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22cm

LWM and the proposed new captain skills

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47 minutes ago, 22cm said:

NA forum topic

Many thanks - I'd missed that.

 

:Smile_honoring:

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I don't care about the new skill sets.

 

I do care about the implementation of a patch which means I have to re-train 150 captains just to be able to continue to play the ships I have in port with anything near their current level of performance. 

 

It's difficult to bore me out of a game. That takes years of neglect, and disagreeable developer decisions, and a total lack of possibilities for interesting gameplay. But frustrating me out of one is much easier, and it usually involves asking me to spend hours when I could be playing mucking around with background stats just to make things work just as well as they did before.

 

Sorry, WG, but you'll just have to leave this one alone.

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[CMWR]
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I've read it yesterday.

It's not about what is there in new skills as what is missing - especially for cruisers - super-heavies will buuurnn like hell and those with dd guns will have only suicidal range without AFT unless individually buffed.

Plebs can't touch master-race.

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If there's one thing I don't like about this skill change. The doing away with you no longer able to earn free commander XP after you max a captains skills out like now.

 

EDIT: Maybe that isn't changing then earning free commander xp. Just seen Little White Mouse edited her post to say that is staying the same .

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34 minutes ago, invicta2012 said:

I do care about the implementation of a patch which means I have to re-train 150 captains just to be able to continue to play the ships I have in port with anything near their current level of performance. 

They will offer a free commander skill reset for a while if this come in for all captains, seeing as some skills are being dropped and new ones added

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Hi all,

 

The "One Million US $ Question" now is whether we will have to grind from current 19-point captains towards 21-point captains or new change will be proportional (i.e. if you have 19-point captain it instantly becomes the 21-point captain)... :Smile_hiding:

 

 

Leo "Apollo11"

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17 minutes ago, Leo_Apollo11 said:

Hi all,

 

The "One Million US $ Question" now is whether we will have to grind from current 19-point captains towards 21-point captains or new change will be proportional (i.e. if you have 19-point captain it instantly becomes the 21-point captain)... :Smile_hiding:

 

 

Leo "Apollo11"

Why ask? You know its WG here... 

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15 minutes ago, Leo_Apollo11 said:

Hi all,

 

The "One Million US $ Question" now is whether we will have to grind from current 19-point captains towards 21-point captains or new change will be proportional (i.e. if you have 19-point captain it instantly becomes the 21-point captain)... :Smile_hiding:

 

 

Leo "Apollo11"

You watch the extra 2 points needing 1 million xp to attain.

 

Losing the Elite Commander XP though... So imagine you're playing the highest tier captain where does accrued XP go if not to a pool for later use?

 

 

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1 hour ago, Migantium_Mashum said:

You watch the extra 2 points needing 1 million xp to attain.

I d expect 900 K, 400+500k for it.

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8 hours ago, Migantium_Mashum said:

Losing the Elite Commander XP though... So imagine you're playing the highest tier captain where does accrued XP go if not to a pool for later use?

Has anyone seen anything official from WG on this point? LWM's edit (in purple) suggests that elite xp may stay as is, but is there an official word on the current thinking?

 

I'd be extremely annoyed if the 'maximised captain' (currently 19 pointers) method of generating elite xp got the chop...

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I looked through the new skills neatly summed up by LWM (from DD perspective, specifically I tried to make builds for Shima and Kitakaze) and I figured out that the expected result (for a maxed out build - so 19 points now and 21 after the change) is a bit of a buff for Shima and a bit of a nerf for Kitakaze. And neither build really seems excitingly different, too... The buff to Shima comes from Torpedo Acceleration becoming a viable skill. The nerf to Kitakaze comes with the nerf to BFT.

 

Shima:

t1: Maintenance Specialist (preventive maintenance) (torpedoman is an alternative to consider, but Shima's torps even now punch holes right through torpedo bulge AND the cooldown is so long AND the flooding damage so pitiful nowadays... there's little reason to spend points there - Shima torps bring alpha damage and getting a couple thousand extra from flooding is just a happy accident, not something to plan for)

t2: Torpedo Armament Specialist (torpedo acceleration) + Propulsive (last stand) + Argus Eyed (priority target)

t3: Torpedo Armament Expertise + Enduring (survivability expert)

t4: Concealment Expert + Intelligence Radio Technician (Radio Location)

 

...cautious would be nice but there's just no way to free up four points to spend on it; all skills t3-4 are must-haves and while one might perhaps give up AE(PT) on "I don't want to be seen" Shima, losing both this and the no-penalty torpedo acceleration sounds like too tough a bargain.

