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JeanLouisII

The New Captain Skill Tree...

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...means basically paying about 700.000 CPT EXP to get the same captain skills as before (even slightly worse)

 

So im a bb only player and had a look at the new skill tree to start thinking about my builds when the new skills arive.

 

i started with the Yamato, atm i have this build and i think this is pretty standard and very likely the best build for her.

1PT: PT

2PT: AR, EM

3PT: SI, BOS

4PT: FP, CE

 

So now lets look to get the same build as before

1PT: (think you can choose here between 3 different skills (consumables specialist, maintenance specialist,. emergeny specialist)

2PT: Gunner for traverse speed

3PT: Adrenaline Rush, Survivability Expert -> maybe take argus eye and another one point skill instead

4PT: Fire Prevenation, Concealment Expert, Emergency Repair Party

 

so what u get is a worse yamato captain than before, with worse turret traverse and no priority target if u go for full tank build, but hey u need to pay 700.000 more XP to get this build!!!

 

its basically the same with secondary battleships, u pay 700.000 XP to get worse dispersion on your secondaries.

 

dont know how its with the other classes, but its just stupid to be forced to stack up your Captain XP just to get the same CPTs as before, cause there mostly are no other new builds for the ships that make much sense.

 

maybe u got other oppinions

 

greets

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I think there arent many BBs which lose turret traverse speed, only the very slow ones, like Yamato. And even there the difference is not even 1,5 sec for 180°

- 60 sec is base

- with EM its 48,65 sec currently

- with new EM its 50 sec.

 

If a BB has 4 sec or better traverse speed, new EM will be better. Old EM is always a flat 0,7°/sec, so with 4°/sec base turning speed, you will gain 0,8° with the 20% bonus.

 

Also emergency repair party gives a better benefit than SI currently does (10% DCP and repair party duration) which means almost 3 sec longer repair party so 1000-1500 better healing (or more if you have a superheal)

 

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8 minutes ago, HARBINGER_OF_SKULLS said:

Like "Expert Loader for 9x18 magazines"?

 

 

I'd prefer 'Romulan Cloaking Device'.:Smile_trollface:

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33 minutes ago, Karasu_Hidesuke said:

 

I'd prefer 'Romulan Cloaking Device'.:Smile_trollface:

I want the Asgard Beam Weapon!

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Well, since the new PT and AR cost one more skill point, the whole 19->21 brings nothing for us.

The true aim of the rework is to remove the gain of Elite CXP (ignoring the pitiful 5%), therefore forcing people to spend doubloons (aka MONEY) for retraining/respeccing.

A simple money grab hidden behind a ton of crap.

Added bonus: screw a few older premium to encourage people to buy the more recent ones.

 

Honestly, at this point, every time WG does something, the first question you should immediately ask yourself is: "How will they make money from this ?"

Because cash grab has pretty much become the sole motivation here. Which is a shame by the way.

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3 minutes ago, AmiralPotato said:

Well, since the new PT and AR cost one more skill point, the whole 19->21 brings nothing for us.

The true aim of the rework is to remove the gain of Elite CXP (ignoring the pitiful 5%), therefore forcing people to spend doubloons (aka MONEY) for retraining/respeccing.

A simple money grab hidden behind a ton of crap.

Added bonus: screw a few older premium to encourage people to buy the more recent ones.

 

Honestly, at this point, every time WG does something, the first question you should immediately ask yourself is: "How will they make money from this ?"

Because cash grab has pretty much become the sole motivation here. Which is a shame by the way.

Pretty much this.

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Am i right in saying there are no sub specific skills, therefore we can look forward to captain rework v2.0 (WG disaster v106) not far down the line?

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4 hours ago, AmiralPotato said:

Honestly, at this point, every time WG does something, the first question you should immediately ask yourself is: "How will they make money from this ?"

Because cash grab has pretty much become the sole motivation here. Which is a shame by the way.

 

As I said before, once your game is popular you have two ways to make more money. Keep improving it and gain more popularity, or make it a quick cash grab with lots of bells and whistles.

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1 hour ago, JohnMac79 said:

Am i right in saying there are no sub specific skills, therefore we can look forward to captain rework v2.0 (WG disaster v106) not far down the line?

Or a delay until the subs arrive.

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5 hours ago, AmiralPotato said:

Honestly, at this point, every time WG does something, the first question you should immediately ask yourself is: "How will they make money from this ?"

