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ST - T10 Ship Specific Upgrades

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Erm, what?

Why?

No.

 

Tier X is pretty well balanced all things considered and some of those upgrades are MASSIVE changes that come with proportional balance considerations. Also, why am I not surprised that the ones for the BBs are arguably the best (with the sole exception of the Conqueror, but Conqueror pfft) ...

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1 hour ago, Aotearas said:

Erm, what?

Why?

No.

 

Tier X is pretty well balanced all things considered and some of those upgrades are MASSIVE changes that come with proportional balance considerations. Also, why am I not surprised that the ones for the BBs are arguably the best (with the sole exception of the Conqueror, but Conqueror pfft) ...

Still in testing. Doesn't seem like massive changes, but sure, some of these modules do look better than others. I wish the bbs had to trade concealment if they want better reload though.

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Another brillient idea from WG :Smile_facepalm: well EDIT done devs...

 

Btw, no just no. How the hell can you come up with those new upgrades?   

And how about fixing the current problems first instead of pumping out new ships or new upgrades? For example: CV rework!! which was promised years ago. Besides there are still some bugs in the game. :Smile_facepalm:

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27 minutes ago, loppantorkel said:

Still in testing. Doesn't seem like massive changes, but sure, some of these modules do look better than others. I wish the bbs had to trade concealment if they want better reload though.

 

That's sensible, too many BB's have far too good concealment, for there to be this sort of tradeoff required it would make any buffs to other aspects less overpowered. BB's are already in a very strong place and they really don't need buffing, to be fair they need some nerfing.

 

I applaud the general idea of getting past the cookie cutter equipment using the current upgrade mods, but the obviously strong ones will simply become the new cookies cut with no variety.

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45 minutes ago, ghostbuster_ said:

For example: CV rework

its already here , with all these aa buffs :P

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Going through some of the modules and ships (instead of making general claims of the game's ruin or not any time something is introduced)...:

 

The dispersion buff on Yama seems too good, or would anyone hesitate to pick it?

 

Kurfurst: Seems like a solid option for me. Should fit the Kurfurst and encourage proper play.

YY: Since it's 6th, I doubt I'd pick it.

Gearing: I'd probably pick it, leaving me still at a disadvantage vs the YY in gunpower, but concealment is too good to pass up.

Hindenburg: I'd probably pick it.

Des Moines: I may pick it (making the concealment module in slot 5 even more of a no-brainer, which is kind of boring). I'd be trading 12% gunpower and 10% radar for 10% better concealment. Not sure I'd do that.

 

You do your ships please.

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Just skimmed over them. 

 

Shima, I don't know, turning your torp tubes into glaciers will get you killed quite often. 

 

Gearing is an interesting choice. 

 

Yy...... so hey, it nerfs smoke, which is a mistake to use anyways because of radar. So no drawback on that one, but you become the best knife fighter in the game pretty much for free (and your torp tubes won't be damaged as often anymore). Way to go, she only already is the most powerful dd in the game. 

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2 minutes ago, dCK_Ad_Hominem said:

Yy...... so hey, it nerfs smoke, which is a mistake to use anyways because of radar. So no drawback on that one, but you become the best knife fighter in the game pretty much for free (and your torp tubes won't be damaged as often anymore). Way to go, she only already is the most powerful dd in the game. 

It's the 6th slot though... not that obvious to pick imo.

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3 minutes ago, loppantorkel said:

It's the 6th slot though... not that obvious to pick imo.

Yeah it is. Drop the torp mod 3, get your reload compensated anyway and increase their survivability while also buffing your guns. I see no drawback at all. 

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2 minutes ago, dCK_Ad_Hominem said:

Yeah it is. Drop the torp mod 3, get your reload compensated anyway and increase their survivability while also buffing your guns. I see no drawback at all. 

You could buff your guns even already more by taking reload mod. 12% vs 10%, that's a drawback in knife fights.

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2 minutes ago, loppantorkel said:

You could buff your guns even already more by taking reload mod. 12% vs 10%, that's a drawback in knife fights.

