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Found 66 results

  1. After 15K games of WoT, I had come to understand the errors that I had made at the lower tiers. Example: (1) getting the intuition perk as one of the first perks. (That was very dumb.); (2) not knowing which skills my crew/commander should have depending on the type of tank. I just came over from WoT and have not begun play on WoW. What mistakes did you make in Wow that you would avoid if you were starting over?
  2. Cruiser_Capri

    Manual Fire Control for Secondary Armament

    Hello, I have a suggestion regarding one of the captain's perks. Manual fire control of secondary weapons is, I can say, a sophisticated skill for 4 points. As one skill from a few, besides a better focus of fire, an additional battery also has a big minus in the form of turning it off completely before the player shows the ship. Why? Until you choose manual control, it should work as it does without this perk by default. Often, the player loses the fact that it is too late or does not mark the target at all and the secondary battery does not work at all. This is a flaw that has been upsetting me and my friends for a long time. Please consider correcting this setting. It seems to me that the anti-aircraft ( Manual Fire Control for AA Armament ) works even when no target is manually selected (at least it should be) and in the case of an additional battery should also be the same.
  3. Hi Emile Bertin is my favorite ship, with over 500 games and wr over 60% I know this ship like the back of my hand. I like some feedback on the last 3 skillpoints. I have: PT, PM, EL LS DE IFHE, CE Most of the games I survive with very little damage, if Im unlucky my health drops down to 20-30% early on. This makes AR kinda meh since in few cases i can gain 1,5-1,8 secs in reload. My playstyle compensates for the EM, its not even a second in 180° I have no use for SI, with prem hydro Its more than enough when you hunt down some capping DD, Emile is awesome at dodging torps anyway. So bring on those thoughts.
  4. Paulus001

    What do you get as your 5th skill

    What do people tend to get as 5th skill? grind for a second 4th tier skill or get something else like a 1, 2 or 3 tier skill more quickly?
  5. Grandorf

    Bismarck build.

    Hi I have read a bunch of posts about Bismarck and since trying out is too expensive I would like some opinions. Secondary build is the goto approach with some degree of brawl, right? The build is obviously AuxiliaryAM1, DamageCSM1, DamageCSM2, SecondaryBM2, ConcealmentSM1. Captain skills are the tricky part. Only 1 pointer worth taking is Preventive M. At 2 points Adrenaline R seems the obvious option. Here is the strange part at 3 points, some skip BFT and go for DE. More fires vs more AA and sec, damage? At 4 points AFT is the 1st option and Manual Secondaries are a must, right? Next level gets me hesitant, Many speak for another 4 point at Fire Prevention but then you are done (1 point left). So would SI, BFT or maybe BoS be a better option (depending on first 3 point) and then you could add JoaT or HA? Anybody going with CE? What about signals? All of them.
  6. Pikkozoikum

    Zao - captain skills in clan battle

    Hey, what captainskills would you recommend or is the meta for the Zao with a 19 points captain? I struggle with the last 3 points and everyhting is so situation related. Also I saw only versions for random battles with aa, but CB has no CV MMASKs suggestion: http://shipcomrade.com/captcalc/1100000000100010000001110000000119 Affeks suggestion: http://shipcomrade.com/captcalc/0010100000100010010001100000000119 My suggestion: http://shipcomrade.com/captcalc/1010000010100010000000100000001119 http://shipcomrade.com/captcalc/1110100000100010000000100000001119 (trying this one, because my guns break sometimes) Many don't take Priorty Target, but I just need the information, if someone aims at me, or not. In Clan battles I generally flank the Enemy, and it happend often, that people didn't aimed at me. I use Radio Location, that helps me a lot for flanking, because I get information, if someone is on my side, or not. For Radio and Concelment Expert I needed points, so one of the 3 Point skills had to go. So I didn't take SI, because I rarly use all my consumables. Also I use Yamamoto, so there is a chance to get one more of all consumables :D
  7. 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 :)
  8. Grandorf

    Still unsure about captain skills.

