[THESO] HMS_Kilinowski [THESO] Players 2,665 posts 25,512 battles Report post #1 Posted February 14, 2020 There are some dedicated discussions going on about specific modules or their effect on specific ships. I want to capture all of these new experiences in this topic. What's your opinion on the new/reworked ship modules? Which of them do you find an improvement? Which will you actually pick and on what ships? Let's make this a combined discussion/guide. ___________________________________________________________ 1. Engine Room Protection: Now even more of a no-brainer. Many squisky ships in the past I was uncertain if I would lose the rudder or the engine more often. Now I don't need to make a choice, I can protect both. Good pick for any ship below battle cruiser. 2. AA Guns Mod 1: Sounds to me just as useless as before. Before, you got more AA clouds, which only hit bad players. Now you get faster AA sector. So the sector takes less time to reach full buff. Still the gradual increase already means a prolonged duration of sector improvement. I can't see value in it. 3. Main Battery Mod 2: Good choice for all ships with painfully slow turret traverse. A must-have on Pensacola. Might work on Yamato, although you skip on better dispersion for faster turret traverse. The LM does the opposite. Basically, if you want accuracy take Aiming Systems Mod1 and LM. Or take Main Battery Mod 2 for faster turret traverse to compensate Main Battery Mod 3 4. Torpedo Tubes Modification 1: Will increase torp speed by 2-4 kts. Gives a sligthly higher hit chance at the cost of gun accuracy. Personally, even for self-defense, I think precise guns are more important and will save your ship more than faster torps. Take faster torps only for the meme build. 5. Torp Lookout System: Think it's pretty useless. You give up concealment and that wil lget you perma-spotted and focussed down by HE-spammers. Imo Concealment Mod is still the far better choice. 6. Ship consumables Mod 1: Looks useful until you realize you give up another more important mod: Concealment. Maybe if you actually could spec italian cruisers into 48s smoke together with the Smoke Mod, you could do some rushes in divisions, but you give up too much. Most radar ships need their stealth to triangulate DDs for ensured radar coverage. Longer radar is useless. If your team can't focus and kill a DD in 40s, I wouldn't bet on them doing it at a max duration of 52s, when the DD will have fled out of range anyway. 7. Aux Armaments Mod 2: Yet another combination of AA and secondaries. A no-brainer for fully secondary-specced BBs. Any other ship, faster reload or somethimes range will probably have more impact on the game. Ofc all of that is ignoring the yet unknown properties of future legendary modules. 2 Share this post Link to post Share on other sites
[HEROZ] GulvkluderGuld Players 3,467 posts 22,114 battles Report post #2 Posted February 14, 2020 1: Standard for DDs/CAs 2: Likely obsolete. Didn't test if it actually does anything, but probably better choices are available. Might be useful on DDs in competitive settings where CVs are a pain in the butt and also might be useful on PanEU DDs that isn't Blyskawica. Might. 3: Main Battery mod 2 is the new no-brainer for most cruisers and BBs below tier X. LM Yamato, LM Moskva and USN BBs has a choice of going reload mod 3 + Main battery mod 2 or LM and Aiming systems mod. Will be interesting what is better. 4: Torpedo tubes mod 1 is the new no-brainer on literally all DDs that isn't Soviet or benefit more from Main Battery Mod 2 (french dds, Blyskawica). Kamikaze with 71 knot torps, Shima with 80 knot torps, Benham with 71 knot torps. Need I say more? 5: Even more useless than TAE. Pick your poison: Smolensk or Benham. Might be viable on Kremlin since it's already pretty HE resistant and on USN secondary focused BBs if personal playstyle is to push and be spotted all the time anyway. 6: Useless since giving up concealment, although it could be used as a meme build on Belfast together with radar mod for an absurdly long tier 7 radar (30% increase). Conquerer could get an additional 4-5k hp/heal, but usually isnt able to make use of the additional healing at the 4th charge. Same goes for cruisers. Italians are likely better off with concealment. 7: Useless. Mostly a KM thing and GK LM is superior due to buffing main guns. Theoretically viable for USN secondary focused BBs like Massa, Georgia and Ohio, but the latter two probably benefit more from ther 3 mil reduced dispersion module. Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #3 Posted February 15, 2020 Vor 7 Stunden, HMS_Kilinowski sagte: 1. Engine Room Protection: If you are no CV, BB or CA and have no special upgrade for that slot: Yes. 2. AA Guns Mod 1: I think I have it on one of the ARP Kongos because I simply ran out of upgrades when I wanted different builds on each of them. Call it a placeholder. 3. Main Battery Mod 2: Have it on some French DDs and the QE BB, but there are too many more useful upgrades for that slot, so not a real priority choice. 4. Torpedo Tubes Modification 1: Belongs on every Torp DD, simply because of the invaluable tube protection. The speed increase is a nice added incentive. 5. Torp Lookout System: I tried it on a BB. I think stacked with vigilance, good rudder shift AND a good starting position from which to dodge it MIGHT help in some cases, but maybe it makes more sense in an agile cruiser or even a DD? 6. Ship consumables Mod 1: 10%.. no thanks. On CV? Yes, if you want to help your team with extended CAP zones. 