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  1. 1. Superintendent - Is it worth it?

    • Yes.
      13
    • No.
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14 comments in this topic

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[MIRAI]
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Let me start by saying that I have several ships which have superintendent. I spent my 3 points on them after reading forums, global World of Warships Wikipedia and watching YouTube, where each and everyone recommends as an "extremely useful" skill to have. But, here comes my dilemma.

 

  • If we consider that an average match is 15 minutes and take in to the account that "repair party" consumable has a cool-down of 120 seconds (for most of the ships - in general) with the skill "superintendent" that would be equal to 480 seconds or 8 minutes (we have 4 charges with basic repair party I). Also, we have the duration effect of 28 seconds (for most of the ships), so that equals to 112 seconds. All in all, almost 10 minutes of active and inactive time this consumable can produce. I hope you see the point I am trying to make. I think that in the match this long there is very low chance of getting to use all these charges (4). It would take 10 minutes to use them all IF you were going to be clicking them in a sequential sequence - which by the way never happens. For "smoke" consumable the situation is even worse...

 

  • The question is "when is the last time you used up all your 4 charges of consumable"? I am an average player and I usually last till the very end and almost never get to use 4 charges. I either get blown up by some sneaky shot or by some torpedoes and etc. I am really interested in your opinion. Because 3 point skill is expensive. The "survivability expert" is in my opinion better choice, because more HP can always be beneficial no matter what situation or even "vigilance" is better. And I am asking for in general (so that means for every ship out there) because personally I think that skill "superinedent" is worthless. Tell me if I am wrong or if I am missing something.

 

  • Almost forgot! If you really, really want the 4 charges why not just pay for the "repair party II"? Yes, it is expensive but then you get 3 points free to use on what ever you want. Does this make sense?
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[-SBG-]
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It depends on the ship...

 

If your ship is heavily dependent on smoke and you can get only 3 charges, then a 4th charge is an improvement.

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Groz and Smol is a must.

 

Also Russian BB's highly advisable. 

 

I just play the ships to see how they cope with normal consumables.  If that's not enough then I switch to premium...And if i'm STILL running out of them then SI comes next. 

 

That's how i do the maths on that one. Always have.

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[WGP2W]
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If you don't need it than don't use it. When you improve, or play different ships, you will find out that you run out of consumables before late game. At that point you wanna start thinking about using SI.

 

Whether it is worth it or not comes down to personal preferences.

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[COMFY]
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Ships like Kremlin line and Lion & Conq only have a base number of 2 repairs.

 

DDs also, Kidd and the Khaba line of DDs get 2 repairs, Daring and Grozovois line get 1.

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[OMPG]
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I have been thinking the same thing for a while now. Especially for regular battleships that mostly benefit only from the repair party consumable. If a ship has repair, defAA, hydro, smoke etc. then superintendent is very viable as there are so many consumables it affects with +1. But most battleships really only benefit from the repair +1 with SI so I am really on the verge of thinking that it might not be worth it in the long run in all cases. Of course depending on ship and for example the powerful Royal Navy repair benefits a lot from SI.

 

Perhaps as said already as you get better at the game you recognise the situations more consumables are useful. But yeah sometimes it feels that I die still a few repairs left. On the other hand what skills would one use for those 3 points saved from SI?

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In the Fiji and Leander I wish I had more smokes as I always run out. Dds almost always. Now heal -mostly bbs (since in the cruiser if I get shot prob won't make it out alive so my first care is to NOT get shot), that depends but cuz of my playstyle I use all of them most of the times, especially in high tier games. Now in the Yami I could have done with a couple more since I enjoy burning a lot. Nothing better than healing up and survive to get that fireproof/dreadnought, I really like those :) :fish_cute_2: 

 

ps: If I die before the repairs are out usually it means I haven't done well imo

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[MIRAI]
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1 hour ago, lossi_2018 said:

In the Fiji and Leander I wish I had more smokes as I always run out. Dds almost always. Now heal -mostly bbs (since in the cruiser if I get shot prob won't make it out alive so my first care is to NOT get shot), that depends but cuz of my playstyle I use all of them most of the times, especially in high tier games. Now in the Yami I could have done with a couple more since I enjoy burning a lot. Nothing better than healing up and survive to get that fireproof/dreadnought, I really like those :) :fish_cute_2: 

 

ps: If I die before the repairs are out usually it means I haven't done well imo

 

Yes, if u die that means that you didn't do something right - agree.