    Hi I had a some doubts about Concealment Expert but you convinced me and nowadays I follow the lemmings and pick it. Anyhow, what do you think about Adrenaline Rush? Thats kinda mandatory pick but I dont see why. On a BB you gain close to 3 secs when health is down to 50% or almost 5 secs when its down to 10% health. Is that really justified? You would have to stay alive for over 2,5 mins with 10% health before you get off 1 more salvo than normally.
  9. Hi all, Returning refreshed after a year away, I am looking for advice please. I see that all of my commanders' skills have been reset so I am looking for experienced players' advice on what are generally considered the best skills for each class please, or any unusual or otherwise interesting skill builds that people might have. For information, as per my signature, I am mostly interested in IJN DD, CL\CA & BB lines - I'm not playing CVs anymore and unlikely to continue with British CL\CA line either (don't want to user free XP and the tier 4 is soul-destroyingly painful for me to play), so will probably only play my IJN ships and the Japlanta ;-) I've looked for threads but not found any - all I could find were a couple of news articles about the changes but they don't seem to link to any forum threads and I don't really trust WG's own recommended skills... ;-) https://worldofwarships.eu/en/content/commanders-skills/ https://worldofwarships.eu/en/news/common/commander-skills-guide/ Thanks, krazypenguin
  10. O7 Hi there captains! Just started playing this game a few month's ago and I really like to play DD's. I rushed the USN line till tier 9 but lacking some basic skills. So which ships at what tier do you recommend to learn and improve my skills. For now I'm thinking the tier 4 pan Asian DD and the Vampire I got from some special event during Christmas. I also got the prem tier 6 British and the tier 7 Russian DD from the Xmass crates. :)
  11. Grandorf

    Fiji, my new favorite ship.

    Hi Maan. I used to love Emile Bertin but DDs has gone sour. Too many, too effective. Tried Fiji and I really liked the playstyle. So... Is this Captain skill setup too crazy? http://shipcomrade.com/captcalc/1100000010001011010001010000000019
  12. Butterdoll

    Captain's skills ?

    Hy. I want your advice about the captain's skills, because I have no idea what to choose and I'm struggling with this some time now. and yes, I see the videos that you see with the captain's build and everything. But the problem it's meta. I'll give you an example, when the RNBB appeared they set everything on fire, permanent fires were the death of many cruisers, to worsen even more, everybody started spamming HE, then WG decided to reduced by half? the time of the fires. In that time the fire extinguisher thingy was a must have, but now with all of those dds coming soon perhaps the torpedoes alert thingy it's a must have. What's the best captain's setup for all situations? I kind know what I want, the problem is having to choose because 19 points is short. I did not mess up yet with this captain, and don't want to in the future. So I appreciate some help. thank you.
  13. Hi Bismarck is a handful. For the last 2 captain skills: High Alert or Expert Marksman? Equipment (slot 5): DCSM2 or SGM2? Stats and motivations are appreciated. Edit: I see that many prefer FP, is it really that justified? I mean its 4 points. Wouldnt SI and HA be of more importance? You get torped alot too.
  14. Iskarioth

    Vorschlag: Skillneuverteilung

    Wie einige wohl gemerkt haben konnte wir an diesem WE kostenlos unsere Skills zurücksetzen und sogar Module ohne Aufpreis tauschen, und das so wie wir wollten. Leider habe ich dank der abermals suboptimalen Kommunikation seitens WGs erst spät davon erfahren aber es trotzdem noch intensiv genutzt, ohne auch nur ein CW-Gefecht zu absolvieren. Nun zum eigentlichen Punkt: schon seit langem hatte ich nicht mehr soviel Spaß an WoWS. Ich habe alle möglichen Skillungen durchprobiert und Schiffe gefahren, die schon langsam Rost angesetzt haben weil sie mir zu langweilig geworden waren. Ob es nun IFHE oder Tank bzw Flakbuild auf dt BBs oder sogar ein Gunboat build auf meiner Z-32 war, jede Runde war interessant. Normalerweise gehen alle klugen Spieler auf Nummer sicher weshalb die meisten mit sehr ähnlichen Builds rumfahren. Das schadet der Vielfalt im Spiel. Meistens weiß man schon vorher was man von gegnr. Schiffen zu erwarten hat. Deshalb hier meine Vorschläge: Gebt uns die Möglichkeit einzelne Fähigkeiten oder zumindest einzelne Reihen zu reseten. Soweit ich weiß kostet jeder Punkt 10k Exp, also warum nicht das als Preis verwenden. Alternativ wäre es interessant wenn man für einen Kapitän einen zweit Baum bekommen könnte zB durch Einmalzahlung, damit man für Ranked oder CW wechseln kann ohne jedes mal zu zahlen bzw das Schiff für Random unbrauchbar zu machen. Was mir auch gefallen könnte wäre ein Premiumstatus für Kapitäne (gegen Preis X?) damit man diese innerhalb der selben Linie auswechseln kann ohne jedes mal umzuschulen. Sofern die vorherigen Vorschläge aus irgend einem Grund ausgeschlossen werden, finde ich, dass zumindest das Umskillen billiger werden muss. Ich weiß WG will Geld verdienen aber an dieser Stelle sollte man Spieler nicht so restriktiv behandeln mMn. Ich kann mir nicht vorstellen, dass ich der Einzige bin, der gerne etwas mehr herum experimentieren möchte, aber nicht im Geld schwimmt. Allerdings habe ich auch schon einiges in dieses Spiel investiert und denke, dass man durch diese Änderungen auch die Langzeitmotivation stärker kann. Jedes Schiff bietet dann nämlich ganz neue Möglichkeiten. Es wäre also nicht zu WGs Nachteil wenn Kunden die quasi alles haben weiter bei der Stange gehalten werden können. Was halten die werten Forentrolle davon?
  15. 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.
  16. lethalbizzell

