[NWP] __Helmut_Kohl__ Beta Tester 4,156 posts 18,919 battles Report post #1 Posted April 17, 2015 Hey, Which Upgrades do you guys have on your Sims and why? Can't decide between Gun Fire Control System Mod 1 (Accuracy) and Main Battery Mod 2 (DPM). Other than that I got -Propulsion Mod 1 -Steering Gears Mod 2 -Torpedo Tubes Mod 1 Share this post Link to post Share on other sites
azakow Beta Tester 280 posts 619 battles Report post #2 Posted April 18, 2015 What is you main dmg dealing weapon? Right the torps, hence torp enhancements all the way. Second most important is agility, hence stearing gears. Share this post Link to post Share on other sites
dennez Beta Tester 60 posts 109 battles Report post #3 Posted April 18, 2015 What is you main dmg dealing weapon? Right the torps, hence torp enhancements all the way. Second most important is agility, hence stearing gears. Havent played my Sims too much, but i was under the assumption the most important dmg dealer are it's main guns. So i'd go for a DPM increase.. Torps are secondary on this DD imo. Share this post Link to post Share on other sites
W4lt3r Beta Tester 70 posts 4 battles Report post #4 Posted April 18, 2015 I'd say gun upgrade over torpedoes. The range on the torpedoes is only 6km, which makes it fairly risky to use them offensively.. most of the time I use my torpedoes in defensive fight or then in an ambush. Share this post Link to post Share on other sites
[-SBF-] dan_can Alpha Tester 467 posts 2,316 battles Report post #5 Posted April 18, 2015 Yeah, enhance it main guns instead of the torps. As of now it is one of the best anti-DD ship in the game, it's outstanding maneuverability, turret traverse and RoF makes it a very good skirmisher to keep enemy DDs away from your capital ships. Have only tested the Sims in a couple of matches, but it is fairly close to the Mahan, so you should have decent games if your familar with the USN DD playstyle. For all you think about getting it I would suggest to play the USN DD line up to T6/7 first, as the Sims is not suited for beginners. Share this post Link to post Share on other sites
[PST] Celandri [PST] Alpha Tester 483 posts 7,805 battles Report post #6 Posted April 18, 2015 sims is more of a harrasser ship than a pure DD, so guns upgrades is better, Share this post Link to post Share on other sites
Aldramelech Beta Tester 1,753 posts Report post #7 Posted April 18, 2015 Yep, as with most yanks it's all about the guns. Share this post Link to post Share on other sites
[NWP] __Helmut_Kohl__ Beta Tester 4,156 posts 18,919 battles Report post #8 Posted April 18, 2015 If that Torp Upgrade would actually add firepower (like Reload or Firing Angle) yes, but repair time and aiming speed is not worth it for me. Rather take those nice Gun Upgrades there. Share this post Link to post Share on other sites
[BKC] DBaron Beta Tester 465 posts 2,926 battles Report post #9 Posted April 18, 2015 Instead of Steering Gears Mod 2, I took the Propulsion mod, I found steering well enough already, but in zigzagging you loose speed so I found it more helpful to reach max speed again 20% faster. Share this post Link to post Share on other sites
[NIKE] Xevious_Red Beta Tester 3,412 posts 7,888 battles Report post #10 Posted April 18, 2015 Agreed on the propulsion mod. Also useful for when you slow down to a near stop to set up an ambush then need to accelerate back up to full speed afterwards Share this post Link to post Share on other sites
tw53 Beta Tester 405 posts Report post #11 Posted April 18, 2015 but simms is a premium ship so How is it upgradeable ? Share this post Link to post Share on other sites
[NIKE] Xevious_Red Beta Tester 3,412 posts 7,888 battles Report post #12 Posted April 18, 2015 but simms is a premium ship so How is it upgradeable ? you can still put the extra modules on it. Beed to be rank 6 IIRC before those become available Share this post Link to post Share on other sites
tw53 Beta Tester 405 posts Report post #13 Posted April 18, 2015 Thx, but will you lose them when it goes OBT? Share this post Link to post Share on other sites
[NIKE] Xevious_Red Beta Tester 3,412 posts 7,888 battles Report post #14 Posted April 18, 2015 You'll lose the extra modules and the captain yeah. At the start of OBT you'll have a completely fresh Simms Share this post Link to post Share on other sites
tw53 Beta Tester 405 posts Report post #15 Posted April 18, 2015 Ill wait till OBT then Share this post Link to post Share on other sites
[NWP] __Helmut_Kohl__ Beta Tester 4,156 posts 18,919 battles Report post #16 Posted April 18, 2015 Propulsion Mod description says that "the engine" reaches maximum 20% faster. If that's correct, it does not help with zigzagging. Steering Mod definitely helps there. Share this post Link to post Share on other sites