7. Aux Armaments Mod 2: German BBs: Yes. Others: Don't know. Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #4 Posted February 15, 2020 7 hours ago, HMS_Kilinowski said: 2. AA Guns Mod 1: Sounds to me just as useless as before. Before, you got more AA clouds, which only hit bad players. Now you get faster AA sector. So the sector takes less time to reach full buff. Still the gradual increase already means a prolonged duration of sector improvement. I can't see value in it. Actually the new module decreases the cd of sector, not the time it takes to reach full power. If it actually did make sector reach full power faster it would've been somewhat useful. Anyway, the torp speed upgrade for CVs may actually have some use on Midway or RN CVs if you don't run TA. Will have to test that though. On pretty much every other CV it's completely worthless as you either take TA or the torps are fast enough anyway. 1 Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #5 Posted February 15, 2020 9 minutes ago, El2aZeR said: Anyway, the torp speed upgrade for CVs may actually have some use on Midway or RN CVs if you don't run TA. Will have to test that though. On pretty much every other CV it's completely worthless as you either take TA or the torps are fast enough anyway You would be hard pressed to notice 2kts difference on Midway/35kts torps, so aerial torp speed upgrade is case of "least useless" than "most useful". Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #6 Posted February 15, 2020 Vor 20 Minuten, El2aZeR sagte: the torp speed upgrade for CVs may actually have some use Mind revealing to me where I do find the torp speed in port? Or do I have to check ingame for comparison with/without upgrade? Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #7 Posted February 15, 2020 4 minutes ago, MementoMori_6030 said: Mind revealing to me where I do find the torp speed in port? Or do I have to check ingame for comparison with/without upgrade? Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #8 Posted February 15, 2020 Vor 3 Minuten, Panocek sagte: Ah, I was looking at the sqadron modules... thanks! Share this post Link to post Share on other sites
[RODS] Ronchabale Players 3,002 posts 10,002 battles Report post #9 Posted February 15, 2020 Its gonna change everything just like the caarrier rework Its gonna be a shitload of work going through 180 ships modules captains and builds Many ships captains would benefit from a respec (but no reduced cost on respecs ) Share this post Link to post Share on other sites
[TORAZ] El2aZeR Beta Tester 15,786 posts 26,801 battles Report post #10 Posted February 15, 2020 1 hour ago, Panocek said: You would be hard pressed to notice 2kts difference on Midway/35kts torps, so aerial torp speed upgrade is case of "least useless" than "most useful". Yup, after testing a bit with my Midway I found little difference. Still gonna keep it and see. On pretty much all other CVs tho I now run 2ndary mod. Just like how a certain someone used to recommend it. Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #11 Posted February 15, 2020 2 minutes ago, El2aZeR said: Yup, after testing a bit with my Midway I found little difference. Still gonna keep it and see. On pretty much all other CVs tho I now run 2ndary mod. Just like how a certain someone used to recommend it. Midway/Haku/anything literally not brit can actually hope to inflict harm with secondaries. Brit 113mm on other hand... Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #12 Posted February 15, 2020 Vor 6 Minuten, Panocek sagte: Midway/Haku/anything literally not brit can actually hope to inflict harm with secondaries. Brit 113mm on other hand... A Haku if you spec it full secondary build Keks on a Graf Pepelin full secondary build. (don't ask me why I know this) Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #13 Posted February 15, 2020 3 minutes ago, Yoshanai said: A Haku if you spec it full secondary build Keks on a Graf Pepelin full secondary build. (don't ask me why I know this) I wonder if having 1.5 Akizuki per broadside have something to do with it 3 Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #14 Posted February 15, 2020 Vor 29 Minuten, Panocek sagte: I wonder if having 1.5 Akizuki per broadside have something to do with it Let's just say that when I triumphantly parked my Chung Mu next to a Hakuryo once before blapping it I lost 3/4 of my health in 5 seconds making me panic launch them torps while screaming like a little girl in VC due to shock. 6 Share this post Link to post Share on other sites
[-MM] _Dunc_ Weekend Tester 350 posts 11,822 battles Report post #15 Posted February 15, 2020 I can confirm Benham with torp mod 1 is no longer powerful.... it's now borderline broken* Would love to comment on what difference its made to my other torp boats, but haven't stopped playing the Benham yet *Disclaimer - this conclusion was reached on a Friday night, with Friday night teams, including a div of three Kurfursts who thought chasing me down a flank would be a good idea. 7 Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #16 Posted February 15, 2020 1 minute ago, _Dunc_ said: I can confirm Benham with torp mod 1 is no longer powerful.... it's now borderline broken* Would love to comment on what difference its made to my other torp boats, but haven't stopped playing the Benham yet *Disclaimer - this conclusion was reached on a Friday night, with Friday night teams, including a div of three Kurfursts who thought chasing me down a flank would be a good idea. 5% speed improvement is still only 5%. But if you have nothing else worth picking on then 2nd best option after torp speed would be not bothering with upgrades in 3rd slot whatsoever. Share this post Link to post Share on other sites
