Lenin and how you spec'd your captain? Any suggestions are appreciated (I like to play aggressively) :) thx.
  2. mavericksama

    Legendary Upgrades - How to Unlock them

    Ahoy Captains, according to https://worldofwarships.eu/en/news/updates/modernizations-x/ in order to get the legendary upgrades, you need to perform a series of missions. Has anyone got such a mission? And how :/ Already won TX game.
  3. RamboCras

    Modules for the Midway & Hakuryu

    Hi, What modules are you running on the midway & Hakurya? I would be very grateful if you can explain your choices :)
  4. 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.
  5. Lennox73

    Researchable Modules

    Hi War gaming, this has probably been asked before but I cant see the answer. Why oh why aren't modules that have been researched from one ship for example the 420mm guns on the Freddie not then available for free on the Kurfurst? In tanks if you researched the engine, radio, guns on a lower tank but the same modules where used on a higher tier where then available to be used. Granted the amount of modules that are used on boats are slightly different, but there fore examples torps that are the same, guns that are the same. Just a small change i know but I do find its a tad annoying why I need to spend my xp on something that I have already researched. Anyway end of question Lennox73 (PS Go Sharks!!)
  6. Does anyone else get the feeling that most modules feel really, really boring? I may have missed an announcement (if so, please point me at it!) but right now the vast majority of modules are just...dull. All of the fire control mods are terrible - all (most?) are just +10% to range. Bleh. Ditto the vast majority of gun upgrades. I *think* that is because with the guns at least, every gun/torp is effective against every target you encounter. There is also virtually never a trade off you need to make - guns just get 'better'. So rather than upgrades making ships act differently, or become more specialized they just make it 'better'. You never need to trade penetration vs alpha vs DPS. You just trade better for worse. To me, it seems like a bit lazy game design - right now going from 256 mm mk I to 256 mm mk II is the same equivalent as a going from a sword of +1 smiting to +2 smiting. It's *boring*. I feel no compulsion to try and 'earn' an upgrade, it's just a meh step on the way to the next ship. Finally, there are hardly any of them. Some ships have like 1 or 2 modules to upgrade. That's really, really boring. One of the most fun (and interesting) bits of WoT was the upgrading and customization process - where you could take an underpowered tank, which had a hard time fighting it's peers, to a heavy-duty killing machine, capable of being useful vs even higher tier opponents. There was a real sense of 'oh yeah' when you'd have a great game vs Tier VI tanks when you were out in your T-28. A base-model Tier IV tank was pretty much useless against any Tier VI, but after upgrading, well... it was usable. So it felt like upgrades were actually accomplishing things. You went from 'useless' to 'not useless' in higher tier battles - that let you feel like your upgrades were 'worth' something - and were something to strive for. Here I feel pretty underwhelmed by the difference in tiers - a T4 is a T5 is a T6. <there will be suggestions here when I can come up with a good one>
  7. _Amko_

    Modules?

    Anyone knows when we are been able to sell modules..cuz like you everybody knows we have to pay for modules...and old one just stay till ship is in dock
  8. SchabeOink

    In-Game Fine Tuning the Atago

    Hi all, I would like to check with the community the setup of my/any Atago and what can be done in-game to fine tune it! I am aware of the ongoing "Buff Atago dpm and range" thread, but felt this wouldn't have a place there. My Atago is running the following: - Captain Skills (11/12):1 Expert Loader / Basics of Survivability2 Expert Marksman3 Vigilance4 Survivability Expert - Modules:Main Battery Mod.1Gun Fire Control System Mod.1Damage Control System Mod.1Steering Gears Mod.2Target Acquisition System Mod.1 - Camo: Type 10 Atago - No Premium Consumables Playstyle: Pretty much straightforward support CA, I circle behind the DD line and provide fire-support for whoever needs it. Anything above ~10 km gets HE, below ~10 km AP. I find that I am mostly happy with my selection of Mods and Skills, but wonder what other setups would be like. I for example don't miss Superintendent, as I seldom feel I need a 3rd Repair Charge, not to speak of additional Panic AA and Catapult Fighter. Given my setup, I would like to ask you guys about two alternative builds I think are possible: - Is maxing out AA worth on Atago? We're talking AA Guns Mod.2, Basic and Advanced Firing Training, and Manual AA for those who have time for that. - How about going full Stealth? Referring to Concealment System Mod.1 and Concealment Expert, because sneaking up for surprise torps and gun volleys sounds tempting. I don't think proper invisi-fire would be a thing on her now would it. Any help and general discussion about Atago playstyle & fine tuning welcome!
  9. Bad_Mojo_incoming

    Modules sink?