[NIKE] Xevious_Red Beta Tester 3,412 posts 7,888 battles Report post #17 Posted April 18, 2015 Ill wait till OBT then Up to you, all money and xp gets reset for OBT anyway so unless youre struggling for silver then might as well try them out. ATM I think i have about 3mil silver since the CBT appears to have increased earnings Propulsion Mod description says that "the engine" reaches maximum 20% faster. If that's correct, it does not help with zigzagging. Steering Mod definitely helps there. The steering mod changes how fast the rudder shifts, i.e time between you pressing Q and the rudder being at maximum. This does therefore make you turn faster. However, whenever you turn you lose speed, so the propulsion mod gets you up to speed faster, meaning you bleed less speed when zigzagging. One makes you slightly turn faster, one makes you accelerate after the turn slightly faster Share this post Link to post Share on other sites
azakow Beta Tester 280 posts 619 battles Report post #18 Posted April 18, 2015 To all commanders that prefer Gun improvements: Q1) What is your guns fighting distance when using guns? A1) Mine is 1-7km maximum. Which is also a distance to use the torps. Q2) What is the most important when fighting? A2) Do not get hit! So agility is the way to go. Share this post Link to post Share on other sites
[BKC] DBaron Beta Tester 465 posts 2,926 battles Report post #19 Posted April 18, 2015 To all commanders that prefer Gun improvements: Q1) What is your guns fighting distance when using guns? A1) Mine is 1-7km maximum. Which is also a distance to use the torps. Q2) What is the most important when fighting? A2) Do not get hit! So agility is the way to go. Actually I use the Sims guns at max range if possible, so 11.x km Share this post Link to post Share on other sites
[NWP] __Helmut_Kohl__ Beta Tester 4,156 posts 18,919 battles Report post #20 Posted April 18, 2015 The Engine itself always stays at 100% when zigzagging. Share this post Link to post Share on other sites
[-SBF-] dan_can Alpha Tester 467 posts 2,316 battles Report post #21 Posted April 18, 2015 Which Upgrades do you guys have on your Sims and why? Given what I saw so far by Sims drivers, the MK I Eyeball & Mk II Brain might be some of the choices. Well rudder responsiveness is already great, so I would ratgher advise to enhance it main guns , damage control team and acceleration. 1 Share this post Link to post Share on other sites
[NIKE] Xevious_Red Beta Tester 3,412 posts 7,888 battles Report post #22 Posted April 18, 2015 The Engine itself always stays at 100% when zigzagging. thats a fair point i'd taken it at +20% accelerating, but it may well be +20% acceleration only when changing from low speed settings to higher ones. Still useful for times when you're using low speeds to hide and ambush then accelerate away but less useful if you just leave it on full speed permantly Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #23 Posted April 18, 2015 Actually I use the Sims guns at max range if possible, so 11.x km Nothing like peppering a BB which can't even spot you xD Share this post Link to post Share on other sites
[PST] Celandri [PST] Alpha Tester 483 posts 7,805 battles Report post #24 Posted April 18, 2015 To all commanders that prefer Gun improvements: Q1) What is your guns fighting distance when using guns? A1) Mine is 1-7km maximum. Which is also a distance to use the torps. Q2) What is the most important when fighting? A2) Do not get hit! So agility is the way to go. A1 = trying to stay at max range 11km so you cant be detected by a battleship and harass him with anything goes, he, ap buckets of water A2) the ship is pretty agile already, but it bleeds speed faster than a donkey if you go super-crazy on the running around part. so im using the speedup to evade the fast cruisers that wana eat you for breakfast Share this post Link to post Share on other sites
[BKC] DBaron Beta Tester 465 posts 2,926 battles Report post #25 Posted April 18, 2015 thats a fair point i'd taken it at +20% accelerating, but it may well be +20% acceleration only when changing from low speed settings to higher ones. Still useful for times when you're using low speeds to hide and ambush then accelerate away but less useful if you just leave it on full speed permantly I never do hard turns on full speed, someone wanted to actually test it so I dont know for sure, but if you look at a turn at full speed and at 3/4 turn you will notice way more "sliding" at full speed which, atleast with Mk I eyeball, seems to have a larger turn radius. Now keeping that in mind, 3/4 on the Sims brings you below 30kts, increasing the value of the 20% propulsion upgrade way more. Share this post Link to post Share on other sites