    KGV captain skillset question, need help

    Hi fellow captains so i have an 18 point captain and am running the usual skillset of : incoming fire alert expert loader high alert super intendant demolition expert concealment i have 4 skill points to use ..... now do i go and get advanced fire training ?? or vigilance , IFHE is going to become useless in 6.11 and i like my fires..... KGV is susceptible to torpedoes and against CV didnt know if the KGV AA would greatly benefit from a range increase ? Could manual fire AA work ??? all help would be appreciated ! Best J
  17. Hi, I would like to read what commander skills you pick for QE (Tier VI Queen Elizabeth) & KGV (Tier VII King George V)? And if you are using Jack Dunkirk for any of them? /Fred3n
  18. The descriptions of the aforementioned skills are pretty simple, but I think some clarification is required. Different skill descriptions happily mix percentages and percentage points, which leaves me wondering what does the 10% in fire prevention actually mean. Is it direct percentage off your fire chance - meaning that with this skill you get one fire less per every ten fires you'd otherwise suffer (not taking into account the reduction in superstructure fire spots and the fewer fires you get resulting from that)? Or does that 10% stack with your other fire reduction modifiers so that for example ship X with other modifiers having a 50% base fire chance only had 40% if you took the skill? (As a somewhat related question; how about the fire prevention upgrade you can get, is that 3% or 3 percentage points?) This is a fairly significant difference, since with for example a base fire resistance of 50% the skill is twice as effective if it's actually percentage points instead of direct percentage. Also how about Adrenaline rush? The description mentions percentage of health lost, but generally the skill is considered to actually refer to health remaining. As we all know from the dreadnought achievement, those can be two very different things for ships that can heal themselves and it would be interesting to know if anyone had actually done the measurements and confirmed that the skill actually works on hitpoints remaining instead of hitpoints lost.
  19. Differenczial_Fkt

    Skills neu verteilen

    Ich habe einen Kapitän mit 7/9 Skillpunkten. Ich möchte sie neu verteilen. Es heisst man könnte das mit 70k XP machen, aber obwohl ich 20k vom 10. Skillpunkt habe, der 9. brauchte 41k und der 8. glaubs 30k. Ich hätte also ca. 90k XP, es heisst aber ich bräuchte noch 10k. Mir scheint es bräuchte sowas wie freie Kapitäns XP, ich kann aber nicht sehen wieviel mein Kapitän davon hat/bekommt. Oder ist das irgendwie ein Bug?
  20. Wobbegong1

    Der Speck des Steven Segal

    Hallöchen Ist ein Weilchen her, da hatte ich mir Steven Seagal mit schönen 12 Punkten zum Verteilen erspielt. Da ich keine Verwendung für ihn habe, weil die Missouri für mich nicht realistisch erspielbar ist, setzte ich ihn erstmal in die Reserve für eine spätere Verwendung. Nun schickte ich mich an, den Baum der US Zerstörer auch mal durchzuspielen, und dachte, hey: Hier kannste den Jungen endlich mal brauchen: 12 Punkte Basis und dann hochskillen... Aber leider hat er in der Reserve ziemlich viel Speck angesetzt und ist mittlerweile nur noch mit 6 Skillpunkten gesegnet. Find' ich irgendwie nicht besonders fair.. War ein Spezial- Effort, den zu erspielen, zu einem Zeitpunkt wo man noch nicht wusste, dass die laut Slogan "für alle" erspielbare Missouri für "free" Spieler unerreichbare 750k freie EP kosten wird... Ist ja schön, wenn Premium Spieler gewisse Vorteile haben, aber wenn tatsächlich erspielte Erfolge einfach mal um 50% abgewertet werden (12Pts zu 6Pts), ohne dass dies in den Patchnotes auch nur einmal erwähnt wird, finde ich das schon allerhand. Habt ihr das auch festgestellt? Oder habt ihr den alle auf die Missouri gestzt?
  21. 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
  22. procrastinatingStudent