And this way you buff guns AND torps. Sure, it depends upon your personal build, but mine will only grow stronger. I feel she should have to pay more of a price.

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1 hour ago, dCK_Ad_Hominem said:

And this way you buff guns AND torps. Sure, it depends upon your personal build, but mine will only grow stronger. I feel she should have to pay more of a price.

Yea, I could agree on that. It does seem like a solid choice. A bit too close to the Gun reload mod in terms of gun buff....

edit: ..and compared to the torp mod.. yea, seems like the new mod is a bit too good to pass up on.

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What baffles me a bit is the ... exaggeratedness of these modules. Normally a module improves (or balances) a single stat or two by a percentage in the single digit or lower double digit. And now we get something like this?:

 

Spoiler

Montana (Slot 5)
-10% to flooding recovery time
-10% to time of fire extinguishing
-70% to steering gears repair time
-30% to rudder shift time

 

Conqueror (Slot 5)
+13% to main battery traverse speed
-80% to steering gears repair time
-40% to rudder shift time

 

Zao (Slot 6)
-20% to rudder shift time
-7% to maximum dispersion of main battery shells
+8% to main battery maximum firing range)

 

Hindenburg (Slot 5)
-30% to rudder shift time
-70% to flooding recovery time
-50% to time of fire extinguishing
-50% to main battery repair time

 

Minotaur (Slot 6)
-30% to smoke duration
+300% to smoke emission time
-10% to the maximum dispersion of enemy shells that fire on your ship

 

etc.

 

I only have 3 tier X ships and I won't get a new one any time soon because my RL currently doesn't allow me to play that much, but most them them look like they are not worth it while the others take some consideration. Yamato looks ok-ish and might be worth taking. The one for the Des Moines? I don't think the reduced acceleration time is worth having shorter radar time (I don't have the radar module mounted) and rudder shift (edit: I misread, rudder shift actually gets buffed) and this should also go against the idea that she can fulfill her particular role better. Shimakaze... Might be worth it. Depends on how the torpedoe tube traverse speed "feels" and if you get serious problems when bringing them on target. However, you have to give up on the concealment mod which puts you on par with a Gearing (or in a worse place if the Gearing is fielding her special module) if I am not mistaken. Similarly to the Des Moines, if you want to play a stealthy torpedoe boat and you have to give up on concealment... questionable.

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This should really help the Tier 8 ships that get regularly "up tiered".

 

Fun and engaging? Yes, for the Tier 10 players that get to stomp even harder.

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I'm not to sure about the Zao module, you're trading 1.3km of range for better rudder shift (which is of little to no use due to the turning circle being a problem, not the rudder shift time) and a bit better accuracy (never had any problems with Zao dispersion)

I'd rather have them replace the dispersion buff by a reload buff, so you could go with a cross-over build between range and reload module builds.

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Quote

-30% to rudder shift time
-70% to flooding recovery time
-50% to time of fire extinguishing
-50% to main battery repair time

 

Ugh, was the Hindenburger not stronger enough already that they feel the need to halve the fire damage it takes?

 

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7 minutes ago, Exocet6951 said:

 

Ugh, was the Hindenburger not stronger enough already that they feel the need to halve the fire damage it takes?

 

Well you will have to trade Concealment for that module, not to sure I want to sail around in a Cruiser that gets outspotted by basically everything with a full concealment build.

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5 minutes ago, Erga_Buzerga said:

Well you will have to trade Concealment for that module, not to sure I want to sail around in a Cruiser that gets outspotted by basically everything with a full concealment build.

 

Considering that most Hindens I meet just always dakka all the time from 18km and still easily manage to rake up some insane damage, I'm not sure  what amounts to less than 2km worse concealment is what's keeping them awake.

 

This is nothing more than giving those players extra rudder shift to better avoid AP, and even more resilience towards HE.
All that on a ship that's been getting buff after buff to the point that the only thing that actually counters it is a Yamato or an Neptune/Minotaur that manages to catch it broadside for more than 10 seconds.