    I don't understand this....Both in WoT and WoWP when you gain enough XP you can unlock new modules for your tank or plane and after you buy them, you can sell the previous (now unused, unnecessary or inferior) modules to get some credits back. Is this feature not available in Warships? I mean, purchasing new guns, ship hulls, torps, planes, targeting systems cost HUGE PILES of credits! Not to mention upgrades, signals, cammo, captain training...Which makes incredibly hard to farm money without premium account and premium ships. All in all, can't we sell the unused modules in Warships? Or have I missed something?
  10. ERROR404_RNG_NOT_FOUND

    [Research] ... not fun

    Howdy, could not find a thread regarding this, so I apologize if this has been written already. For me the Tech Trees themselves are ok, but the way the game progresses within them is fairly odd. Take a look at the Kongo for example. You start out with a rather underwhelming ship which has a vastly lower main gun range than it's predecessor, the Myogi. However, the Kongo has more guns and other attributes which sort of make up for the "upgrade" from Myogi to Kongo. However, when one moves from the Kongo to Fuso, things are different. A fully upgraded Kongo is so much better than a stock Fuso that one could wonder why to bother changing the ship, other than to grind the way down the line towards the next ship. Much lower range, much less AA, slower... The step from one ship to the next should feel like an improvement, but it really is not in so many cases. How can this be improved? I do not have an immediate idea. The whole module research stuff would have to be changed, apparently. it would be great if the modules would offer a choice instead of being almost mandatory. Destroyers sometimes have that kind of choice when they can choose between faster or longer range torpedos. The could also receive higher calibre guns, faster traverse speed, higher range or higher fire speed. Similar choices could be added to other ships as well.
  11. I unlocked the Omaha, but have not bought it due to missing cash. I had enough Free XP to unlock the Omaha (B) module right away, though. So far I can see how much cash I will need to be able to buy the ship, but it would help if the unlocked module(s) would also be tagged with a price, so I can plan my purchase. Why am I doing it this complicated? I'd rather take the upgraded Omaha into a match than the default version.
  12. DenmarkRadar

    Ship Modules

    I have a small suggestion for the little box/area in the top left hand corner where you choose/upgrade guns, hull, torpedoes, range finder and engine: Maybe let the maximum number of barrels per turret be reflected in the icon for the gun-system. So single barreled guns would show a turret with only 1 barrel, double-barreled turrets would show an icon with two barrels. It would clearly show the difference between the 406's and 419's for the T9 and TX UK BBs, HMS Lion and HMS Conqueror.
  13. Hi, now that we know the mods are final ive had a (final) look at them and must say im dissapointed. why? well the idea of giving ships modules that create 2 different playstyles for T10 is quite appealng since a more diverse meta on T10 would be welcome. the problem is what the modules ended up beeing: - large part of them is just pointless - the next best category is some "maybe" useable - and a few upgrades meaning the only ones that will be mounted by a significant number of players are the "upgrade" ones which doesnt diversify the meta at all. while the idea was good it lacked rigor! what would have needed to happen would be something that radically changed ship playstyle like (only a rough made up example to get the point across) : Turning a yamato from sinper to a midrange brawler : - cutting down range massively - increasing Turret rotation big time - maybe changing ruder and aceleration a bit such changes might have worked and diversified meta but, for now those mods seem to be largely nothing more than a waste of dev time.
  14. T0rad

    New Orleans turret upgrade

    Ahoy skippers, I was just wondering - in your opinion is it worth it to upgrade turrets on NO? the bonus seems bit marginal on paper, maybe even non existent due to increased traverse speed. Or is there any other hidden bonus to it?
  15. I've noticed a couple of times it's not really clear exactly what you get with any given upgrade. Case in point, the stock vs. upgraded 102mm guns on the USS Clemson. Hovering over the modules, the stats are the exact same - same traverse, same ROF, same damage for both shell types. All you learn from the pop-up is that getting the MK14 guns will give you a rather vague +1 to the ship's overall "artillery" rating/score. Obviously, something about them is better, but I'm sure I'm not the only person who likes to know what I'm buying - when I get look at a module really would like to know what makes them better. I have of course figured out that the upgrade means that the Clemson's guns become double turrets(and have already unlocked and mounted the upgrade), but really, shouldn't obviously vital stats like range, accuracy, number of barrels etc. be included in the preview mouseover?
  16. When I look at the various ships coming up for unlock I wonder what the ship will look like with the additional AA guns or that (B) or © hull version. So when clicking these modules in the port it would be nice to see the changes directly and be able to switch between hull versions just to see for oneself what the difference will be. Does that make sense? I'm not very good at explaining such things.
  17. Spezct

    "Garage" in Port

    Hello, One day I was wondering where all stock modules are going when you sell a ship that have more that two upgrades bought.... Do someone now is there coming same kind "garage" where you can see all bought modules and could sell these. I thinks that everyone really need some extra silver! T, Spezct
  18. I just love looking at the models and all the details, especially the difference between the types of one ship model. BUt every time I select a different version of my Cleveland or Omaha I get switched back to the default perspective, which kind of ruins it for me. So much work went into the design and creation of these models, please let us appreciate them accordingly! picupload
  19. Elendor