Tbh I have never ever asked myself any other question than this one ever since. And I am terribly sorry that I will rather play my powercrept ships without any captains at all (they promised us this option) than paying money to reconfigure my game assets every time the Grand Nagus of WG awakes with another brilliant idea.

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4 minuti fa, HARBINGER_OF_SKULLS ha scritto:

Or a delay until the subs arrive.

i hope they don't because it would be a mess, carriers and subs, or we have larger maps or idk because (IN MY OPINION) cruisers and battleships are ok to watch their movements so they don't kill you (or before rng does it), carriers that (i don't want to get this thread locked so i'll say the most false thing in the world) are ok, but with subs idk... they torp you, they are everything (even tought they appeared to be balanced when i tried them in the testing mode, not test server)

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7 hours ago, JeanLouisII said:

...means basically paying about 700.000 CPT EXP to get the same captain skills as before (even slightly worse)

 

So im a bb only player and had a look at the new skill tree to start thinking about my builds when the new skills arive.

 

i started with the Yamato, atm i have this build and i think this is pretty standard and very likely the best build for her.

1PT: PT

2PT: AR, EM

3PT: SI, BOS

4PT: FP, CE

 

So now lets look to get the same build as before

1PT: (think you can choose here between 3 different skills (consumables specialist, maintenance specialist,. emergeny specialist)

2PT: Gunner for traverse speed

3PT: Adrenaline Rush, Survivability Expert -> maybe take argus eye and another one point skill instead

4PT: Fire Prevenation, Concealment Expert, Emergency Repair Party

 

so what u get is a worse yamato captain than before, with worse turret traverse and no priority target if u go for full tank build, but hey u need to pay 700.000 more XP to get this build!!!

 

its basically the same with secondary battleships, u pay 700.000 XP to get worse dispersion on your secondaries.

 

dont know how its with the other classes, but its just stupid to be forced to stack up your Captain XP just to get the same CPTs as before, cause there mostly are no other new builds for the ships that make much sense.

 

maybe u got other oppinions

 

greets

It's similar for DDs. There are some new skills that seem sweet, but then you start putting together the build and realize there's no way you can afford them after the must-haves. The builds I checked (Kitakaze and Shima) ended up giving me pretty much the same build, although maaaybe a couple choices were less obvious (in a couple cases: because of big nerfs).

 

That being said, when you think "is my new build good", the point is to compare it to other people with new skill trees, not to old builds. Lower ROF bonus from BFT isn't really "my gunboat captain will be worse" - it's "gunboats' DPM is nerfed". The overall balance that results from this remains to be seen (and possibly will be tweaked if it goes too awry).

 

Now, what really does matter is the maximum amount of captain XP required to max out a captain. THIS is the big change here. Even if the extra points were really "extra" (not consumed by "I need something from this sh*t tier" or "my must-have skill got more expensive"), this would still be the main point - when everybody gets "extra points", it just means that everybody has extra boost from skills. The overall effect is mostly the same - the difference is that if you don't want to be at a disadvantage compared to people with maxed-out captains, you need to spend more XP. That's it. Add the "extra trees for other ship classes", elite XP for sacking commanders and the 5% elite captain XP rewards in battles and you get the big picture of impact on various groups of players (you can be in more than one :Smile-_tongue: ):

1. New(ish) players:

 + you'll now be earning elite xp, opening the possibility of skipping the "my captain is sh*t because I changed ship" before having a 19-point captain

 - the road to not being at a disadvantage compared to experienced players gets notably longer

2. Experienced players:

 + you might be able to sack some commanders for elite XP...

 - ...but it's unlikely to cover the cost of bringing the 19-pointers you DON'T sack up to the competitive level again; for most it will be a net loss overall

3. Whales that are willing to throw money at problems and buy a lot of premium ships:

 + you can get quite a lot of elite XP for sacking the extra 10-point (sometimes even more) captains you got with various ships and other deals and that are just cluttering your reserve without being useful

 + maxing out captains for money is now more viable - if you're willing to throw in some money when dismissing the extra captains mentioned before, you get conversion rates much more reasonable than converting freeXP and then training captains for that

 + premium ships are now easier to man with less captains (a single captain can have the perfect build for a silver ship he's specced for AND a perfect build for one premium of each other class for the same nation), making it easier to have many of them, each with perfect max-level build

 

TL&DR: The less experienced players will be further away from having competitive captains, the experienced players are going to find themselves needing more effort to keep up with the numbers of maxed-out captains they need... But throwing money at captain-related issues becomes more viable and premium ships become more valuable because manning them becomes even easier, since for most of them you won't ever need a dedicated captain again.

