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Colonel_Boom

Make AFT a T3 skill

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It has already been suggested a few times on this forum. Make AFT a T3 skill. The 4 points are no longer worth it.

 

MfG Boom

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Most of the captain skill tree needs adjustments or some minor tweaks, again. The one that came with the cv rework wasn't the best imo. 

 

Some skill are becoming useless or just very situational. 

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12 minutes ago, ColonelPete said:

Or just improve it a bit.

Easier than rearranging the skill tree.

Question is, how? 25% main/secondary gun range? Improving flak damage is next to useless, improving flak positioning could be a thing, but then, that would be easy to overdo, especially as invisible flak is still a thing.

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It is still worth for extending gun range on DDs and extending ranges on secondaries. Only AA value of the skill is reduced. So no, it is still good skill for some ships and worth 4 points.

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Just now, fumtu said:

It is still worth for extending gun range on DDs and extending ranges on secondaries. Only AA value of the skill is reduced. So no, it is still good skill for some ships and worth 4 points.

S_O mentioned something about secondary REEEwork in long term plans, I wonder is AFT could be part of it, like range+dispersion buff at once, stackable with Manual Secondaries. That or shift of aiming point from waterline to deck

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2 minutes ago, Rusty_9 said:

Bring back +20% long-range AA range increase :cap_rambo:

Nope, it's too much. Worcester 8.6 km AA was sick. It's now very strong with its 6.9 km .

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5 minutes ago, MacArthur92 said:

Nope, it's too much. Worcester 8.6 km AA was sick. It's now very strong with its 6.9 km .

Yeah, 8+k's is probably too much... but wasn't part of that OP because stealth-firing-AA was a thing? Or am I totally mis-remembering pre-rework mechanics!?

 

Grabbing at random suggestions here, because why not... how about making the AFT perk mean the AA auras overlap, or at least partially (e.g. long-range aura overlaps the mid)?

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1 minute ago, MacArthur92 said:

Nope, it's too much. Worcester 8.6 km AA was sick. It's now very strong with its 6.9 km .

6.9*1.2=8.28. Assuming aerial spot would rise accordingly. "Regular" cruiser with AFT would be spotted at 6.96km

 

So AA range increase is totally not case of shooting yourself in the foot:Smile_trollface:

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I'd like the "you are detected" skill to be back as a perk you have to buy with commander skill points.

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13 minutes ago, Panocek said:

S_O mentioned something about secondary REEEwork in long term plans, I wonder is AFT could be part of it, like range+dispersion buff at once, stackable with Manual Secondaries. That or shift of aiming point from waterline to deck

Honestly, what is the point of aiming for deck instead of waterline? At range, the shells are unlikely to hit the belt anyway and at close range, the trajectories of shells are typically so flat that they would just fly over the deck half the time. It'd also mostly just be useful for ships that can pen enemy ships with secondaries in the first place against ships that have an armoured belt, so for French or American secondaries it's kinda pointless against same tier ships.

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IMHO, the overriding issue with the skill tree is the 'imbalance' between certain ships/classes. Some ships to get any mileage out of you almost *need* an 18pt cookie-cutter build, whilst others you have pretty much free-reign to choose what you want after 10pts (and not always that much benefit to gain from having the choice)

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4 minutes ago, Cagliostro_chan said:

Honestly, what is the point of aiming for deck instead of waterline? At range, the shells are unlikely to hit the belt anyway and at close range, the trajectories of shells are typically so flat that they would just fly over the deck half the time. It'd also mostly just be useful for ships that can pen enemy ships with secondaries in the first place against ships that have an armoured belt, so for French or American secondaries it's kinda pointless against same tier ships.

Secondaries are pointless most of the time:Smile_smile: though with shift from armored belt to deck, chances of landing hits on superstructure should increase.

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34 minutes ago, Panocek said:

Question is, how? 25% main/secondary gun range? Improving flak damage is next to useless, improving flak positioning could be a thing, but then, that would be easy to overdo, especially as invisible flak is still a thing.