I get what you are saying. I have Perth, Fiji and Edinburgh. Having smoke is a must-have. But, as I am playing the Rank battles and even Random, only few times do I every use up all the smokes without SI. I guess every fifth match u would really need that +1. But then again, just buy premium consumable. If the credits are not the problem.

All in all, after reading all the replays I can see that everything depends from person to person. Just wanted to point out a interesting question.

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4 hours ago, TohtoriP said:

I have been thinking the same thing for a while now. Especially for regular battleships that mostly benefit only from the repair party consumable. If a ship has repair, defAA, hydro, smoke etc. then superintendent is very viable as there are so many consumables it affects with +1. But most battleships really only benefit from the repair +1 with SI so I am really on the verge of thinking that it might not be worth it in the long run in all cases. Of course depending on ship and for example the powerful Royal Navy repair benefits a lot from SI.

 

Perhaps as said already as you get better at the game you recognise the situations more consumables are useful. But yeah sometimes it feels that I die still a few repairs left. On the other hand what skills would one use for those 3 points saved from SI?


Just take a look at the cool-down period for other consumables (hydro, defAA and etc.) - it is basically the same situation as repair party.

 

I guess it all depends from person to person (which I am glad because more different variants which means more competition). For me, Survavibility Expert, Demolition Expert or Vigilance are superior choices for 3 points. Investing in AA is a maybe option, also.

 

"But yeah sometimes it feels that I die still a few repairs left." - perfectly said. Take a paper and a pen, and write down each time u did use all charges. Then decide on do u need SI or not. I am betting on not.

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[-OOF-]
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Considering that I tend to run out of consumables even with SI I tend to use it on almost every ship that can find benefit from it (heals and smokes mostly). So unless the ship needs/I want some very specific skills SI is pretty much a given on my higher tier ships.

 

EDIT: Survivability expert is also mostly a waste on anything that is not a DD. The extra 3500 HP is at tier 10 is great for a DD, not so great for a cruiser (even the lower HP ones) as the effective HP is often lower than a heal with dreadnought flag. Pretty much every other 3 point skill is more worth it than SE in that case.

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On 9/10/2019 at 12:40 PM, snuffy_mark said:

I am betting on not.

You need to take into account that with premium consumables the cooldown is shorter, so if you don't use premium consumables it wont be anywhere as beneficial as if you did. There has been numerous times I've run out of smoke/heals etc even with both.

 

There is a very good reason why everyone recommends it and most of those that do, run premium consumables. As said above SE is pretty much a waste on anything that isn't a DD and vigilance can be ignored with good map awareness.

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[4-20]
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Premium consumables, not only gives you an extra charge...  it also reduces cooldown a lot.

Yes, i have superintendent in some ships, in wich premium consumable is a must.

Having the skill and not mounting premium cosumable is what it is pointless. 

If you could mount a flag, camo or consumable

that gave you  even more than a 3 pt. commander skill you would no doubt.

Radar ships can use the extra radar. BBs can use an extra heal, and specially Russian ones....

for DDs... maybe the British ones that get an extra heal...  but as I said... no point if you mount regular consumables

with slow cooldowns.

I ve used 4 radars and 4 heals on BBs and 4 smokes on dds...  and wish I had more. 

Same with speed boost for rusian and french DDs.

so, yes if you can see how to benefit. If not, dont bother.

 

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[4-20]
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And I just remembered, i got Black with a 15 pts skill capitain, and I am missing that extra smoke and radar!!!

(i used another commander with 19 before, but re spec him, it was free, and moved to another ship)

As the skill is no good for any other US DD, i had to get a specific one for her, even tho is a premium ship. 

Priorities are what they are, so no Superintendant yet,  and as said, missing a lot that extra radar and smoke)

Not for every ship at all, but very neccesary for a few ships.

I imagine that with the new meta (shells raining from smoke clouds at a rate of.... a smolensk and a Harugumo inside)

people will need those heals, radars, and so on to try counter the mess  of ranked battles.

 

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Yes, for Destroyers and Battleships, and British Cruisers.

Using Premium Consumables reduces the cooldown considerably, in addition to the one extra charge.

Using Jack Of All Trades and/or the combat flag November Foxtrot reduces the cooldown times by 5% each (including Damage Control).

You'd regret not having these if it was the difference between a win or loss, and a Dreadnought achievement. And yet some players won't give themselves the best possible start by using the tools available.

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