    Tier 9 - Iowa, and modules

    I've just unlocked the Iowa, after some very agreeable grinding on the North Carolina. Damn these last BBs after the Colorado are just so amazingly awesome, so much fun to play. Obviously, I've got a lot of upgrades to research, quite a bit of experience needed to retrain my crew as well, the ship isn't quite at her best yet. But I'll be working on that, I might throw in a few flags to speed this up a bit. But with this new ship, also comes a new upgrade slot. And there, I must say that I'm still conflicted. Some options are useless, like faster reload for secondaries. Meh. The ones I like: - One option is a trade-off, with a 12% increase in reload speed, but a 17% decrease in turrets speed! - Gun accuracy. But it doesn't say how much more accurate your guns will be. - AA defense strength, +20% Here is where I'm at for the moment: - I do not like the trade-off. I know it's a popular one though. It's probably great for sniping, sends more shells, and your guns aren't turning much. But I'm not a sniper, I'm brawling a lot, I like to get close, to push, which means having to turn, to deal with threats left and right etc... A bit like a super heavy cruiser. The guns don't turn very fast by default, but I can deal with that. However making them 17% slower, ouch. Shooting more often is nice, but not being able to shoot and do the massive damage that these guns can dish out from close range, because the guns can't get on target.... - I'm tempted by the extra gun accuracy. It must be quite nice, and there is no downside. Increases your damage while you get close, which is nice. Although not too useful once you're close, like within 8-12km as I tend to be. But it must be very nice to reduce the RNG when shooting at cruisers that try to keep you at 14-16km. The extra accuracy should allow you to land more shots, and therefore to be more reliable in dealing with these crucial targets. It's really too bad that we do not know how much of an increase the module is. It could just be 5%, which isn't much. 10% is decent. The default max dispersion is 272m, almost exactly the same as on the North Carolina, and it's not great but I can do good with that. 10% only brings it to 245m... Don't know. Anything above 10% would be worth it, anything below, meh. - The 20% AA def. In some cases, it would be useless. You may not face an enemy CV. The enemy CV may not attack you, the Iowa's AA is already pretty strong. But if there are planes, and they are coming for you, damn this module would make your AA devastating. I already have the +10% AA def, and the +20% AA range.. the North Carolina was already pretty good in terms of AA, but with this type of upgrade, this puts it at a total of +30% AA def, for a 7km range, which would make planes drop at an insane rate. It's only useful when there are enemy CVs, but when that's the case the ship becomes a 14km wide no-go zone for airplanes. In the end I might try both the gun accuracy, and the AA def, and test them out, see if I notice the difference and how useful they feel. So what do you guys think? What would you pick? If you have, or have had an Iowa, which one did you choose and why? Did you feel like the module you chose was worth it, did you notice the difference?
  20. BrummBaerTiger

    Indianapolis modules

    Just came across the following patch 0.7.5 feature (bug) regarding the Indianapolis which: 1. Is technically a New Orleans with 2. Cleveland Hulls and 3. A Mk8 Gun Fire Module that will REDUCE the firing range by 10%^^ It also crashed the harbor ui, making it impossible to select another ship or click on any of the following buttons: Port, Exterior, Tech Tree, Profile, Clan or <- To Tech Tree. Had to quit the game.
  21. Hi. I'm new in WoW and I have a question I can't figure out on my own. What's the meaning of the arrows under some (but not all) upgrades on a ship? Example: my Phoenix has upgrades that lead nowhere (apart from improving the ship of course), whil it has two hull upgrades that directly lead, with an arrow, to the Omaha Tier 5. What's the meaning? Does that mean that I HAVE to buy those two hull upgrades in order to research the next ship in the line? And what about ship experience? If the Omaha costs 17500 exp, and the two hull upgrades cost 1600 and 2500 respectively, does it mean that the true cost of the Omaha is 17500 + 1600 (mandatory) + 2500 (mandatory)? Or that 1600 and 2500 get cut off the original cost of the Omaha, so that they both count towards the next ship AND improve the Phoenix while at it? What am I missing? please help.
  22. The equipment module we receive for finishing the first part of Oktober Revolution marathon is wrong, it's the old one... We get a Main Battery Mod. 1, a module that's no longer used in the game, we should receive a Main Armaments Mod. 1, which is the one the old one was switched for when they updated the equipment modules. Someone at WG done goofed this one, and put the wrong one in the mission... why is it even still in the game? Please fix it WG.
  23. Hey, ok here's the idea. When in "Modules" tab, the view could change into a drydock, so we can actually see the whole hull, including the parts below the waterline. Since this is totally cosmetic, it is not important at all. But I would like to see the whole hull sometimes, and in "Modules" tab it would actually make a bit of a sense to have it.
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