 

 

It's a stupid ship that makes the InvisiZao look profound and full of complexity, with the devs piling more stupid into it on a bi-yearly schedule.

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3 hours ago, loppantorkel said:

You could buff your guns even already more by taking reload mod. 12% vs 10%, that's a drawback in knife fights.

It really isn't. The influence of DPM in DD vs DD fights is marginal. Map awareness for example is far more important, to get the first volley off, or to know when to fight & when not. And this is speaking about the extremely hypothetical DD vs DD where both have same health and no other ships are involved.

 

I agree with

3 hours ago, dCK_Ad_Hominem said:

Way to go, she only already is the most powerful dd in the game. 

That proposed module is ridiculous, same as some of those battleboat modules.

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15 minutes ago, Exocet6951 said:

 

Considering that most Hindens I meet just always dakka all the time from 18km and still easily manage to rake up some insane damage, I'm not sure  what amounts to less than 2km worse concealment is what's keeping them awake.

 

This is nothing more than giving those players extra rudder shift to better avoid AP, and even more resilience towards HE.
All that on a ship that's been getting buff after buff to the point that the only thing that actually counters it is a Yamato or an Neptune/Minotaur that manages to catch it broadside for more than 10 seconds.

 

 

It's a stupid ship that makes the InvisiZao look profound and full of complexity, with the devs piling more stupid into it on a bi-yearly schedule.

Well i see it as an opportunity to go full tank build in Hindy (what's that, like 10 secs fire extinguishing time?), basically turning it into a kleiner Kurfürst :)

But I agree with you as far as max-range Dakka dakka Hindys go, maybe they could tune down the rudder shift buff to like 10%. Maybe also increase it's dispersion, to make it less efficient at range.

 

Invisi-Zao was indeed a pretty "meh" design, I don't think the stealth fire removal was that much of a nerf for the ship anyways.

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1 hour ago, Tungstonid said:

What baffles me a bit is the ... exaggeratedness of these modules. Normally a module improves (or balances) a single stat or two by a percentage in the single digit or lower double digit. And now we get something like this?:

 

With Montana/Conq, the module is in slot 5 so WG clearly want to move them away from the stealth BB build, but since that's so powerful it has to be a very significant buff somewhere else.

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47 minutes ago, PzychoPanzer said:

It really isn't. The influence of DPM in DD vs DD fights is marginal. Map awareness for example is far more important, to get the first volley off, or to know when to fight & when not. And this is speaking about the extremely hypothetical DD vs DD where both have same health and no other ships are involved.

Yea, I corrected myself. It seems a bit too good since it's very close to both of the old modules for the benefits they offer. Influence of DPM isn't something to disregard in Random or Ranked battles though, but 2% lower DPM to gain 10% torpload  seems like a too beneficial trade, even better if you currently have the torp reload mod.

 

That proposed module is ridiculous, same as some of those battleboat modules.

Maybe specify which are ridiculous and why?

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11 hours ago, El2aZeR said:

Surprised by the lack of outcry against the straight up buffs to some BBs btw.

Are we just getting used to it?

 

Apparently yes.

 

Maybe we're just happy some other classes get good stuff as well ?

 

Smells like a Trojan Horse :cap_hmm:

 

7 hours ago, Aotearas said:

Erm, what?

Why?

No.

 

Tier X is pretty well balanced all things considered and some of those upgrades are MASSIVE changes that come with proportional balance considerations. Also, why am I not surprised that the ones for the BBs are arguably the best (with the sole exception of the Conqueror, but Conqueror pfft) ...

 

^This

 

Don't fix what isn't broken.

 

Just heighten the citadel of the Montana and CQ and all's good :cap_like:

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6 hours ago, ghostbuster_ said:

Another brillient idea from WG :Smile_facepalm: well EDIT done devs...

 

Btw, no just no. How the hell can you come up with those new upgrades?   

And how about fixing the current problems first instead of pumping out new ships or new upgrades? For example: CV rework!! which was promised years ago. Besides there are still some bugs in the game. :Smile_facepalm:

What he says...

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