Just some AA improvements. The rest is still strong.

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14 minutes ago, Panocek said:

Secondaries are pointless most of the time:Smile_smile: though with shift from armored belt to deck, chances of landing hits on superstructure should increase.

At like 3 km, sure. At 5+ km, I doubt it, as shells by then have arcs and will hit the upper belt, deck or superstructure most of the time anway. The best aiming point would be upper belt, as it'd have the least chance of over or undershooting the ship, but the question of where secondaries aim is likely the most overblown "issue" people have with secondaries, imo.

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43 minutes ago, Panocek said:

6.9*1.2=8.28. Assuming aerial spot would rise accordingly. "Regular" cruiser with AFT would be spotted at 6.96km

 

So AA range increase is totally not case of shooting yourself in the foot:Smile_trollface:

I forgot there was also the module to increase AA range. So it was around 8.6 km in RTS.

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45 minutes ago, Rusty_9 said:

Yeah, 8+k's is probably too much... but wasn't part of that OP because stealth-firing-AA was a thing? Or am I totally mis-remembering pre-rework mechanics!?

 

Grabbing at random suggestions here, because why not... how about making the AFT perk mean the AA auras overlap, or at least partially (e.g. long-range aura overlaps the mid)?

It was Stealth AA but they changed it few patches before rework. After that it came again in 0.8.1 and made hotfix to fix it 

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Put aft down to tier 3 and bft down to tier 2 and improve them a little.

 

Also does anyone know a good way of aiming with the georgia? im having trouble hitting things in her today and somewhat yesterday (my PR rating is almost 1,1k in her lol despite a 57% winrate).

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20 minutes ago, CptBarney said:

Put aft down to tier 3 and bft down to tier 2 and improve them a little.

 

Also does anyone know a good way of aiming with the georgia? im having trouble hitting things in her today and somewhat yesterday (my PR rating is almost 1,1k in her lol despite a 57% winrate).

BFT is no brainer for any gun it applies, downtiering it should warrant nerf if anything.

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3 minutes ago, Panocek said:

BFT is no brainer for any gun it applies, downtiering it should warrant nerf if anything.

Maybe they should have another version of secondaries only?

 

too be honest this has too be the most limited skill system in any game i've played, highly inflexible and majority of skills that are too niche or useless to justify the points.

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Just now, CptBarney said:

Maybe they should have another version of secondaries only?

 

too be honest this has too be the most limited skill system in any game i've played, highly inflexible and majority of skills that are too niche or useless to worth the points.

If you think about it, quite a few game mechanics are built around making sure you can't get too effective. Fire chance for example, with Demo and signals you get 3 or 4% fire chance increase. Sounds gud, until you realize ships have built in fire chance reduction, up to 50% for T10. So three points spent and two signals give you 1.5 to 2% improvement. DoT reduction? Multiplicative, so there are diminishing returns with every buff stacked. Only concealment is worthwhile, because you can clearly see its effects. Dispersion upgrade, it "improves" something, but you have hard time telling the difference anyway. Same with AA mod1, +2 flaks is 300% improvement for ship with AA spitting out single flak, but its not really going to be gamechanger.

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2 hours ago, Hedgehog1963 said:

I'd like the "you are detected" skill to be back as a perk you have to buy with commander skill points.

That would just lower the maximum amount of free skillpoints by whatever that skill costs, because there is no point where you ever wont pick it.

 

Kinda pointless if you ask me.

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2 hours ago, thiextar said:

That would just lower the maximum amount of free skillpoints by whatever that skill costs, because there is no point where you ever wont pick it.

 

Kinda pointless if you ask me.

 

It was that way in Closed Beta.  Giving it free to everyone harmed the DD game immeasurably.

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1 hour ago, Hedgehog1963 said:

 

It was that way in Closed Beta.  Giving it free to everyone harmed the DD game immeasurably.

How? everyone slotted it anyways, so theres no difference

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