[-MM] _Dunc_ Weekend Tester 350 posts 11,822 battles Report post #17 Posted February 15, 2020 2 minutes ago, Panocek said: 5% speed improvement is still only 5%. But if you have nothing else worth picking on then 2nd best option after torp speed would be not bothering with upgrades in 3rd slot whatsoever. Gun dispersion is a bit of waste on US DDs IMHO - any kind of engagement where -7% is going to benefit you is one you're either too far away to hit reliably anyway, or in a gunfight you're about to lose. Pushing the torps up from 65 to 68 is a permanent, and is a genuine benefit in regards getting torps on target and making them a little bit harder to dodge 4 Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #18 Posted February 15, 2020 3 minutes ago, _Dunc_ said: Gun dispersion is a bit of waste on US DDs IMHO - any kind of engagement where -7% is going to benefit you is one you're either too far away to hit reliably anyway, or in a gunfight you're about to lose. Pushing the torps up from 65 to 68 is a permanent, and is a genuine benefit in regards getting torps on target and making them a little bit harder to dodge 7% here, or 5% there. Improvements be like Share this post Link to post Share on other sites
[-MM] _Dunc_ Weekend Tester 350 posts 11,822 battles Report post #19 Posted February 15, 2020 1 minute ago, Panocek said: 7% here, or 5% there. Improvements be like It's all about that Confirmation Bias brother 1 Share this post Link to post Share on other sites
Panocek Players 13,176 posts 13,617 battles Report post #20 Posted February 15, 2020 Just now, _Dunc_ said: It's all about that Confirmation Bias brother Biggest bias so far is towards turret traverse mod, so ships with so-so gun traverse can actually keep guns on target when WSADing my way in (or out). Doesn't quite make sense on fast turrets by default tho. I mean, I can't spin turrets fast enough to lift the ship off the water in emergency, can I? 2 Share this post Link to post Share on other sites
[THESO] MrWastee Players 4,255 posts 33,584 battles Report post #21 Posted February 15, 2020 my opinion is that i'd like to not have to have a forced on opinion, as in opinions one gotta have an opinion on because in the opinion of someone one gotta generate a new opinion on his opinion. no matter if in the opinion of one that opinion is his opinion or not. opinionsopinionsopiumminionsmoaropinions(?!) .... tl;dr: my opinion is i don't like the shift and will be able to have an opinion in like half a year... when i finally did revise and played all my est.150 possible ships/builds Share this post Link to post Share on other sites
[NECRO] MementoMori_6030 [NECRO] Players 6,381 posts Report post #22 Posted February 15, 2020 Vor 1 Stunde, Ronchabale sagte: Its gonna change everything just like the caarrier rework Its gonna be a shitload of work going through 180 ships modules captains and builds Many ships captains would benefit from a respec (but no reduced cost on respecs ) I hope that can be accomplished when the IFHE blyat happens and I find myself with a dozen captains with obsolete skills. 1 Share this post Link to post Share on other sites
[THESO] HMS_Kilinowski [THESO] Players 2,665 posts 25,512 battles Report post #23 Posted February 15, 2020 7 hours ago, El2aZeR said: Actually the new module decreases the cd of sector, not the time it takes to reach full power. If it actually did make sector reach full power faster it would've been somewhat useful. Then the description is a bit misleading. If it affects cooldown, wouldn't it be somewhat effective on DDs, as they can get the burst dmg more often? Together with MAA you can kill at least one plane every cycle and you get more cycle. Especially if one was to snipe planes, one wouldn't want the skill to be on cooldown if the planes return. 3 hours ago, MrWastee said: my opinion is that i'd like to not have to have a forced on opinion, as in opinions one gotta have an opinion on because in the opinion of someone one gotta generate a new opinion on his opinion. no matter if in the opinion of one that opinion is his opinion or not. opinionsopinionsopiumminionsmoaropinions(?!) .... tl;dr: my opinion is i don't like the shift and will be able to have an opinion in like half a year... when i finally did revise and played all my est.150 possible ships/builds At some point while reading this I got seizures. 1 Share this post Link to post Share on other sites
undwieder Players 5 posts 2,227 battles Report post #24 Posted February 15, 2020 Anybody actually tried german DDs with Torp Mod 1 instead of Aiming mod? I usually go for torpedo build on german DDs but they are also good in gunfights in mid and short range, so giving up a bit of accuracy doesn't sound a big deal? Share this post Link to post Share on other sites
[TTT] GraySlayer Players 645 posts 5,469 battles Report post #25 Posted February 15, 2020 Ive equipped all my DDs with: 1. Engine Room Protection: 4. Torpedo Tubes Modification 1: Interestingly my Fujy now has 71 knot torps so is even more of a naughty little beast than she was already.. She is my go to ship when I want to get reported. It's a crying shame that BBs can't equip Torp Lookout System: at T5 4 Share this post Link to post Share on other sites