 

Conclusion: The entire change follows the rationale of "we are not earning much money on captains, the elite XP lets people shuffle builds and switch ships for free, the only people who can't do that are the relatively new players that aren't yet sure they want to spend much money here AND that have plenty other, shinier content to buy anyway. The experienced, hooked players that might throw money at us don't feel the need to. We need to re-work our monetization model". The rework of the skill tree itself in an afterthought. It contains some improvements and some weak points but it's important to realize that it's merely a means to an end - and that is better monetization, both direct and indirect, of the skill system.

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8 hours ago, Wulf_Ace said:

Question is how will this new captain skills will effect the Makarov?:cap_hmm:

Well since she doesnt use AFT or BFt and doesnt need IFHE - it wont... :cap_horn:

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7 minutes ago, Yedwy said:

Well since she doesnt use AFT or BFt and doesnt need IFHE - it wont... :cap_horn:

 

Yeah, Makarov is beyond help.

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There's a very obvious solution to the problem: just become a CV main.

 

For CVs everything gets better even if you suck at playing them. You can't dodge flak and get all your planes shot down? Dont worry, WG got you covered. Your damage output is low and your torps do little damage? WG got you covered here as well.

You still can't perform despite all the training wheels and not having to risk your ship? Complain about AA! Yes, most players here will make fun of you but WG will listen to your lamentations and that's what counts, right?


Jokes aside, knowing the playerbase most CV players will probably run meme fighter consumable builds that can't spot to 'bEtTeR dEfEnD tHeIr fLeEt fRoM tHe EnEmY cV'.

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6 minuti fa, Stormhawk_V ha scritto:

Jokes aside, knowing the playerbase most CV players will probably run meme fighter consumable builds that can't spot to 'bEtTeR dEfEnD tHeIr fLeEt fRoM tHe EnEmY cV'.

that's what i would do^^

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I've got some 300 ships in port, every tech tree ship of them with some captain or other, at least above Tier V, for regular snowflaking.

36 commanders are maxed-out as of now.

These days, I hardly ever use any of the ships at all any more because of the CV plague. Currently, the regular ones are just Benham, Friesland, Halland and Smaland. For a long time I have mostly been playing DDs although I am a bit better at BBs, stats-wise, but I just can't cope with all the garbage team mates, emotionally and tactically, especially the atrocious current crop of DDs. So, DD "main" out of pure self defense.

Any other ships besides the four DDs mentioned above are only ever used when events, missions etc call for them and I can be bothered, but mostly just for the navel battles, depending on what is called for on any given weekend.

So I figure, my first priority needs to be to max out the commanders of my main ships as quickly as possible, so they can start earning ECXP again.

Then maybe look at the next Ranked and Clan battle season, and also max out the unique commanders after that.

I will not be requiring the services of most of the 201 other commanders any longer after the Captain skill rework, one way or the other. Even if I should stick with the game, there is no need to retain them for snowflaking purposes since you can just Co-Op with no captain at all.

 

(I'm picturing a sort of anarchical pirate commune running any uncaptained ship, in a sort of grassroots democratic fashion.)

 

We will be able to fire captains and convert a quarter of the XP that went into their training into ECXP - for credits.

That will take a lot of credits.

https://docs.google.com/spreadsheets/d/1IucYwAmu1-6s7qU2P0jMlYmT3dHOybmgttW1Kanlmkg/edit#gid=2125998039

Getting rid of all my Captains with 10 or fewer skill points would yield around 3 million ECXP and cost 30 million credits.

It would let me max out four of my 19-pointers.

Maxing out all my 19-pointers this way would mean firing all captains of 15 skill points or less, and cost around 270 million credits - the equivalent of almost 12 fully upgraded Tier X tech tree ships.

Combined with whatever ECXP I can grind until the rework hits, I'm probably looking at half a dozen or so maxed-out new captains.

But what you actually want by the time the rework hits is as many maxed out captains as possible, right away, in order to be able to experiment like crazy during the period of free captain skill redistribution.

So the main thing I need to grind until then is - credits.

So I can fire more low-skill riff-raff and use the proceeds obtained by destroying their lives and careers, shattering their virtual hopes and pixel aspirations, to promote a tiny elite force.

Just as in real capitalist life.

 

That's as far as I've gotten.

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Vor 8 Stunden, JohnMac79 sagte:

Am i right in saying there are no sub specific skills, therefore we can look forward to captain rework v2.0 (WG disaster v106) not far down the line?

Also no ASW specific skills, are there?

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