 

Kitakaze:

t1: Maintenance Specialist (preventive maintenance)

t2: Propulsive (last stand) + Argus Eyed (priority target)

t3: Main Battery & AA Specialist (BFT) + Adrenaline Rush + Threshing (IFHE) + Enduring (survivability expert)

t4: Concealment Expert

 

Here it would be nice to get AP demolition expert but I don't seem to be using AP enough to justify the loss of Argus Eyed (PT) that - for Kitakaze - is much more valuable than for Shima. And I fight enough at <50% hp to value Adrenaline Rush higher. And not-BFT-anymore might've been nerfed to only 5% reload buff, but it works both on HE and AP so it's clear which to pick if I have only space for one. Overall, Kitakaze just gets hit with a reload nerf due to nerfed BFT and that's about it. I do get a Maintenance Specialist though, never quite managed to fit it into Kitakaze build, now I can (well, kinda am forced to since no other t1 skill makes sense anymore) get it. Which is nice. Maybe some modules will blow up SLIGHTLY less often.

 

 

So...

Anybody else tried to "re-build" their favourite ships and see what they got?:Smile-_tongue:

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Not only are we going to have to work out which skills to use, if you look at the spreadsheet WG attached to the original dev blog post, they say they intend to increase the base secondary firing range for the majority of BB's. 

 

I can easy see tweaks to the stats of other ships, as this development progresses.

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8 hours ago, 22cm said:

Why ask? You know its WG here... 

Like, spending doubloons to promote your current 19-pointer to 21-points, isn't it the WG way?

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Thanks for the link, but without reading a single line - we all know that "rework" is WG's quality label for "biggest BS possible".

I will put my 19 points captain into reserve and play with a freshman until that mess is somehow resolved.

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1 hour ago, eliastion said:

Anybody else tried to "re-build" their favourite ships and see what they got?

I've been having a vague play (DDs only), although it's all a bit moot until things get confirmed.

 

I'm assuming the 'standard 10 points' will look a bit like this (basically 'as-is' but you can't take PT for one point any more, and I'd rate Propulsive as more crucial for the initial two pointer):

 

image.png.ddd0f0aaad26033b4e3cc62e0d7c9894.png

 

As a tentative 'initial thought' for a RN DD (mainly thinking T10), something like this might be worth a test:

 

image.png.af0bf04647323820315b0f7db3f49aa2.png

 

One thing that's noticeable is that there are a lot more potentially nice skills than points, so the stated aim of avoiding cooker-cutter builds *might* be achieved; for example, no Intelligence Radio Technician in the above, which many DD meisters consider essential...

 

Edit: Problem with this tentative RN build is that it's more or less what I have at the moment, only with the extra two points spent on the two skills that got more expensive (Argus, and AR).

 

 

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I'd like to see all the skill points from all the reset commanders put in a common pool, to be redistributed as the player wishes. No credit or doubloon charges. 

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I look forward to missing out on the free captain skill respec because it's a 24 hour link on the bottom of some article I didn't read and then spending about 10K doubloons retraining captains. Please reset captains by default when patch goes live, don't make people opt-in

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3 hours ago, Ashardalon_Dragnipur said:

nice to see cruiser players realize he spam is a thing 

Lol, the cruisers should just behave nicely and bend over to be spanked by BBs?

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2 hours ago, NikolayKuznetsov said:

I look forward to missing out on the free captain skill respec because it's a 24 hour link on the bottom of some article I didn't read and then spending about 10K doubloons retraining captains. Please reset captains by default when patch goes live, don't make people opt-in

Then all modules should be demounted, too, because I expect that some of those will become obsolete or at least not worth mounting.

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6 hours ago, 22cm said:

Lol, the cruisers should just behave nicely and bend over to be spanked by BBs?

its not BBs spamming HE

 

but look from the bright side, the island hugging cruisers that are spamming HE wont cover half the map from behind a single island so you really wont be on fire that much

and you can even shoot them a few time now they might need to move to a different island every now and then

 

but in the end, like BBs got told many times, once you look at the stats after a battle you will see that fires dont do much damage

and since its % based, it will do even less to a cruiser 

so who cares how long you burn, it doesnt matter and its 100% repairable which you definitely dont need for repairing anything else 

or other HE spam excuses i have read in the past 

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14 minutes ago, Ashardalon_Dragnipur said:

...

You still dont understand. 

50% of a team is made of BBs (and CV who is untouchable unless stupid).

The chance that the first enemy ship you see/meet is a BB is at least double than any other ship (CVs you dont meet unless stupid or last enemy alive). 

So what should a cruiser do when meets a BB? Bend over? 

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hide behind an island and spam HE seems to work pretty well

there is a reason 50% of the enemy team is seen as a damage farm 

but cruiser fire resistance doesnt change anything about its reaction to BBs except maybe english ones 

so why even bring up bending over to the ships your farming for big numbers that wont be affected by the change at all 

its cruisers who will hurt cruisers with this change 

 

edit: also, when you see a BB, its not seeing you

you might just need to wait a few extra seconds before picking up a plough 

you seeing a BB first doesnt make a difference to who gets to shoot you first 

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