    Minotaur radar skills

    so at the moment i have the Minotaur as: 1- PT 2- Jack of trades, AR 3- Superintendent, vigilance 4 - AFT, CE right now this seems to work well but im thinking of dropping AR and vigilance for Manual AA and PM, i know the amount of CV is low but AR doesn't feel like it gives a lot and i don't find my self getting torped much (the vigilance would have helped), does any one have any good sets for the drunken sailor (19 points to use)
  23. I've used Kurbain's excellent guide to make a shortlist of possible Captain's skills for my Budyonny Captain. I also want to use this captain in the premium ships "Murmansk" and "Molotov" (and maybe in "Kutuzov" - but not sure about that) I feel that I want these skills for sure: Level 1 "Priority Target" Level 2 "Adrenaline Rush" Level 3 "Demo Expert" Level 4 "Inertia Fuse for HE" and "Concealment Expert" This leaves 5 points to allocate. A couple of possibilities that I thought about: a) Take "Advanced Firing Training" PROS: I am terrified of carriers and this boosts AA range to 6km in "Budyonny" (and possibly "Kutuzov") CONS: Doesn't help AA much in other ships. Have to take a low-value 1 pt skill. (Sorry but the only one that I rate for mid-tier cruisers is "Priority Target" ) b) Take "Vigilance" PROS: Russian cruisers are not very agile, and this is a very useful skill. CONS: Leaves a problem of two points to spend. Never felt the need for "Expert Marksman" or "Last Stand" on the Soviets, and the other skills look even more "meh" Enough of my mad ramblings. What do you think is the best way to use up the remaining 5 points?
  24. Hello forumites I'm currently coming back from a almost 3 month break and I'm at a total loss about the new skills. I play mainly DD and BB, some CA but no CV(I suck beyond horrible in them ) My highest tier is 8 in DD(the new jap and Benson) and 7 with BB Scharnhorst. I'd like to know the gereral gist of the skills, is it a hit or miss. I'm also interrested in speccing the Scharn and a IJN DD for the ranked(modules and skills), possibly also a US DD if I have enough credits to re-buy the t7 one. If anyone has a link to a thread where these are discussed in more depth, I'd be grateful for it. You know how the search is here Regards Gleb
  25. eXzession

    Neue Skillungen

    Tagchen, ich habe mal ein bisschen mit dem Skill-Calculator gespielt und folgendes ist dabei heraus gekommen: BBs: BB-Flammenwerfer via Secondary (Nur für deutsche BBs ab T8 und die Montana): Build Optimierter Flammenwerfer Build, nur für Deutsche BBs ab T7: Build BB-Flammenwerfer von Gondi (Achtung: Kein Inspekteur): Build Secondary-Stealth Build: Build Secondary Build mit RPF: Build "Klassischer" BB-Stealth Build mit Grundlagen der Überlebensfähigkeit: Build BB-Stealthbuild mit Schieß-Grundausbildung (nur Sinnvoll bei Ami-BBs der Stufen 5-10): Build Flak-Festung (für BB-Skipper die CVs abgrundtief hassen): Build "Klassischer" BB-Secondary Build mit Wachsamkeit: Build Stealth-Build mit Wachsamkeit: Build "Deppen" Stealth-Build mit RPF und Wachsamkeit: Build Secondary Build mit HEAP: Build Tank Build mit Wachsamkeit und allem Pipapo (für Leute die Angst vor Schaden haben): Build Praxics Bismarck Build: Build Xels Bismark Build mit Joat, BoS und HA: Build Kreuzer: "Klassischer" Stealth Build mit HEAP für Kreuzer mit Repair-Skill (Atago und alle T9+ Kreuzer): Build Update: Nach dieser Berechnung macht HEAP nur Sinn auf Schiffen, deren Kaliber 152mm bzw. 180mm betträgt, sonst nicht! "CV-Überraschung" (aufgrund des Fehlenden Inspekteurs auf Kreuzern mit Repair etwas eingeschränkt sinnvoll): Build Flak Build für High Tier Kreuzer mit manueller Flak, AFT + CE: Build Wer lieber den Tausensassa mit nehmen will kann auch diesen Build nehmen: Build DD-Hunter Build mit RPF (für Leute die zündeln und DDs scheuchen wollen, macht keinen Sinn auf Radar-Kreuzern): Build Allrounder Stealth Build mit BFT, AFT und Demolition Expert (dieser Build macht am meisten Sinn auf Kreuzern ohne Repair-Skill) : Build Info: Alternativ kann man auch AFT gegen manuelle AA tauschen, sieht dann so aus: Build Allrounder Stealth Build für High-Tier Kreuzer mit AFT: Build Info: Alternativ kann man auch AFT gegen manuelle AA tauschen, sieht dann so aus: Build da_Stis Kreuzer Build mit Wachsamkeit. Für einen 17 Punkte Kapitän: Build Weitere Builds von Parxics: Biff_435's Moskwa / Kutusov Build: Build DDs: Standard Build mit RPF und Tarnung: Build Info: Hier kann man je nach Geschmack auch den Jack of all Trades gegen Torpedobeschleunigung bzw. verbesserten Nebel austauschen. Naschfuchs' DD-Utilty Build: Build Standard-Build ohne RPF: Build Zur Info: Den Feuer Skill kann man auch gegen BFT austauschen. Jules_Pappilons Build BFT+RPF+CE für US-DDs: Build Jules_Papillon, on 19 January 2017 - 09:03 AM, said: Jack of all Trades bringt nur zwischen 2 und 12 Sekunden. Dafür habe ich Smoke Screen Expert gewählt um den lang anhaltenden US-Nebel weiter zu stärken. Superintendend habe ich gegen Basic Firing Trainging getauscht, da 0,4 Sekunden gegen andere DDs nicht zu verachten sind und die Deff-AA um 20% verstärkt wird. Build für Torpedo-Boote (Achtung: Kein Inspekteur!): Build Shoggys Build für Kabarowsk: Build Info: Shoggy, on 19 January 2017 - 11:40 AM, said: Edit: Wenn das mit dem Adrenalin rush nicht lohnt, werde ich das und priority target rausnehmen und für superintent ersetzen. Kodos' Benson Builds: kodos, on 19 January 2017 - 09:57 PM, said: Folgende Überlegungen zu den Skills von mir: Benson für Ranked: http://shipcomrade.com/captcalc/10000000000010010100100000000011 Benson für Random (Anti BB): http://shipcomrade.com/captcalc/01000000010000010010100000100001 alternative Skillung für Random: http://shipcomrade.com/captcalc/01000000000000010110101000000001 Gondis Build für die KM DDs: Build Biff_435's Blyska Build: Build Biff_435's Leningrad Build: Build So, das wäre es erst einmal. CVs habe ich absichtlich ausgelassen, da ich mit ihnen noch nicht genügend Erfahrung habe. Wenn hier abhelfen könnte, wäre das super. CV: Build für Torpedobomber, CE, manueller Flak und Luftüberlegenheit: Build Wer mag kann statt dem Skill für die Torpedobomber auch den Firestarter nehmen (Build) oder den Torpedobeschleunigungsskill gegen kompetentere Heckschützen (Build) austauschen. Wenn man beides ausstauscht, sieht der Build dann so aus: Build Nekrodamus Lexington Strike Build: Build Übrigens könnt ihr hier eure Skillungen auch posten, ich werde sie dann aufnehmen. Gruß ex Edit: Build von Jules_Papillon eingefügt Edit 2: HEAP-Build bei den Kreuzern repariert Edit 3: FLAK-Build für High-Tier Kreuzer eingefügt Edit 4: CV Builds hinzugefügt Edit 5: da_Stis Kreuzer Build eingefügt Edit 6: Shoogys Build für die Kebab hinzugefügt. Edits werden jetzt eine ohne Zeile Abstand geschrieben. Edit 7: Tank-BB Build eingefügt Edit 8: Doppelte Einleitung entfernt Edit 9: HEAP Build für High-Tier Kreuzer durchgestrichen. Edit 10: Builds von Nekrodamus und Praxics hinzugefügt Edit 11: Builds von Paxics und Kodos hinzugefügt Edit 12: Builds von Gondi und Naschfuchs eingetragen Edit 13: Optimierten Flammenwerfer Build eingetragen Edit 14: Builds von Biff_435 eingetragen Edit 15: Bismarck Build von Xel eingetragen